Income Wars
Income Wars
This is the original Income Wars from Battle.net.
Target
Spawn units to kill the cannon of the other team.
Spawning units gives additional income.
Gamemodes
- from 1 v 1 up to 3 v 3
Uploads
- EU: bone: Income Wars (Official)
- US: bone: Income Wars - Official
Curse Link
This map is still work in progress, any suggestions,
ideas or bug-reports are welcome.
Also, this could just be my friends' and I's opinions but scourge are way overpowered as well as Citrien. There is no counter to citrien.
Love the map but after the update where you added bunkers the teams have been screwed up. We used to love joining as a party and coordinating over skype. But now the teams in the lobby no longer represent the teams in game. I'm not sure if the teams are chosen randomly or what but if that could be fixed this game would be my favorite custom map again.
4.0 is out, on eu server and testing. only some minor bugs left and then you have to wait for bloodytosser :)
this weekend :P
soon™ = probably™ within a week (maybe™)
4.0 soon TM
first it has to work ;) then I'm gong to add the tweaks
If you do end up using an autospawner as it seems everyone else wants, there needs to be a bit of randomness I think. I'm not sure if this was already discussed/thought of, but having a math variable like: (X through X units ± 10%) / (ranged 0.X - 0.X) seconds or something to that effect. It would add some balanced randomness I would think... You wouldn't want a wide variance, but large enough to notice.
so many triggers... getting the teams from the lobby is a lot of work
and I still have to do the new spawn system...
and the nuke tracker...
@albatross4242 we're currently thinking about spawning per building but I like the old system quite a bit.
maybe with just 6 looping triggers and a change of the global spawn unit x variable.
disable/enbale this trigger whenever a units enters leaves a region. i like the idea of double system :D starting the loop after one second.
whats the official/intended counter for the brutalisk?
siege braker and diamondback. especially the siegebraker just smashes them
but yes with the cleave it should cost a bit more
thor 12+12 is the correct amount for 2 missiles. he does 6+6 with 4 missiles
"If we change it to x units per second for having the chooser on spawn area, then:
how many units per second? what if you only want 1? Generally, problems with a new mechanism are also:
change for the players being accustomed to the current system lots of new triggers/code we would need to make"
Here's a general trigger method that should allow both patrolling and stay in place spawning...
this is also going on the assumption that if a variable is changed outside of a trigger that it will update all triggers with the global variable, (i'm not 100% sure however that this is the case in which case this won't work for squat),
player leaves specific region
set variable "player[trigger player].wants more[Name of This Unit] == false
player enters specific region
if (resources check)
spawn unit
set variable "player[triggering player].wants more[Name of This Unit]" == true
wait 1 second
if player[triggering player].wants more[Name of This Unit] == true
then
while player[triggering player].wants more[Name of This Unit] == true
wait x seconds (i figure .1 or whatever)
if (resources check)
spawn unit
providing that updating a global variable would update for the while loop, this would spawn 1 unit on entry like normal and even while wandering across the map like normal, but would allow you to leave a unit just chilling in a tile as well and spawn the armies that you want
whats the official/intended counter for the brutalisk? this monsttrum is fairly cheap and compared to the other tier2 units it can be really devastating all by itself. so spaming brutalisk in lategame or worse yet: saving up for an early single one is really game breaking! I played three games to test this. everytime the result was devastating (for the enemey team). Maybe you should consider increasing its cost a little or reduce the income provided by it.
Anyway, we are trying to figure out a way to fix it, so that the teams from lobby are taken. When the new spawning system is in place, it should be fixed, but that will take a while.
In the meanwhile, join income wars as a group if you want to play with a friend ;)
sounds bad :( didn't change anything at the team system. there are triggers forcing allies and enemies, it should be impossible to have 5 enemies
player 1,3 and 5 are forced to play together and player 2,4 and 6... don't know what happened, did the lobby look normal (3v3)? and did anybody see this to? is it reproducible?
Just had my first game of 3.28 on EU
TOTALLY FUBARED.. the teams were screwed beyond belief..
i was in my own team with 5 opponents for some reason :p
Think it was 2 vs 2 vs 1 vs 1.. or something weird.. telling you.. it sucked!.. trying again.
EDIT:
2nd game was fine.. may have been because i moved some players around in the lobby for the 1st time.. trying to verify this later. but thats my theory.
Whenever Ive been in a 2 person party, and join a game, Im on the same team. Its when you try and create one is where things get messy.
As comparison: the bunker does roughly half the damage of the cannon and no area of effect at all. It can hold against a few low tier units and support dmg output a bit on the defense, that's all.
the bunker is not supposed to defend itself. you have to do it.
@makalious:
I am aware of this issue. Teams are in fact not randomized. It's the system that player one is the one to join the game first, no matter which slot he is in, while the game trigger makes teams based on player number.
I wanted to look at this issue with bone, but we were quite busy with other things for 3.25.
Thanks for bringing it up again :)
@iminminnesota:
What you said, would make low cost units undesirable, rendering them useless. We want the players to progress from small weak units to more powerful units while increasing count of them. Players should feel a progress, not just trying to buy the highest price unit they can afford every round.
The "veteran" unit idea is nice as an idea, but it would currently only effectively be a buff to t2 units against t1 units.
The bunkers encourage you to counter early in the game, as spamming a single unit isn't effective at all against an enemy that counters, resulting in losing the bunker and thereby giving the enemy free minerals.