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    posted a message on Requirements: Subtraction and division help

    @DrSuperEvil: Go

    Yeah it turns out I'm a complete moron who forget everything he knew about maths.

    Thanks!

    Posted in: Data
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    posted a message on Requirements: Subtraction and division help

    Hi is it possible to subtract in requirements? I can see all the standard maths tools except for subtract...

    Posted in: Data
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    posted a message on Upgrade level effecting another upgrade level

    @DrSuperEvil: Go

    That's a shame, ok thanks for your help.

    Posted in: Data
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    posted a message on Upgrade level effecting another upgrade level

    Hi, I just want to know if it is possible to effect the upgrade level of a different tech to the upgrade being researched. That sentence was horrible so heres and example.

    Upgrade 1 is currently level 5. Upgrade 2 finishes researching and sets upgrade 1 down to level 3.

    Hope that makes sense. I have a work around in triggers but it would be nice to do it using the data editor only.

    Thanks for any help

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

    @nodgene: Go

    Really liked this map, as others have said building health maybe needs increasing a bit and changing the marine spawns but thats about it.

    I did feel like normal crystals gave me faster minerals than rich crystals. This might be completely wrong as I was not properly checking it so if I'm talking rubbish here then fair enough. My only suggestion is maybe change the name? It was quite long and even now I can't remember what it was and it didn't seem to say anything about the map when we were playing it. Cant wait to play this again.

    Element TD was really well made, looked amazing, played great. Would be cool to see a team version.

    Posted in: General Chat
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    posted a message on [Release] Genetic Lab Wars

    Thanks for the feedback, I completely agree. Currently I am working on changing the unit tree completely. I'm a bit concerned about the interface though and dealing with larger more complicated trees but I'm sure something will get worked out.

    The idea at the moment is to have 3 separate strains of Zerg, ground, air and infested, each with branches in, then have the final tier consisting of combinations of the units from each strain.

    My skill with units in the data editor is pretty limited at the moment so things like jumping Zerglings are a bit out of my reach at the moment unfortunately.

    I also want to change the way income is awarded.

    Posted in: Project Workplace
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    posted a message on [Release] Genetic Lab Wars

    Hi, I'm not getting many (or any) replies in the map feedback thread so I've dug this one out and updated the first post to reflect the current state of the map.

    Genetic Lab Wars 2 is still being worked on but I ended up making a lot of updates to GLW1. As any updates to GLW1 translate to the new map quite easily I'm putting lots of updates into the original for testing. I'm still looking for feedback so if anyone has the chance to play I would be grateful for opinions.

    Latest updates include:

    • Complete reworking of the rewards system. You now start with the ability to train standard terran units (marine, firebat, viking & siege tank).
    • With so many games played and so many won you unlock the mercenary equivalent who is slightly stronger but also costs a little more. This unit replaces the original Terran unit. I felt this was fairer than just awarding an extra starting unit.
    • Metabolic Boost research increases the speed of Zerg units.
    • Ghost nerfed so they fire half as often while cloaked to prevent 1 ghost decimating the other teams defense units.
    • A few small bug and exploit fixes.

    I'd also like to get some ideas for some Zerg abilities. I want each of the final 3 units (Hydralisk, Pygalisk and Roach) to each have an expensive ability that can be unlocked. Currently my only idea is for the Roach to have a one shot acid splash attack that it uses just before going into melee. Any suggestions would be very welcome. It needs to be an ability the unit can use itself rather than the player. It would also need to be visual so other players can see it.

    The map is hosted on EU and US under the Tug of War category. If anyone from another region wishes to host please contact me.

    Posted in: Project Workplace
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    posted a message on Genetic Lab Wars

    Hi,

    I'm still looking for feedback, has anyone had the chance to play? I have updated the original post a bit to explain the map better.

    Latest updates include:

    • Complete reworking of the rewards system. You now start with the ability to train standard terran units (marine, firebat, viking & siege tank).
    • With so many games played and so many won you unlock the mercenary equivalent who is slightly stronger but also costs a little more. This unit replaces the original Terran unit. I felt this was fairer than just awarding an extra starting unit.
    • Metabolic Boost research increases the speed of Zerg units.
    • Ghost nerfed so they fire half as often while cloaked to prevent 1 ghost decimating the other teams defense units.
    • A few small bug and exploit fixes.

    These changes are not yet up on NA, hopefully will be soon.

    I'd also like to get some ideas for some Zerg abilities. I want each of the final 3 units (Hydralisk, Pygalisk and Roach) to each have an expensive ability that can be unlocked. Currently my only idea is for the Roach to have a one shot acid splash attack that it uses just before going into melee. Any suggestions would be very welcome. It needs to be an ability the unit can use itself rather than the player. It would also need to be visual so other players can see it.

    Posted in: Map Feedback
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    posted a message on About European politic

    They have to be bailed out really else the euro goes down the drain. Greece lied their way in so this situation should never have happened.

    Posted in: Off-Topic
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    posted a message on A straight answer to the big question

    Nothing worse than getting to 5 people after waiting 10 mins for a game, then one person leaves literally a second before someone joins.

    Posted in: General Chat
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    posted a message on Want to pick up programming

    You should try learning good old Fortran '77

    Posted in: Off-Topic
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    posted a message on Genetic Lab Wars

    The map is now hosted on NA. Many thanks to Milfeus!

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

    It's a bit rude as I can't make map night tonight, but would it be possible for anyone to play a couple of games of Genetic Lab Wars? I'd quite like to get some feedback from people other than the very very small group who regularly play it. If not I can wait until next week :)

    Thanks

    Posted in: General Chat
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    posted a message on Desert Strike 1338 Author

    @WizardSamurai: Go

    Because its fun to play for a lot of people.

    Posted in: General Chat
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    posted a message on Genetic Lab Wars

    Gen Wars

    Genetic Lab Wars

    Story

    Each team takes on the role of a genetic research lab that has just begun to clone Zerglings. In order to secure all the research funding they both set their Zerglings on each other!

    Map

    A 3v3 tug style map with 3 lanes; top, middle and bottom. Two bases are on either end and units are sent along each lane. You choose which lane to attack in co-ordination with your team. Combines the macro of a tug map with a small amount of micro from the defensive units. The game features 22 Zerg "tug" units and 10 Terran units.

    The top lane features a large extension bridge, the middle lane contains a Vespine Gas Refinary and the bottom lane sports a hydro-electric power plant. Map

    Gameplay

    The Zerg attacking army is spawned from a Breeding Lab building. This building contains what are effectively research items that increase the number of Zerg you spawn each round. To train a more powerful Zerg creature you have to follow the evolution line which requires 2 Zerg from the previous tier. e.g. A Swarmling (tier2) requires 2 Zerglings (tier1). Once researched the 2 Zergling are removed and the player receives a Swarmling each round instead.

    This means a player can either mass a large army of weak units or breed a small army of strong creatures or some sort of balance.

    There are a total of 22 Zerg units spread over 5 tiers. They are split into Ground, flying, infested and tier 5 units.

    You have the ability to switch which lane your forces attack instantly (starting with the next wave). Additionally as well as the macro of a tug map, your defenses are managed by Terran mercenaries. These units cannot be associated with the attack so are not allowed to attack buildings. Their low health also makes them vulnerable. By hiding in bunkers and running to a lane in danger on the defensive, and microing them on the attack to avoid enemy bunkers and Zerg I believe this adds an extra dimension and a small amount of micro to the standard Tug genre.

    There are a number of upgrades available to boost your Zerg, Mercenaries and Bunkers.

    A rush ability is available from the breeding lab, allowing an extra wave to be sent at once for a mineral cost. As a counter to massing Banelings may be spawned using vespine gas collected from the middle lane. Banelings deal large splash damage but are only sent once. Both abilities cost increases with use so do not waste them.

    To give the loosing team a chance to comeback, your team are only allowed to train 1 Tier5 unit for each bunker lost.

    SS

    Features:

    • Zerg spawn from your lab to attack the enemy every 30 seconds.
    • The army that spawns can be upgraded from the lab with techs, more zerglings and more powerful Zerg.
    • The player can choose which lane to attack via a dialogue box.
    • Each lane is fortified with bunkers. These can be upgraded with improved shielding, armour and turrets.
    • A number of expensive Terran units can be hired to improve your defence.
    • These Terran units are upgraded to Mercenary units depending on your number of games played and games won.
    • Income is gained by capturing and holding beacons on the lanes.
    • You may also "rush" allowing an extra wave to be sent at once for a mineral cost. As a counter to massing Banelings may be spawned using vespine gas collected from the middle lane. Banelings deal large splash damage but are only sent once.
    • Each lane provides a unique bonus when the middle beacon is held:
    1. The top lane allows a single Viking to be hired and grants a higher bonus income that the other two.
    2. The middle lane gives the team a refinery providing vespine gas every turn.
    3. The bottom lane allows a single Siege Tank to be hired and provides the team with a Hydro-Electric Power Plant giving their Bunkers increased shield regeneration.

    OLD Video

    Embed Removed: https://www.youtube.com/v/t1VxVBLjAp4?fs=1
    • The map is currently hosted on EU and NA under Tug of War. I am looking for people to host on other servers!

    Thanks for looking.

    Posted in: Map Feedback
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