If they make it a time based thing then there should be a limit so that a game stops gaining points from a source after 2 hours. So a map couldn't be boosted by having a friend log in and afk in the game. 2 hours per person would limit that. Some longer maps like the open rpgs that were prevalent on wc3, but 2 hours in a day is still a decent chunk of time for a person to spend playing a single map in a day, so even orpgs wouldn't suffer too much under that restriction. Certainly much less than number of plays.
So do they have an actual formula posted some where?
Also, i probably shouldn't vent my own opinion, because i STILL play as much wc3 as i do sc2 (i can fill up ANY game i want in wc3), but i have heard some fine ideas. I was incredibly astounded when i COULDN'T change what i sort things by (one of the few systems that has non-clickable categories.)
To please me, they could even just move the "search for game name" function that is IN the create game area, over to the JOIN game area, they obviously have the technology.
Ya i accidentally put this in the trigger area before sooo:
Is there any way to make a unit continue chasing something, even if it is outside of X range from it?
I am currently making a tag map, where the "chasers" are controlled by the computer. Everything would work fine, with how i intend it, but unlike wc3, there is no acquisition range section.
So is there anyway to alter a units "acquisition range" or something to this effect?
Hey guys, i am currently working on a kodo tag remake.
This is the last thing on my check list, of triggers/data required so this map CAN be released(Of course it is far from releasing)
I want my Kodos to have a global acquisition range, meaning, that (they can already see the whole map) they will attack their highest priority target first, and can not be tricked by distance.
Sadly, i can't find the acquisition range like i could in the WC3 editor!
Any hints, tips advise? Maybe other methods of doing this.
Right now i am using a "attack target priority" so that the kodos will chase workers, and only attacks walls if they can't attack the worker.
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So do they have an actual formula posted some where?
Also, i probably shouldn't vent my own opinion, because i STILL play as much wc3 as i do sc2 (i can fill up ANY game i want in wc3), but i have heard some fine ideas. I was incredibly astounded when i COULDN'T change what i sort things by (one of the few systems that has non-clickable categories.)
To please me, they could even just move the "search for game name" function that is IN the create game area, over to the JOIN game area, they obviously have the technology.
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Could someone import, or remake, the human worker, and orc kodo models from wc3? Into SC2 of course (I would of course give credit)
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So far, things that haven't worked are: Minimum acquisition range, however, it made it a tad better (But still horrible!)
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Alas, this is not enough, 500 does not reach far enough.
Also, why is there no maximum scan range??
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Thank you, and i realized that this wasn't a question for triggers, and i am truely sorry i put it in the wrong section!
If you don't mind, i would be honored to give you credit in the loading screen.
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Ya i accidentally put this in the trigger area before sooo:
Is there any way to make a unit continue chasing something, even if it is outside of X range from it?
I am currently making a tag map, where the "chasers" are controlled by the computer. Everything would work fine, with how i intend it, but unlike wc3, there is no acquisition range section.
So is there anyway to alter a units "acquisition range" or something to this effect?
0
Hey guys, i am currently working on a kodo tag remake.
This is the last thing on my check list, of triggers/data required so this map CAN be released(Of course it is far from releasing)
I want my Kodos to have a global acquisition range, meaning, that (they can already see the whole map) they will attack their highest priority target first, and can not be tricked by distance.
Sadly, i can't find the acquisition range like i could in the WC3 editor!
Any hints, tips advise? Maybe other methods of doing this.
Right now i am using a "attack target priority" so that the kodos will chase workers, and only attacks walls if they can't attack the worker.
0
Hey, i was the head of clan Kodo for about a year, if you need any help with making this game awesome!