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    posted a message on Perfection of Armistice

    Just thought I'd let anyone who reads this know that I'm still working on the game. I've just finished up making a new High Templar ability that takes the form of a fast, high damaging fire attack. I've had some difficulty sorting out the behavior stacking, but I think it's working out okay.

    As well, I've been adding 'Matured' Zerg units like the Torrasque and Raptor and Kukulza and such. As well, I'm giving them different textures using the texture swapping method. (Well, the Torrasque has the omegalisk...but yea, same difference haha)

    Besides that, I still need ideas for the new objective technologies. Trying to link them together with a sort of 'description' that gives the tech a way to actually work, like a name, would also be really helpful. Here's my current list, let me know what you think.

    1 ) More interactive Objective Technologies- think up new upgrades and ideas:
    	==TvT==
    	  Wraiths
    	  Vultures
    	  Reinforced Heavy Plating (Massive Terran Units Gain +2 Armor)
    
    	==ZvT==
    	  Plated Carapace (+3 Structure Armor)
    	  Shock Resistance (HP Regen in Combat)
    
    	==PvT==
    	  Linked Redemption (Greater Archon Range)
    	  Psionic Apothecary (Think of better name? Deacon?)
    
    	==ZvP==
    	  Energetic Toxins (Energy Regen Boost On Creep for Zerg, Drain for Others)
    	  Psionic Infusions (Bonus Damage Vs. Shields)
    
    	==TvP==
    	  Terran Infantry Cybernetics (Increased walk speed)
    	  Limiter Removal (Ghosts provide weak shielding to nearby units) - Done! Readd Behavior to ghost when ready.
    
    	==PvP==
    	  Increased Mothership Count (Total of 6)
    	  Training Facility (Veterancy Buff)
    	  Following of the Khala (+25 Max Energy Boost On All Casters)
    
    	==ZvZ==
    	  Enhanced Antennae (Overlord Sight Range)
    	  "Maturation" Chamber (Zergling -> Raptor..etc)
    	  Victory in Defeat (Doubles the number of broodlings released from structures)
    
    	==PvZ==
      	  Khalis Amulet (Larger Psi Storm)
    	  Uraj Amulet (Psi Burst - Instant Cast, High damage attack. Smaller radius.)
    	  Core Amplifiers (2x Mothership Attack Speed)
    
    	==TvZ==
    	  Compressed Isotopes (Doubled Nuke Damage)
    	  Exo-Atmospheric Travel (Terran Calldown to quickly transport units)
    
    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Right, right... I'll add it to the list,

    Posted in: Map Feedback
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    posted a message on Mold-Fitting Shields

    I considered doing that, but the effort seems improportionate to the results....siiigh I guess I'll just stick with the sphere effect.

    Posted in: Data
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    posted a message on Mold-Fitting Shields

    Bump. Is this possible?

    Posted in: Data
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    posted a message on Perfection of Armistice

    So choosing from a preplaced list, or choosing from a random list?

    Posted in: Map Feedback
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    posted a message on Setting Amount of Resources on a Mineral Field Using Triggers

    Nevermind. Solved my own problem in like a minute. Derp. For anyone curious, I was using the right line but the wrong variable. Had randpercent set up as 10, as a real, reading it as .1 or 10%, when the game saw it as literally 10. That always set it to the highest possible resources, hence the appearance of not changing. Sorry to waste anyones time in reading this.

    Posted in: Triggers
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    posted a message on Setting Amount of Resources on a Mineral Field Using Triggers

    This probably has some stupidly simple answer, but I tried what I thought would work and I can't see any other obvious solution.

    Set (Unit) (Resources) to (Resource Amount) is the action I tried, under Set Unit Property. It did nothing. Here's the actual line. Unit - Set (Picked unit) Resources to (((Picked unit) Resources (Current)) * randpercent) randpercent is an already declared variable (Real) that is a random number between .1 and 1.1.

    Posted in: Triggers
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    posted a message on Mold-Fitting Shields

    I'm trying to create a visual effect for Terran units having shields. Right now, I have it set up so that the 'SolarShield' from Protoss is created, autoscaled, and scaled down to 'usually' fit the unit that's been given shields... but for alot of the units, it's either too skinny and too tall, or not tall enough and too wide, or... you get the issue, I think. What I mean to ask is whether or not it's possible to create a shield that 'hugs' the units model, so it fits it perfectly instead of being a circle. I'll keep looking after posting this, but if anyone knows please let me know.

    Posted in: Data
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    posted a message on Perfection of Armistice

    And resources, as well. I know of the current flaws, and I am indeed trying to find solutions for it. The temple itself is difficult, since it's a doodad and it's in a very 'terrain' oriented location. (Oh, and don't worry about ambiguity for these things, lol. they're likely to change anyway. just keep the secrets you've thought up private, is all. Thanks for the effort though; for reference I guess it would be for the best to simply keep as much as we can secret) If you have any ideas for relocating it or something, I would appreciate it.

    As for the prisoners and the cave, they're very minor bonuses and I'm likely not to try moving them.

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    The issue with drawing from a list is that then people can memorize the list, and then people who have played more have an advantage that isn't 'skill' based.

    Posted in: Map Feedback
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    posted a message on Perfection of Armistice

    Would you have to own both towers in order to teleport using them? As well, how would you feel if the two were in random locations on the map?

    Posted in: Map Feedback
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Thanks for the quick response. =)

    That method is actually what I tried right off the bat, but it didn't work. Why? Got me. It just didn't. It still doesn't. I think it's just something with the model, or texture, or something. Maybe I'm doing it wrong? I hope not...it's pretty simple, lol. If you can get it working for the Fire Medium model, please let me know.

    Edit: Well. I just tried it again because I figured "Why not? It would only take like 20 seconds." And it worked. I don't...I'm so confused. Ugh. Whatever. ><

    Posted in: Tutorials
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    posted a message on Perfection of Armistice

    Yea... it's really quite sad =(

    And thanks for your opinion. =) Alot of people agree on #2 as well, so that decided it.

    Posted in: Map Feedback
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    I've been trying to swap the texture of the Fire Medium doodad for the past 3 hours with literally no visible success. I've had success following your tutorial, and when swapping the ghost's textures, but for this I've had so much trouble...

    I set the Textures Declarations+ as best I can, but I think that might be where the issue is. In the model previewer, the textures are called Flame3_Diffuse and Flame3_Emissive, so I tried both Flame3 and Flame3_ as the prefix. Neither worked. As well, I tried using main, main.diffuse, and main.emissive for each of the slots with no success there either. I'm trying to apply the 'blue' fire texture to replace the regularly orange. Is this possible? =x

    Posted in: Tutorials
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    posted a message on Perfection of Armistice

    Nah, I got it working. =) You're welcome to go check it out if you want. The version with all the fixed bugs is up now. I'm working on something else related to the upgrades we were discussing... Check it out. ;D

    Mercenary Ghost Testing

    Which do you think looks the most like what a Mercenary Ghost would look like, do you think?

    Posted in: Map Feedback
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