I have a question, I am reading that some maps using lobby options somehow lose the auto start option when game is full, has anyone experienced this with mine?
The most I've played on your map is three other people unfortunately. I can only change map options if I make the custom game myself and set it up before I make it public. Possibly ingame options at the start instead?
Also, I noticed that anybody can change anybody else's commander type in the pregame lobby.
I've lost so much interest into the map, now that nobody plays it on public =(... I'll continue helping you beta test a bit alone, or with a friend or two, but I won't give you as much information, as this game is supposed to be played with 10 people, or more it is recommended to be played with 10 people. Sorry for the lately lack of feedback. Hey, can I have anyone here's character code and character name? I would love to lobby up with you guys to play HP... One time I had a party of 6 people which we did some stuff. Now if only there were 4 more =)
it can be played with any number of people, just with a maximum of 10, there is no ideal number, I just gave options, I could lower the maximum number of players down to see if that gets the popularity higher though, will have to wait for the rest for next week either way.
And I have no idea how to make settings not locked when a game is public, this looks like Blizzard's bug, if there is some trick out there to fool the system in making them not lock, I am not aware of it.
Anyways, it would be nice to keep the map on the popularity list, I am not sure if I messed up one of my settings making the map not function properly on the public domain, blizzard has alot of bugs there and I could have it one. my map was doomed to a popularity this week but after the reset if people would play it, it should be higher, the higher it is, coincidentally the more its played.
EDIT:
Blizzard has really failed at the lobby for custom games, there seems to be alot of bugs and it could be affecting popularity, I don't know, it also fails to be dynamic for people to change it at a whim. I guess I am going to have to make some changes to my map due to the failed lobby system.
I will still have the player select their Commander pre-game but I will have the host or Player 1 of the map select the game difficulty and day length at the start of the map instead.
This has been the third time when a lobby host was afk for HOURS for this game. It's so annoying! I wish there was a way to kick or bypass them or something. At one point there were 8 people in the lobby! But everyone left since he was afk. GAH!
Those are Blizz's problems lol, I hate inactive hosts, you should contact blizz about a 'timed kick' from a lobby perhaps? of inactivity? Anyway. Responding to Abacus, have you checked Blizz's OS forums or even asked Blizz? It may help perhaps?
I added an in-game voting system at the start of the game, I re-used all of the variables I already had to not create more memory, but this might make some bugs in my code in various places that I didn't catch, please keep an eye for things not functioning right. Otherwise, everything seems to be in order.
I wasn't able to test my map with others sadly due to my map being so low in popularity. I think my changes should help in the future on the next reset so hopefully that is true. For now I hope I have gotten rid of the bugs so I can lift the beta.
Once I am confident with being done with Beta I will see about getting this map some more publicity of the bnet forums and such. I feel it is close to being done :).
I tried playing Standard, Standard by myself and it wouldn't go past the first night. Standard, Long worked fine though. I'll try again.
Also, the missile turrets seem a bit overpowered for the Standard Soul Collector. I just put up three or four along with my hero and a few units and it just tears it down without much difficulty.
Edit
Yup, same thing happened again on Standard, Standard.
Sigh. So I got to level 8, started a new game... and i'm back at level 1. There goes all that work down the drain. I guess that's it for me for this map.
I apologize, the editor seems to make random values to the standard null value in my trigger editor occasionally when I use the undo button, not sure why, but I am sure it is the cause of this.. finding it is searching for a needle in a haystack so I took the map down for the time being. When I feel I have found any and all of the bugs I will repost it and give starting exp to all who play to boost to level 5 or something for a day.
Hi all,
I haven't had time to work on the map until today which is why I abruptly took it off bnet, didn't want anyone else losing their exp, but please do keep in mind it is still in beta. Anyways, I got down to business and finish every major system I was going to implement so the map is in fact done now, I may add small things like new abilities in but the framework is done. I then took time to carefully test most of the major aspects for working conditions, from what I can tell it is good to go. I won't be surprised if there are more bugs as I can only do so much with my time to test this repeatedly, however, I don't think there should be many.
I will re-release the map to the public tomorrow and hopefully it will catch like its first time around. Tomorrow I will test the map for a game or two for bugs and balance issues. If you'd like to join me my name on Bnet is: Don and my character code is: 293. Send me a message if you see me on and we will do some final tests before I re-release the map. I can't make promises but look for me around 8 pm PST, likely that is when I will be on.
And for those who have been helping me during the beta and providing feedback, thank you.
Hi all, due to some small issues that I can't test solo, I am going to wait and release the map tomorrow night so I can have some more time to try the map out and assure it won't have any major issues.
Thanks
Finally, I believe I ousted most bugs *but I won't be surprised if there are more*. However, I tested many things and everything seemed to work. Let me know if there are any balance issues, ideas for the future, or bugs.
Thanks
And thanks again EaZyAZN for helping do most of the last testing before release.
I really enjoy Hostile Planet, it's among my top three (the other ones being Island Defense and Hero's Last Stand), and as far as i have seen, most of the bugs have been hammered out, then again, i mainly play solo. Standard mode with standard days worked for me, but i haven't been able to test alliances. One thing is that the max level is 12 or 13 (I think),and I've reached it, so it gets pretty repetitive. It woulde be nice to up the max level Also a suggestion would be to have some "special" units for each of the different commanders. Not sure if anybody has posted this, but with V1.2, its based off how many hours are played total, so if some people get a few matches going, it should be higher, but I really haven't figuired out the new system, as it randomely switches the top games. One thing i've found out is that if I can find people fast enough, I can win early game is PvP mode matches (not that Ido that, just wanted to see one match). Maybe a peace timer might help some players (as a new mode?). All in all, an awesome game.
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Good call, can't believe I missed that! Thanks.
I have a question, I am reading that some maps using lobby options somehow lose the auto start option when game is full, has anyone experienced this with mine?
@Abacus142: Go
The most I've played on your map is three other people unfortunately. I can only change map options if I make the custom game myself and set it up before I make it public. Possibly ingame options at the start instead?
Also, I noticed that anybody can change anybody else's commander type in the pregame lobby.
I've lost so much interest into the map, now that nobody plays it on public =(... I'll continue helping you beta test a bit alone, or with a friend or two, but I won't give you as much information, as this game is supposed to be played with 10 people, or more it is recommended to be played with 10 people. Sorry for the lately lack of feedback. Hey, can I have anyone here's character code and character name? I would love to lobby up with you guys to play HP... One time I had a party of 6 people which we did some stuff. Now if only there were 4 more =)
it can be played with any number of people, just with a maximum of 10, there is no ideal number, I just gave options, I could lower the maximum number of players down to see if that gets the popularity higher though, will have to wait for the rest for next week either way.
And I have no idea how to make settings not locked when a game is public, this looks like Blizzard's bug, if there is some trick out there to fool the system in making them not lock, I am not aware of it.
Anyways, it would be nice to keep the map on the popularity list, I am not sure if I messed up one of my settings making the map not function properly on the public domain, blizzard has alot of bugs there and I could have it one. my map was doomed to a popularity this week but after the reset if people would play it, it should be higher, the higher it is, coincidentally the more its played.
EDIT:
Blizzard has really failed at the lobby for custom games, there seems to be alot of bugs and it could be affecting popularity, I don't know, it also fails to be dynamic for people to change it at a whim. I guess I am going to have to make some changes to my map due to the failed lobby system.
I will still have the player select their Commander pre-game but I will have the host or Player 1 of the map select the game difficulty and day length at the start of the map instead.
@Abacus142: Go
This has been the third time when a lobby host was afk for HOURS for this game. It's so annoying! I wish there was a way to kick or bypass them or something. At one point there were 8 people in the lobby! But everyone left since he was afk. GAH!
Also, Necrothe, 369.
@Necrothe: Go
Those are Blizz's problems lol, I hate inactive hosts, you should contact blizz about a 'timed kick' from a lobby perhaps? of inactivity? Anyway. Responding to Abacus, have you checked Blizz's OS forums or even asked Blizz? It may help perhaps?
I added an in-game voting system at the start of the game, I re-used all of the variables I already had to not create more memory, but this might make some bugs in my code in various places that I didn't catch, please keep an eye for things not functioning right. Otherwise, everything seems to be in order.
I wasn't able to test my map with others sadly due to my map being so low in popularity. I think my changes should help in the future on the next reset so hopefully that is true. For now I hope I have gotten rid of the bugs so I can lift the beta.
Once I am confident with being done with Beta I will see about getting this map some more publicity of the bnet forums and such. I feel it is close to being done :).
@Abacus142: Go
I tried playing Standard, Standard by myself and it wouldn't go past the first night. Standard, Long worked fine though. I'll try again.
Also, the missile turrets seem a bit overpowered for the Standard Soul Collector. I just put up three or four along with my hero and a few units and it just tears it down without much difficulty.
Edit Yup, same thing happened again on Standard, Standard.
Edit2 Also, alliances don't work.
Hard mode on standard day doesn't let you get past day 0 either. Countdown gets to 0 and then nothing happens.
Sigh. So I got to level 8, started a new game... and i'm back at level 1. There goes all that work down the drain. I guess that's it for me for this map.
I apologize, the editor seems to make random values to the standard null value in my trigger editor occasionally when I use the undo button, not sure why, but I am sure it is the cause of this.. finding it is searching for a needle in a haystack so I took the map down for the time being. When I feel I have found any and all of the bugs I will repost it and give starting exp to all who play to boost to level 5 or something for a day.
Hi all,
I haven't had time to work on the map until today which is why I abruptly took it off bnet, didn't want anyone else losing their exp, but please do keep in mind it is still in beta. Anyways, I got down to business and finish every major system I was going to implement so the map is in fact done now, I may add small things like new abilities in but the framework is done. I then took time to carefully test most of the major aspects for working conditions, from what I can tell it is good to go. I won't be surprised if there are more bugs as I can only do so much with my time to test this repeatedly, however, I don't think there should be many.
I will re-release the map to the public tomorrow and hopefully it will catch like its first time around. Tomorrow I will test the map for a game or two for bugs and balance issues. If you'd like to join me my name on Bnet is: Don and my character code is: 293. Send me a message if you see me on and we will do some final tests before I re-release the map. I can't make promises but look for me around 8 pm PST, likely that is when I will be on.
And for those who have been helping me during the beta and providing feedback, thank you.
@Abacus142: Go
West coast haha. AM or PM?
Hi all, due to some small issues that I can't test solo, I am going to wait and release the map tomorrow night so I can have some more time to try the map out and assure it won't have any major issues. Thanks
Sweet, can't wait till it's live.
Finally, I believe I ousted most bugs *but I won't be surprised if there are more*. However, I tested many things and everything seemed to work. Let me know if there are any balance issues, ideas for the future, or bugs.
Thanks
And thanks again EaZyAZN for helping do most of the last testing before release.
@Abacus142: Go
Nice, that was an easy fix though, its funny that you have to specify to weapons that they arn't allowed to damage invulnerable units.
@Abacus142: Go
SHIT! the game's back on top!
I really enjoy Hostile Planet, it's among my top three (the other ones being Island Defense and Hero's Last Stand), and as far as i have seen, most of the bugs have been hammered out, then again, i mainly play solo. Standard mode with standard days worked for me, but i haven't been able to test alliances. One thing is that the max level is 12 or 13 (I think),and I've reached it, so it gets pretty repetitive. It woulde be nice to up the max level Also a suggestion would be to have some "special" units for each of the different commanders. Not sure if anybody has posted this, but with V1.2, its based off how many hours are played total, so if some people get a few matches going, it should be higher, but I really haven't figuired out the new system, as it randomely switches the top games. One thing i've found out is that if I can find people fast enough, I can win early game is PvP mode matches (not that Ido that, just wanted to see one match). Maybe a peace timer might help some players (as a new mode?). All in all, an awesome game.