I've been playing around with this lately, will come up with balancing problems soon enough. For now, I haven't really had enough games to say much on it, except that the map seems to be a bit pendulum-ized; every game I've started losing I kept losing faster and faster until my base got steamrolled. Once the middle is taken and you can't manage to get it back, it seems fairly easy for your opponent to get both your outer bases and from that point on it seems to become really hard to get back into the game.
Could be just me though - Like I said, I haven't played a lot yet, and most of my games also involved a quitter or two.
I plan to alleviate this by adding 2 more central bases, where those current cityscape towers are located. I'm hoping that with 3 central bases to fight over rather than 1, there will be more back-and-forth going on.
The game does punish the losers. I hope that 3 central bases will make that punishment more counterable before you get overwhelmed.
By complete chance I've managed to find the cause of the insanely rare respawn bug.
It's a pretty ingrained problem, and seemingly just a hole I've stumbled across in the sc2 code. I'll see if I can work around it. Not sure I'll have a fix ready by the next update.
Turns out sc2 likes huge, monster, gigantic triggers with little to no conditions as preference to many smaller triggers with more specific conditions.
im excited to see the new layout to fit 3 bases to the middle =)
some other feedback:
one of the most importent things at the moment is a indicator how long it will take to control a outpost.
i dont know how it is counted, but something like the respawnbar that indicates how much the outpost has been taken would be realy nice. it seems too random. sometimes it takes seconds, sometimes you can spend minutes without changing the base status :/ (dont think it takes actually minutes, but it feels like that).
a possible for the midproblem (if 3 bases doesnt work):
maybe the midposition doesent spawn units, but generates more vespine. so it would be good to take control and wont be that big of a game changer.
currently there is no way to recapture the mid in the first, say 5-10 minutes. only if there are no enemy player. there are just too much defending bios.
you can build a "perpetuum mobile" (not that not most units are one in a game anyway..or they are all solar powered :D)
shieldflux +3 shield -0,5 energy
energyflux +1,5 energy -1shield
then a criticpoint regarding this items.. there are to many to get energy or shields. i favor the power diagnostics though.. dont know if they are the best, but it seems so.
and whats ups with the healing laser.. it has almost no purpose when units get one shotted.. and it drains a huge amount of energy AND its not really helpfull at targeting in most situations.
not sure if it helps but i noticed a lack in error reports so maybe this is a hint.
i killed (like no respawn) all 3 enemy heroes in one game with one setup, maybe you could look into the used items if they trigger something or stuff.
vulture +
4 medium neutralizer drones
the second drone push weapon
3 X the second cannon
2nd and 3rd power diagnostics
2X the second "i take energy but restore shield" shield
1X the second shield with + attackspeed
i normally killed them before with lower items so maybe just some tier of the items are affected by this bug. i just thought woah if his layout produces this error it maybe could be tracked that way easier.
Well I've literally spent all night (I totally didn't intend for that...) ripping my map apart and putting it back together again.
The performance change is noticeable. Specifically on ressurrection (ress bug should be stomped) and buying vehicles. The loading screen is a lot sharper too.
Also, I managed to get vehicles to have different inventory sizes as was originally intended. I'm going to get this build privately tested before I upload, since I really have re-made half my triggers.
@Eiviyn: Go
if you need help in testing, just let me know, also have skype/vent to talk/plan better the testing. your effort in this map is realy nice and i want to help get the map even greater (if thats possible XD)
okay you managed to make the weapons itself all viable.
currently i am mostly doing 2 machineguns, 1 cannon and 1 energy siphon. however a long range missile only is an option too. good work so far
the respawn bug always happens when there is a double ko. seems like you cant trigger both events then.. so maybe you should check constantly if a player is dead or maybe make a spawn timer like in enemy territory.. every 30 seconds all dead spawn? dunno
the respawn bug always happens when there is a double ko. seems like you cant trigger both events then.. so maybe you should check constantly if a player is dead or maybe make a spawn timer like in enemy territory.. every 30 seconds all dead spawn? dunno
It's the game running too many triggers at once.
The new version (should) fix this. It's nearly ready. I just need to make absolutely sure the new code works.
Your tank stickies your target. If you tell it to attack something and then move, it'll continue to focus on that target. Marines and Marauders both have the same attack priority.
i know that, i just think its "less skilled" to simply hoover round the battle field and picking off marines first without doing something. thats my point.. besides that when waves clash, they first kill all marines.
v1.30 is up. I'm very proud of this build, and is the first build that I feel is polished. Points of interest are the inventory changes and new purpose of vehicle chassis.
Feedback is always appreciated, doubly so concerning bugs with a new update. I've tested this extensively myself, but I'm sure I missed some things.
Enjoy!
1.31 will bring new balancing changes to how the AI works, so that losing teams aren't punished irrecoverably.
This game is absolutely awesome. I played for the first time this morning and have been playing pretty much all day >_>. I've run into an issue with the inventory system though. It was fine all day, then two or three games ago it decided it would no longer let me change or upgrade weapons, they are just left on the floor around the buildings regardless of level.
I hadn't looked at the inventory system before the issue occurred, as it switches everything automatically for you but the inventory system just had a bunch of green stop signs as items when opening it during the bugged games. I reset SC2 but that didn't help, will try a full system reset and see it it helps.
Yeah, but that way you'd need to decrease marines target priority, not increasing it.
Hi again, Eiviyn!
- Don't seen the newest version, working over a friend's apartments. Hope you've painted combat Drones. You're can't effectively decide if they're dangerous to you or not, because they're all looks the same and even size is sometimes misguessed.
- I would recommend to try making a test-version with 3rd-row Armor items also giving 1 armor per level (4 armor points for a Ex-class plating), but with speed reduction doubled. At least that one should somehow help to tone Missiles damage down a little. Energetical weapons then can be set to be reduced by half of the armor rating (0.5 armor reduction modifier). I you're not going to apply any melee weapons, you can at least try to make MGs more like they're should be with fast shooting speed around 0.6-0.5 but with less damage. Machine Guns should have that "rain of fire" character, but now it's looks much like very slow autocannons at most.
- I would like to see Deployable Turrets to be more sturdier, but with much bigger cooldown.
- I wish to Zerg weapon to be utilized in future as chemical weapons with debuff or DoT effects. A lot of Protoss weapons can be utilized too.
- Ability giving percent damage reduction should worth more and give more protection, otherwise it's just energy waste equipment.
Does you've opened the inventory with button over your command card? It's not unlimited space in it, actually...
Eiviyn, can you please add up a line into Item Descriptions so everyone could see how to sell them, rather than just drop them around... that so awesome about how many not played WC3.
Sorry for overpost
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Nearly done with a new gameplay build.
You should be able to choose between scout, mech or tank in the lobby (this only determines your starting vehicle).
Each vehicle will have a unique inventory that relates to their level and class. Level 1 vehicles have 2 weapons each. The Thor has 6.
I've been playing around with this lately, will come up with balancing problems soon enough. For now, I haven't really had enough games to say much on it, except that the map seems to be a bit pendulum-ized; every game I've started losing I kept losing faster and faster until my base got steamrolled. Once the middle is taken and you can't manage to get it back, it seems fairly easy for your opponent to get both your outer bases and from that point on it seems to become really hard to get back into the game.
Could be just me though - Like I said, I haven't played a lot yet, and most of my games also involved a quitter or two.
I plan to alleviate this by adding 2 more central bases, where those current cityscape towers are located. I'm hoping that with 3 central bases to fight over rather than 1, there will be more back-and-forth going on.
The game does punish the losers. I hope that 3 central bases will make that punishment more counterable before you get overwhelmed.
By complete chance I've managed to find the cause of the insanely rare respawn bug.
It's a pretty ingrained problem, and seemingly just a hole I've stumbled across in the sc2 code. I'll see if I can work around it. Not sure I'll have a fix ready by the next update.
Or maybe I will.
Turns out sc2 likes huge, monster, gigantic triggers with little to no conditions as preference to many smaller triggers with more specific conditions.
You learn something new every day.
im excited to see the new layout to fit 3 bases to the middle =) some other feedback:
one of the most importent things at the moment is a indicator how long it will take to control a outpost. i dont know how it is counted, but something like the respawnbar that indicates how much the outpost has been taken would be realy nice. it seems too random. sometimes it takes seconds, sometimes you can spend minutes without changing the base status :/ (dont think it takes actually minutes, but it feels like that). a possible for the midproblem (if 3 bases doesnt work): maybe the midposition doesent spawn units, but generates more vespine. so it would be good to take control and wont be that big of a game changer. currently there is no way to recapture the mid in the first, say 5-10 minutes. only if there are no enemy player. there are just too much defending bios.
you can build a "perpetuum mobile" (not that not most units are one in a game anyway..or they are all solar powered :D)
shieldflux +3 shield -0,5 energy energyflux +1,5 energy -1shield
then a criticpoint regarding this items.. there are to many to get energy or shields. i favor the power diagnostics though.. dont know if they are the best, but it seems so. and whats ups with the healing laser.. it has almost no purpose when units get one shotted.. and it drains a huge amount of energy AND its not really helpfull at targeting in most situations.
edit: ah you are already working on it...
on the permakillbug
not sure if it helps but i noticed a lack in error reports so maybe this is a hint. i killed (like no respawn) all 3 enemy heroes in one game with one setup, maybe you could look into the used items if they trigger something or stuff.
i normally killed them before with lower items so maybe just some tier of the items are affected by this bug. i just thought woah if his layout produces this error it maybe could be tracked that way easier.
Well I've literally spent all night (I totally didn't intend for that...) ripping my map apart and putting it back together again.
The performance change is noticeable. Specifically on ressurrection (ress bug should be stomped) and buying vehicles. The loading screen is a lot sharper too.
Also, I managed to get vehicles to have different inventory sizes as was originally intended. I'm going to get this build privately tested before I upload, since I really have re-made half my triggers.
@Eiviyn: Go if you need help in testing, just let me know, also have skype/vent to talk/plan better the testing. your effort in this map is realy nice and i want to help get the map even greater (if thats possible XD)
okay you managed to make the weapons itself all viable. currently i am mostly doing 2 machineguns, 1 cannon and 1 energy siphon. however a long range missile only is an option too. good work so far
the respawn bug always happens when there is a double ko. seems like you cant trigger both events then.. so maybe you should check constantly if a player is dead or maybe make a spawn timer like in enemy territory.. every 30 seconds all dead spawn? dunno
It's the game running too many triggers at once.
The new version (should) fix this. It's nearly ready. I just need to make absolutely sure the new code works.
can you increase the target priority of marines over marauder? it seems controproductive that the tankunit gets ignored by default
@Ryaneko: Go
Your tank stickies your target. If you tell it to attack something and then move, it'll continue to focus on that target. Marines and Marauders both have the same attack priority.
i know that, i just think its "less skilled" to simply hoover round the battle field and picking off marines first without doing something. thats my point.. besides that when waves clash, they first kill all marines.
v1.30 is up. I'm very proud of this build, and is the first build that I feel is polished. Points of interest are the inventory changes and new purpose of vehicle chassis.
Feedback is always appreciated, doubly so concerning bugs with a new update. I've tested this extensively myself, but I'm sure I missed some things.
Enjoy!
1.31 will bring new balancing changes to how the AI works, so that losing teams aren't punished irrecoverably.
This game is absolutely awesome. I played for the first time this morning and have been playing pretty much all day >_>. I've run into an issue with the inventory system though. It was fine all day, then two or three games ago it decided it would no longer let me change or upgrade weapons, they are just left on the floor around the buildings regardless of level.
I hadn't looked at the inventory system before the issue occurred, as it switches everything automatically for you but the inventory system just had a bunch of green stop signs as items when opening it during the bugged games. I reset SC2 but that didn't help, will try a full system reset and see it it helps.
Yeah, but that way you'd need to decrease marines target priority, not increasing it.
Hi again, Eiviyn! - Don't seen the newest version, working over a friend's apartments. Hope you've painted combat Drones. You're can't effectively decide if they're dangerous to you or not, because they're all looks the same and even size is sometimes misguessed. - I would recommend to try making a test-version with 3rd-row Armor items also giving 1 armor per level (4 armor points for a Ex-class plating), but with speed reduction doubled. At least that one should somehow help to tone Missiles damage down a little. Energetical weapons then can be set to be reduced by half of the armor rating (0.5 armor reduction modifier). I you're not going to apply any melee weapons, you can at least try to make MGs more like they're should be with fast shooting speed around 0.6-0.5 but with less damage. Machine Guns should have that "rain of fire" character, but now it's looks much like very slow autocannons at most. - I would like to see Deployable Turrets to be more sturdier, but with much bigger cooldown. - I wish to Zerg weapon to be utilized in future as chemical weapons with debuff or DoT effects. A lot of Protoss weapons can be utilized too. - Ability giving percent damage reduction should worth more and give more protection, otherwise it's just energy waste equipment.
@raskit: Go
Does you've opened the inventory with button over your command card? It's not unlimited space in it, actually...
Eiviyn, can you please add up a line into Item Descriptions so everyone could see how to sell them, rather than just drop them around... that so awesome about how many not played WC3.
Sorry for overpost