Description:
Join the epic battle between the Terran Alliance Fleet and the Imperial Earth Fleet as a fearsome space captain and decide the fate of the galaxy!
The first to destroy the enemy Mothership wins the battle!
Fleet Assault is available in both NA and SEA servers.
Map Features:
Up to 8 ship classes to choose and switch from at any time, from Squadrons to Capital Ships
Customizable Weapons and Equipment
Dozens of Weapons and Equipment to choose from
Custom Inventory and Item Shop UI
Dodgeable projectiles
Turret-based weapons(placement of weapon item in the inventory affects how weapons are fired)
"smart" NPC AI
Send all suggestions/bug reports/complaints to [email protected] or visit channel "Clan TTG"
Finally a response! is there anything you'd like to see improved?
Just so you know, the coming versions will have the following updates:
1. Intro cinematic for the idiots.
2. Ability to sell your ships.
3. Moar items.
4. A new ship class. Though i'm not to sure about doing this yet. Wait till the map gets more popular first.
Question, Did you fix the Mines lagging the game out? Also, Shield regen, and shield regen focus is useless in combat, I wish there was a way to make it so that regen was REDUCED in combat, rather than removed totally.
I haven't had a chance to play this map, I don't really regularly play custom maps with multiple other players. But in response to your suggestion, there is a way to make shield regeneration function like that through the data editor.
I'm not entirely sure if there's a setting to determine whether shields can regenerate in combat but regardless of that you'd either create a status effect that reduces shield regen in combat (if you could enable it) or if it wasn't possible to enable this directly, create a status effect that activates when the unit is struck, begins regenerating shields at a decreased rate (to that of your standard regen) and then deactivates 10 seconds later (which I think is when normal shields kick in?) Just make sure you don't allow it to stack and it should work perfectly.
Whether that is a wise decision for the map I can't comment on, as I haven't played it, sorry!
Rana: Hmm...I'm not too sure if i can fix this, but i'll try. Thx. =)
designerdougm: There's only one problem for me with the suggestion...i need the regeneration rate to be cut fraction-wise, but unfortunately, the behaviour modification values only allow for set values, not fractions. =(
Well, how many ships with shields that regenerate at different rates are we talking about in your map? After a certain number it would be rather impractical to create a new status effect for each ship... But if the number is only a few dozen it shouldn't be too difficult to create multiple status effects. Prefix/Suffix usage to keep them organized.
Another route to take again I have no idea what sort of mechanics you have in place in this map, but if there are upgrades, you could allow tiers of "battle regen" upgrades that span across all ships with shields.
1) This will only work if there was no item upgrades that improves the regeneration rate of shields. Which this map does.
2) This suggestion won't work because i'm not just applying this behavior to single ships controlled by a player, but multiple ships. it wouldn't make much sense to have all ships of the same type receive a shield regen reduction because one of them took damage.
At any rate, i managed to come up with a system but there's a potential of causing a degree of lag, so i may have to take it off.
I think you're confused about what I suggested. Are you using triggers to accomplish this? (I'm assuming yes, as I can't imagine any data editor driven solution creating lag.) I'm not talking about triggers talking about creating an effect in the data editor that uses actions to apply itself whenever the unit takes damage. So you'd make an effect like...
Shield Combat Regen (Carrier)
And that status effect would be applied to the carrier automatically (no triggers) by itself, to itself, whenever it took damage. It wouldn't affect any other units of the same type. The reason I mentioned "type" of unit, is because you said you needed to use fractions, which means (I assume) you had many different rates of shield regen for different vessels. If you didn't, fractions are wholly unnecessary and hard coding that value wouldn't be an issue.
Anyway, as far as the effect goes, if it's set to non-stacking and has a duration that matches how long it takes shields to start regen-ing again after combat finishes, the result should be exactly what the above poster suggested (and you may be trying to achieve) a regen for shields that occurs during battle and has a different value than the regen outside of battle.
Achieving this for multiple ships with different regen rates is as simple as duplicating the effect and linking it to the other ships. It would just become somewhat unwieldy if you have dozens upon dozens of ships with different regen rates. But I doubt that is the case?
And to answer your first issue, which I assume is that these upgrades would not affect the combat shield regen, you can either have that be a part of your mechanic, or you could link those items and upgrades to the effect, I'm pretty sure you can tell it to change values based on research and upgrades.
No you don't understand. I know what you're trying to ask me to do. Let me see if i can explain this further.
Like you said, each ship type has different regeneration rates. However, there are various equipment that the player can buy to improve the regeneration rate of the shields. For example, player A bought 2 Heavy Shields that would improve the user's shield regeneration by 0.5. So assuming that the default regeneration rate is 2 shield points per second, that would make it an increase to 3 points per second. That would mean that if he were to take combat damage, the regeneration rate will drop by 75% to 0.75 points per second instead of 0.5 points per second if he had no Heavy Shields. For what you're suggesting, there's no way(via Data Editor) for me to be able to change the value of the reduction on the fly. From what i've checked, making Upgrades to change the value won't work as it does not allow me to change those values for the Behaviour. If you don't believe me you can go and check, the only things you can change for the Behaviour is its duration and requirements.
Right I understand, there's no object oriented way to approach the problem. You can't merely state "make the shields regenerate at half the normal rate." I was merely suggesting that you could create multiple effects and use actions to determine which effect gets applied. At some point, when working with a proprietary editor you're going to have to hard code a lot of stuff if you want to get an effect to work properly in a way that the tool builders didn't original intend.
You could use validators to check for your equipment, upgrades, etc and then apply a different behavior in each circumstance. The more variations you have the more difficult it could get, but it would be a lag free solution. The other suggestion I was making was that you could approach the battle regen as a new mechanic, and have it function independently of out-of-combat regen, perhaps consolidating previous upgrades and adding new ones, depending on whether or not it would cause symmetry or balance issues.
I've got a better idea. I'm going to use a Behaviour that applies a shield-modifier effect(as in not using the default Modification settings, but an actual Effect) on the unit every second with a Validator that checks if the unit is in combat or not. Since upgrades can be applied to Effects it should work.
Got a shield system working to my satisfaction. Tell me what you think.
Shield regeneration is supressed when shield fails, returns 10 seconds later. However, shield capacity remains, and shield boosts may be used (not to kick-start the shield, but they will put something between that nuke and your friend's hull. (not enough to avoid a big boom mind you, but something)
As for suggestions. Are you willing to put a Wc3-ish armor system in (basically each armor point adds x% extra survivability) instead of reducing it by a flat percent, because it makes it far more flexable. I could write a simple system to do it, although I would like to know how your current armor system works first, data-wise.
As for suggestions. Are you willing to put a Wc3-ish armor system in (basically each armor point adds x% extra survivability) instead of reducing it by a flat percent, because it makes it far more flexable. I could write a simple system to do it, although I would like to know how your current armor system works first, data-wise.
I don't mind but as of the moment i don't know any real way to make it that way(except via triggers). I'm currently just using SC2's default armor system but making it reduce damage by a pre-calculated 1% instead of 1 damage.
As for the shield system i'll look into it later. Thanks anyway.
I don't mind but as of the moment i don't know any real way to make it that way(except via triggers). I'm currently just using SC2's default armor system but making it reduce damage by a pre-calculated 1% instead of 1 damage.
As for the shield system i'll look into it later. Thanks anyway.
Hmm, I see a clever way to take advantage of that, but it would make the armor display incorrect.
Basically you run this equation
(0.06 can be replaced with any percent)
Quote:
((armor)*0.06)/(1+0.06*(armor))
and round down, then apply that many armor points. It will simulate wc3 armor as a result, albiet a bit chucky at very high values (which i doubt we will reach ever)
Name: Fleet Assault
Genre: Aeon of Strife, Space Battle, Base Defense
Suggested Players: 2-12
Official Site: www.clanttg.com
Description: Join the epic battle between the Terran Alliance Fleet and the Imperial Earth Fleet as a fearsome space captain and decide the fate of the galaxy!
The first to destroy the enemy Mothership wins the battle!
Fleet Assault is available in both NA and SEA servers.
Map Features:
Send all suggestions/bug reports/complaints to [email protected] or visit channel "Clan TTG"
Credits: Dex, DimeBagBenny, JetaiCasse, OUCH, Chirus, KainDelpher, NailNHammer, PrinceRatan, Tiny, Psycho, Parallax, Sinsling
Videos:
As of this moment i'm trying to get a video cast of this map done, but that would take awhile.
However, i would like to get some feedback from people. No one willing to provide criticism or even support for the map? =(
This game is awsome and the music is Hiponitc. I would play this all day if there were computer opponents. XD
Finally a response! is there anything you'd like to see improved?
Just so you know, the coming versions will have the following updates: 1. Intro cinematic for the idiots. 2. Ability to sell your ships. 3. Moar items. 4. A new ship class. Though i'm not to sure about doing this yet. Wait till the map gets more popular first.
Question, Did you fix the Mines lagging the game out? Also, Shield regen, and shield regen focus is useless in combat, I wish there was a way to make it so that regen was REDUCED in combat, rather than removed totally.
@Ranakastrasz: Go
I haven't had a chance to play this map, I don't really regularly play custom maps with multiple other players. But in response to your suggestion, there is a way to make shield regeneration function like that through the data editor.
I'm not entirely sure if there's a setting to determine whether shields can regenerate in combat but regardless of that you'd either create a status effect that reduces shield regen in combat (if you could enable it) or if it wasn't possible to enable this directly, create a status effect that activates when the unit is struck, begins regenerating shields at a decreased rate (to that of your standard regen) and then deactivates 10 seconds later (which I think is when normal shields kick in?) Just make sure you don't allow it to stack and it should work perfectly.
Whether that is a wise decision for the map I can't comment on, as I haven't played it, sorry!
Rana: Hmm...I'm not too sure if i can fix this, but i'll try. Thx. =)
designerdougm: There's only one problem for me with the suggestion...i need the regeneration rate to be cut fraction-wise, but unfortunately, the behaviour modification values only allow for set values, not fractions. =(
@Kildare88: Go
Well, how many ships with shields that regenerate at different rates are we talking about in your map? After a certain number it would be rather impractical to create a new status effect for each ship... But if the number is only a few dozen it shouldn't be too difficult to create multiple status effects. Prefix/Suffix usage to keep them organized.
Another route to take again I have no idea what sort of mechanics you have in place in this map, but if there are upgrades, you could allow tiers of "battle regen" upgrades that span across all ships with shields.
1) This will only work if there was no item upgrades that improves the regeneration rate of shields. Which this map does.
2) This suggestion won't work because i'm not just applying this behavior to single ships controlled by a player, but multiple ships. it wouldn't make much sense to have all ships of the same type receive a shield regen reduction because one of them took damage.
At any rate, i managed to come up with a system but there's a potential of causing a degree of lag, so i may have to take it off.
@Kildare88: Go
I think you're confused about what I suggested. Are you using triggers to accomplish this? (I'm assuming yes, as I can't imagine any data editor driven solution creating lag.) I'm not talking about triggers talking about creating an effect in the data editor that uses actions to apply itself whenever the unit takes damage. So you'd make an effect like...
Shield Combat Regen (Carrier)
And that status effect would be applied to the carrier automatically (no triggers) by itself, to itself, whenever it took damage. It wouldn't affect any other units of the same type. The reason I mentioned "type" of unit, is because you said you needed to use fractions, which means (I assume) you had many different rates of shield regen for different vessels. If you didn't, fractions are wholly unnecessary and hard coding that value wouldn't be an issue.
Anyway, as far as the effect goes, if it's set to non-stacking and has a duration that matches how long it takes shields to start regen-ing again after combat finishes, the result should be exactly what the above poster suggested (and you may be trying to achieve) a regen for shields that occurs during battle and has a different value than the regen outside of battle.
Achieving this for multiple ships with different regen rates is as simple as duplicating the effect and linking it to the other ships. It would just become somewhat unwieldy if you have dozens upon dozens of ships with different regen rates. But I doubt that is the case?
And to answer your first issue, which I assume is that these upgrades would not affect the combat shield regen, you can either have that be a part of your mechanic, or you could link those items and upgrades to the effect, I'm pretty sure you can tell it to change values based on research and upgrades.
No you don't understand. I know what you're trying to ask me to do. Let me see if i can explain this further.
Like you said, each ship type has different regeneration rates. However, there are various equipment that the player can buy to improve the regeneration rate of the shields. For example, player A bought 2 Heavy Shields that would improve the user's shield regeneration by 0.5. So assuming that the default regeneration rate is 2 shield points per second, that would make it an increase to 3 points per second. That would mean that if he were to take combat damage, the regeneration rate will drop by 75% to 0.75 points per second instead of 0.5 points per second if he had no Heavy Shields. For what you're suggesting, there's no way(via Data Editor) for me to be able to change the value of the reduction on the fly. From what i've checked, making Upgrades to change the value won't work as it does not allow me to change those values for the Behaviour. If you don't believe me you can go and check, the only things you can change for the Behaviour is its duration and requirements.
...Actually, i just came up with an idea. It might just work. We'll see how it goes. =)
@Kildare88: Go
Right I understand, there's no object oriented way to approach the problem. You can't merely state "make the shields regenerate at half the normal rate." I was merely suggesting that you could create multiple effects and use actions to determine which effect gets applied. At some point, when working with a proprietary editor you're going to have to hard code a lot of stuff if you want to get an effect to work properly in a way that the tool builders didn't original intend.
You could use validators to check for your equipment, upgrades, etc and then apply a different behavior in each circumstance. The more variations you have the more difficult it could get, but it would be a lag free solution. The other suggestion I was making was that you could approach the battle regen as a new mechanic, and have it function independently of out-of-combat regen, perhaps consolidating previous upgrades and adding new ones, depending on whether or not it would cause symmetry or balance issues.
Edit:
@Kildare88: Go
Hope your idea works out for you!
I've got a better idea. I'm going to use a Behaviour that applies a shield-modifier effect(as in not using the default Modification settings, but an actual Effect) on the unit every second with a Validator that checks if the unit is in combat or not. Since upgrades can be applied to Effects it should work.
EDIT:
Hmm damn it didn't work.
New youtube video links added. Enjoy! =D
I like this map, but does it have AI controlled opponents?
Got a shield system working to my satisfaction. Tell me what you think.
Shield regeneration is supressed when shield fails, returns 10 seconds later. However, shield capacity remains, and shield boosts may be used (not to kick-start the shield, but they will put something between that nuke and your friend's hull. (not enough to avoid a big boom mind you, but something)
As for suggestions. Are you willing to put a Wc3-ish armor system in (basically each armor point adds x% extra survivability) instead of reducing it by a flat percent, because it makes it far more flexable. I could write a simple system to do it, although I would like to know how your current armor system works first, data-wise.
Not atm. It will be really difficult to script an AI, especially for this map, since it involves alot of dodging and stuff.
I don't mind but as of the moment i don't know any real way to make it that way(except via triggers). I'm currently just using SC2's default armor system but making it reduce damage by a pre-calculated 1% instead of 1 damage.
As for the shield system i'll look into it later. Thanks anyway.
Hmm, I see a clever way to take advantage of that, but it would make the armor display incorrect.
Basically you run this equation (0.06 can be replaced with any percent)
and round down, then apply that many armor points. It will simulate wc3 armor as a result, albiet a bit chucky at very high values (which i doubt we will reach ever)
@Ranakastrasz: Go
Erm...have u seen how the armor system in SC2 works? I can't set it the way you want me to. Not even via triggers.