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    posted a message on Kill Reward Invalid for Transformers (Vikings, Tanks)

    Thank you very much! I think this has sorted everything :)

    Posted in: Data
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    posted a message on Kill Reward Invalid for Transformers (Vikings, Tanks)

    I have a trigger which rewards players for making a kill (noted below).

    The trigger works successfully, but I notice there are two main problems with it. It is fine if a player creates a viking or tank, and it is killed before it can transform, then the killing player receives their due reward.

    HOWEVER, if the unit transforms, then the kill reward is always 0. This is a massive problem since it allows players going tank or viking heavy to have their enemies lack an adequate reward for killing their stuff. I presume it's a data problem. The tank and viking also have the same cost, regardless of their respective mode, so it's not be just forgetting to fill in a field.

    The secondary concern, which is less important as it affects game play less gratuitously, is when the killing unit does not exist. The trigger then throws up an error message for everyone about array index of the unit (which does not exist anymore) is out of bounds. How can I tweak the trigger so that it accounts for that possibility?

    Any help, thanks.

    REFERENCE: http://tinypaste.com/c477c384

    Posted in: Data
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    posted a message on [Revived!] Map Night

    Enjoyed last map night! Runecraft was very well done, but there was an issue wherein it kept resetting the game, perhaps as a consequence of it being reset due to two players using one lane at once. I enjoyed that others enjoyed playing my map too :D

    Posted in: General Chat
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    posted a message on Voodoo Shield Duplicate refuses to Die

    Hello,

    I have created a behaviour based on the campaign Tosh shield. When a unit's health drops below 50%, an "emergency shield" pops up, takes damage, and if it takes too much, dies. It works fine.

    I have however created two duplicates (medium and big), with higher shield health and also with duplicated shield actors (VoodooShield (unnamed), VoodooShieldBirth (unnamed), VoodooShieldDeath (unnamed)), which have had their actors scaled up (because the units that use them are bigger).

    When a unit using either medium or big emergency shield behaviour has it's shield appear, and then reduced to 0 shield, the shield does not disappear and remains as "0 shield" in the unit stats :O and complains that it does not have a corresponding death link or something. It only disappears however when the unit regains back to 51% of health, and does that perfectly. I'm a bit lost.

    It complains, more specifically, that the unit the shielded unit is attacking does not have a shield to affix... what.

    Posted in: Data
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    posted a message on [solved] Changing the maximum number of gatherers per mineral unit

    @Eldrazor: Go

    :O You're right!

    At the top of the Stats tab of the "SCV - Gather" ability there's a "Flags" section, which has "Bypass Resource Queue" tickable. Ticked and it works :D

    Thanks!

    Posted in: Data
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    posted a message on [solved] Changing the maximum number of gatherers per mineral unit

    Hello everyone,

    I wish to know what behaviour/ability/stat is responsible for the maximum number of gatherers (scvs, etc) that can harvest from one mineral unit at a time. Presently it's 3, I want to increase it.

    Posted in: Data
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    posted a message on [solved] Unit stat discrepency between editor and map

    Well, now we're both happy :D

    Posted in: Data
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    posted a message on [solved] Unit stat discrepency between editor and map

    ACTUALLY. I found a work around!

    Only after building a predator also produced a spectre for no reason... I reassigned the ability in the (as I had made it) barracks - train, slots.

    So I reassigned firebat, predator, etc, and it's fine; everything is working! I think the dependencies allocate things for specific training slots that already exist, in which case all one needs to do is pick one that was not used. Not sure about you though, Jan. Perhaps you can try similar thinking; of creating new ability/behaviour slots rather than relying on default ones which may conflict? Or just duplicating them.

    Posted in: Data
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    posted a message on [solved] Unit stat discrepency between editor and map

    @JanChris: Go

    So, we both need a solution :D

    Posted in: Data
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    posted a message on [solved] Unit stat discrepency between editor and map

    Thanks for the quick reply!

    Unfortunately this does not do anything.

    The order is (top to bottom):

    Liberty (Mod) Liberty (Campaign) Left 2 Die (Mod)

    I also changed it to be Campaign then Mod and then Left 2 Die, which also didn't work. :(

    Posted in: Data
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    posted a message on [solved] Unit stat discrepency between editor and map

    Hello everyone,

    In my map, I have two dependencies, which I am sure has something to do with it. Players can construct a wide range of units in an instant, for only a mineral cost with no population cost.

    The problem is, although in the editor (and testing offline) the firebat, predator and heavy (taurean marine) all have everything right, when it comes to online play it's another matter.... I recently added a Left 2 Die dependency on top of the campaign dependency, there were no issues like this prior to this.

    They had a build time, mineral cost, vespene cost, requirements, and population cost as I presume is related to the Left 2 Die mod I am using as a dependency. I am using both the campaign, and an online version of the Left 2 Die mod map, as dependencies. So in the dependency window it lists the map itself (mod), wings of liberty (campaign), and Left 2 Die (mod). I need campaign and Left 2 Die to allow the players to use campaign and Left 2 Die units.

    I tried to think of a way around this problem, and created a technology with in theory reduces the mineral and vespene cost, as well as reducing the build time and so on.

    Anyway, oddly, the tech upgrade granted at the start of the game fixes the requirement and build time issues, which is great. It however refuses to fix the mineral and vespene cost issues; and I can see no way in the upgrade slots to reduce the population cost at all. The editor unit cost tabs tells me the firebat, etc, cost X minerals, and 0 vespene... in game the cost is X minerals + Left 2 Die mineral cost and vespene.

    I'm stumped. Any help would be great.

    Posted in: Data
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    posted a message on [Revived!] Map Night

    I thought Lith had been improved by removing the zombies. I'd echo Ivion's suggestion of terrain, to make it a bit more dynamic. If you end up implimenting a way to customise a spell, then you won't need so many types either. Keep it up!

    Posted in: General Chat
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    posted a message on Age of Renegade Fortress

    @Zumaa: Go

    Thanks for the feedback Zumaa! I appreciate it.
    I think you may have misunderstood some of the mathematics behind the changes, which is probably my fault for not explaining it more.

    If you have a weapon period (rate of fire) of 1.0, and reduce it by 50%, to 0.5, then it effectively doubles it's effectiveness. It spits out twice the number of attacks, and would be equivalent to two units. Reducing the cost by 50% allows you to produce 2 for 1 as well. I had missed this obvious mathematics in my initial designs by giving the upgrades all 10%, which is unbalanced as it makes rate of fire and cost upgrades twice as effective comparatively.

    The siege breaker's damage I was not able to modify successfully to begin with, so the value of 100 damage is the unmodified game value... which is not +50% of the Siege Tank's 60 damage (as a rule of thumb for uniques, which have +50% life and damage, not +100%, otherwise they dominate too easily).

    The additional initial stat options is to help players be more able to streamline their army's purpose, and to help make it in a way more similar to the Age of Mythology custom map which inspired this one. In that speed was also a damage-dealer, while many life units were as good at dealing damage as taking it.

    As for your suggestions...

    I am becoming more sympathetic to the idea of allowing for the purchase of more SCVs, but for a high price.

    I am not sure about raising heavy speed, for they don't really need it, and it helps to balance the fact they have exceptional rate of fire and health.

    The point of Siege tanks is interesting, since I did raise the cost of aircraft by 50% above their equation cost to accommodate for the fact they can fly. So, perhaps the same should be done for Siege? Not sure.

    Thanks again.

    Posted in: Map Feedback
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    posted a message on Review Request

    I'm pretty sure we engaged in battle on a 3v3 one day. Just sayin'. Not many people with the username BasharTeg around!

    BTW, you may want to elaborate on what exactly your work is about. You don't mention anything in this respect.

    Posted in: Map Feedback
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    posted a message on Age of Renegade Fortress

    Changes that have been implimented are listed below:

    Balancing Changes

    • vikings (& Hel's Angels) +1 armour (well, they're classed as "armoured" with 0 armour) & cost increased by 10
    • vikings (& Hel's Angels) spawn in air mode instead of ground
    • dark templars -1 armour (classed as "light") & cost reduced by 20
    • base structure life trebled and +1 armour
    • marine/scv respawn slowed (increased to 5 seconds from 1 second)
    • score now equivalent to the value of kills
    • can now earn minerals from killing marines, but cannot earn from killing allied marines.
    • hardened shields upgrade maximum damage changed from 10 to 15.
    • mineral field yields now the correct way around and sped up/yield reduced (10 per 2 seconds for rich, and 5 per 2 seconds for normal... from 10 per 5 and 20 per 5)
    • kill reward reduced from 50% to 25%
    • cost and rate of fire upgrades halved, reduced from *0.9 (>10% better) to *0.95 (>5% better), etc
    • predator speed increased from 3 to 4
    • predators do +15 damage versus armoured
    • ghost & spectre range +1, period +0.5
    • firebat & devildog weapon area of effect increased from 0.6 to 1.0 & 1.5 respectively
    • firebat & devildog life increased by 50% to 150 and 225 respectively
    • team life and range map positions swapped
    • team range and range upgrades halved
    • reaper damage increased to 5+5, life increased to 60
    • heavy damage increased to 8
    • dark templars behave like dark templars again, instead of improved zealots
    • all unit costs rebalanced: range is far more important and speed less so. Prices are also now rounded up to 5s and 10s. Some more expensive, some less, some the same. (Aircraft & diamondbacks cost still *1.5/*1.25 respectively)

    Additions

    • teams may select additional stat increases to begin with
      Life: damage (+50%), armour (+3), cost (-25%)
      Range: rate of fire (-25%), armour (+3), cost (-25%)
      Speed: damage (+50%), rate of fire (-25%), cost (-25%)

    • team speed's Siege Breakers & Vikings (and their merc forms) now transform twice as fast
    • new age up option: architectural advisor:
      +10% base structure life, +0.5 life regen, +1 photon cannon damage, +200 minerals
    • new unique unit upgrade option: nuclear deterrent:
      On death the unit explodes, dealing 100 damage to friends and foes over a radius of 3.
    • rocks, lots and lots of rocks!
    • lights disappear when their parent building is destroyed - oooh, spooky!

    Issues Fixed

    • lighting is now corrected to agria night
    • odins are excluded from mass cloak
    • hint text on load screen put in the proper place
    • reaper jump upgrade now works
    • spectre energy removed
    • damage & period upgrades for Siege Tank and Siege Breaker's deployed weapons now work
    • Siege Breaker's deployed weapon damage reduced from 100 to 90
    • Siege Breaker & Tank's deployed LOS increased from 11 to 13, in line with weapon range
    • armour upgrades now work for the Diamondback
    • unique units no longer mass select non-unique units as well, or vice versa (like firebats/devildogs)
    • wraith energy removed
    • new gold mine positions
    • all unique unit upgrades have representation on the player's unit data GUI
    • team selection issue fixed
    • odin size reduced
    • map name changed... still needs changed.
    Posted in: Map Feedback
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