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    posted a message on CraftWars

    @Keyeszx: Go

    well i hope my map doesn't come out as bad! :) what's shown here is only demo's for each thing, they aren't fully made/designed yet.

    Posted in: Map Feedback
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    posted a message on CraftWars

    here's a video demoing how squads will look in my game

    Embed Removed: https://www.youtube.com/v/6VQbtAaEVL0?fs=1

    this video shows the 2 terran squads that will appear in game. the marines will later get a grenade type ability where each marine in the squad will throw a grenade and do damage. the flamethrower squads will receive a flash-bang ability that will temporarily stun any enemy units caught in the blast. i may make more of the terran units into squads, but for now these are the only squads for the terran team.

    Posted in: Map Feedback
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    posted a message on What many games/maps lack

    haha, i love egorapter's works! check him out on Newgrounds.com, he's made many video game parodies. i'd provide a link directly to his user on newgrounds, but my internet is acting up and i cant connect to newgrounds right now :(

    Posted in: Off-Topic
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    posted a message on (solved) help with upgrades

    @BorgDragon: Go

    well what i originally wanted was ONE behavior with a +/-1 modify effect that had the EFFECT upgraded to then be a +/-2 by using the "Add" function of the upgrade, but it sounded like to upgrade the effects of a behavior i would need to create a new behavior (with the same +/-1 effect of the first behavior) and have it swap with the original behavior so the the upgrade function would take effect on previous and future buildings and change the original +/-1 modify effect of the behavior into a +/-2 modify.

    but maybe i should stick with the 3 behaviors, each with the +/-1 modify effect, and sort them out like you just described above...

    Edit: so i came up with a workaround... what i did was this.... my building takes 30 seconds to build, so i have a buff that lasts for 30 seconds and applies the first "tech level" modification when it expires (that way the resource isn't modified while the building is being constructed). this is where the work around comes in. my building also has 2 initial behaviors with a 0.5 duration and will apply the other 2 "tech level" modifications when removed. these 2 initial behaviors have the upgrade requirements and wont start their countdown until the upgrade is researched. (the original problem before with the 2 modify "tech level" behavior was even though they had the requirements to be disabled until the upgrade was researched, they would still apply the "tech level" modification without the upgrade).

    now my future buildings AND my previous building will be affected and they will be affected properly. phew. Thank you both for your suggestions and help. I'm glad to say, this problem is solved :D

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @BorgDragon: Go

    no good. made the requirements just like in your example, put them in the Behavior: Requirements+ field, and had my buildings start with the behaviors by putting them in the Behaviors: Behaviors+ and it didnt work. then i tried having a starting behavior that would apply the behaviors after a set time, still didnt work. the behaviors immediately increased the custom resource by 3 (there are 3 behaviors each with the "increase" and "decrease" effects of +/- 1).

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @SoulFilcher: Go

    can you give me and example of how to do this. i tried putting the validator in the (disable) part, but it adds the resource first then disables the buff. so i put the validator in the (remove) section and set up a sort of loop so the buff would be added when it was removed and it would keep doing so (ultimately doing nothing) until the upgrade was researched, but the validator doesnt seem to see that the upgrade is researched and just continues to remove and reapply (so i assume). clearly im doing something wrong somewhere.

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @SoulFilcher: Go

    huh. ok, never worked with switch effects before, but ill give it a try :)

    edit: on second thought, does the Behaviors: Validators (Disable) area of a buff constantly check to see if the validator requirement is met and then when it is, enables the behavior? if so then i could simply apply all three behaviors (the normal modify and then the next tier modifiers) at the start with a validator in the Behaviors: Validators (Disable) section and have the validator wait until the upgrade has researched to enable that buff.

    would the Behaviors: Validators (Disable) work that way or should i use a switch effect to do this?

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @SoulFilcher: Go

    so what your saying is that after the upgrade i have to remove my buff, then reapply the same buff for the changes to occur? or to remove the original buff after the upgrade and apply a new buff that will have the same Modify - Player effects, but now the effects will have the upgraded effects?

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @SoulFilcher: Go

    yes that would fix his problem but my buildings are still uneffected by my upgrade, whether they were built before or after the upgrade despite my upgrade looking pretty much like his. so i cant even get to that problem! X(

    Posted in: Data
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    posted a message on (solved) help with upgrades

    it shouldnt matter if the unit being upgraded is the one that researches the upgrade right?

    Posted in: Data
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    posted a message on (solved) help with upgrades

    your upgrade and mine are nearly the exact same except mine changes custom resource, but still after upgrading, all buildings built after the upgrade, that should have the upgraded effect, still only change the custom resource by +/-1. there are requirements for the upgrades but that only affects whether the upgrade button shows on the command card or not. :(

    Posted in: Data
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    posted a message on (solved) help with upgrades

    so i just recently started using upgrades and i can get most of it to work; linked it to a research ability, can have the unit research the upgrade, the upgrades dissapears from the command card afterwards. the problem im having is that the upgrade doesn't seem to be, well, upgrading. i have the upgrade affecting two units which i set in the "affected units array" and i put in the effect of a buff that i want to change and set the "add" and "subtract for the particular part of the buff. but when the unit researches the upgrade nothing happens.

    what im trying to do is this; i have a unit with a behavior that modifies a player's custom resource value by +1 when its initially built and modifies the custom resource by -1 when the unit dies. what i want when i upgrade the unit is to increase the modification on the custom resource by +/-1 so that the unit modifies the resource by +2 when alive and -2 when it dies. then have another upgrade that makes it modify by +/-3. i set up the upgrade to "add" 1 to the "modify player" effect so theoretically it should modify the custom resource by +2 from then on, but it doesnt. any ideas?

    Posted in: Data
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    posted a message on Refund Fraction not working?

    bump. having the same problem

    Posted in: Miscellaneous Development
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    posted a message on CraftWars

    @moipster: Go

    i havent worked on making the units yet still finishing up on the building areas. i was planning to have some units form squads using model additions and such to get the whole "you control one whole squad rather than the individual units in that squad" feel. i think im probably going to give the units abilities similar to their halowars counterparts, but ill see what else i can do to make them more halowars-esque :)

    Posted in: Map Feedback
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    posted a message on CraftWars

    much like moipster, i decided that halowars was a game that just needed to be brought the starcraft community. this thread will contain updates and such on my version of the game, which im naming CraftWars.

    now that the introductions are over, CraftWars will be very similar to halowars with the addition of the zerg as a playable race in addition to terran and protoss races. as of right now not much has been finished but the plan is this.... there will be 3 different types of units; light, armored, and air. there will also be units that specialize in countering said units (anti-air, etc.). protoss and zerg will have hero units that will have special powers that drain supplies (the games currency) and can be upgraded at their temple-like buildings. terrans will have powers similar to the UNSC where there will be a "ship" in orbit that can calldown certain powers for a supply price. building bases will be similar to that of halowars where if your main base is destroyed, all attached buildings will be blown up :) each base initially can only build 3 buildings but can be upgraded to have more build spots. there are also random supply boxes and neutral buildings on the map that can be captured to gain a temporary bonus so long as you hold them. there will be a "tech level" that will have to be increased if you want to research higher level units and upgrades. the temples for the zerg and protoss and the terran reactor will be the buildings that increas the tech level. the terran tech level will only be as high as the existing number of reactors while the zerg and protoss will only have to upgrade their temple once and keep it alive to increase the tech level. as i make progress in major areas i will try to post videos demoing the progress.

    please note that in maybe most of the videos the things shown will not be completely pretty with tooltips, proper health, icons, etc. i will focus on making the game all nice and pretty after i finish the data/trigger editing for all major sections. now without further ado, the first demo is of how building in the game will work.

    Terran Base:

    Embed Removed: https://www.youtube.com/v/M4L4BGIEuPM?fs=1

    terran bases will have a unique building: the reactor, that will raise tech level allowing higher level upgrades to be researched

    Zerg Base:

    Embed Removed: https://www.youtube.com/v/N6J4Z-r-9pU?fs=1

    Protoss Base:

    Embed Removed: https://www.youtube.com/v/JZt5vZ6_7xk?fs=1

    protoss bases will have a unique building: the shield generator, that will supply all buildings of a base with a small shield boost. multiples shield generators will increase the shield strength of the main base. protoss will also have a teleport beacon that will allow units to teleport to the protoss hero.

    Posted in: Map Feedback
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