I would like to be a member of this team. I mostly have experience in working terrain and doodads, and a little experience in everything else (mostly just due to not have gotten around to it yet). My most recent terrain work is currently in the War3 remake contest thread, if you want to check it out. I don't have much from the past week and a half because I am currently on vacation and had to leave my powerful computer at home, leaving me with a significantly less powerful laptop. I will be back home on Saturday, where I will be able to pump out some more stuffs. }:)
Height of Unit or Height at Point are things you can check in a condition.
Ex.
Pick Every Unit Group in (Some Unit Group) and do:
If (Height of (Picked Unit) < 8 )
Apply Damage Modification Effect
Else
Remove Damage Modification Effect
The problem with this approach is that it requires that you check every unit in the game every so often, at least 3 or 4 times per second to look realistic. Running a trigger that complex that often could cause some significant performance issues with your map.
You could do the bonuses by trigger, so the pseudocode would look something like this:
When unit enters a cliff region
Apply damage modifier effect +25% damage
When unit leaves a cliff region
Remove damage modifier
Using the "When Unit 'blank's A Region" Event would produce the when part of the pseudocode. This would produce less lag than running the code every so often to give the modifier to every unit in the region. I don't have a bunch of experience applying effects, but I imagine that there's a trigger that does that too.
Look at the lava effect in the Tosh mission, and try to copy from that. Just instead of killing the unit, apply the modifier.
Is there a more current tutorial on how to make items and inventories? All the tutorials in the wiki are severely dated. The last one came out in July.
I think a mix would work, such as you get full vision of the part of the map that you control, like if you control a cliff, you get vision of the trenches around it. Also, I like not being able to attack up a cliff until you can see it, but you should make it so artillery can attack blind but it suffers a damage reduction or accuracy loss if it fires where it can't see.
A quick general overview of the map. The map is going to be a six player map, where people have a cargo ship that they can fly around in, visiting different cities and trading ressources, buying and selling. Upgrading their ship in offensive, defensive, cargo bay size, speed or features like radar, afterburners etc. to either advance them towards a batter trader or a better fighter. The game will be balanced so that people going towards trading can purchase protection from escort convoys and hire mercenaries to hunt other players, or put a bounty on them. Whilst people upgrading their ship offensively can hunt down other players or convoys and steal their goods. Around the map there will be an increasingly amount of dangers determined as random.
You pretty much reiterated what we've been talking about already.
Will you have specific needs and production of each city based on location? Or will it be when you walk into a city it will just have a list of goods at random prices within a range.
You know what would be cool? If you had a table of each goods you can carry and it's average price across all cities, then you could add cities to a "watch list", where you could look at the prices of a cities goods and compare them to the average. Then, you could have a type of ticker across the top of the screen that says when a player makes a sale, or when special events happen.
I'm just saying that there are two ends of a spectrum when it comes to allowing full control of your units, from something like Desert Strike to something like Footman Wars (can't think of a tug of war example). The units in footman wars are extremely simple. Typically, a player is never commanding more than two or three types of units at once. Then there's the Desert Strike. You have about 40-50 types of units at your disposal, and every unit has a clear counter unit, but you don't need to actually worry about controlling your units directly.
Having a lot of types of units under your direct control quickly gets overwhelming. All I'm saying.
Simply playing until you die without an ultimate reason not to die has two separate reasons of being a bad idea. First, it would mean long, tedious games of arbitrary buying and selling for no reason. Second, long games means it would be harder to boost the map higher in the popularity system.
There are many things that you can use as ultimate goals:
Economic:
gather a certain number of money,
gather as much money as possible in a fixed amount of time,
buy everything (deplete the resources in all cities or just buy the cities)
Militaristic:
hero war (buy the strongest ship and kill everyone else),
tug of war (owned cities spawn military units; destroy enemy cities),
risk (buy or conquer majority or all cities)
Free Play (No goals, like Sim City; play until you're bored) < - - what it is right now
By far the option for making the most amount of people happy would to incorporate all the goals (or as many as possible) and let the players choose at the beginning of a game.
Yes. I was going to give a bonus to minerals for owning a trench.
Is it income-based or a single fire event? A player that has an increased income due to controlling more trenches than the other player would quickly get an unfair and all but unbeatable advantage.
Quote:
Light units -marine -marauder -ghost -zergling -baneling -hydralisk -zealot
heavy units -immortal -colossus -siege tank -ultralisk -archon -thor
I want there to be some sort of unit triangle where each unit has a disadvantage and an advantage. (if i have to make it or its already built into the game) What are your thoughts on these units? Like if they fit in that category or fit at all in the game
You said you're planning on leaving full control of units? Leaving full control has its own hazards. (There's a reason that "spawn and watch" maps are so popular.)
Also, if you're looking for WWI gameplay (or even if you're not), the game should have some expensive unit that takes the role of artillery (Maybe the use the alternate art for the siege tank).
I agree with Deeweext in that at first glance this map looks like a generic tug of war that is all over the top popularity already (at least in the US servers). If I might make a suggestion, if you want to go along with the WWI type of trench warfare, make some effects that work on units within the trenches, such as a +25% damage taken or something, and make ownership of a trench significant.
0
@TMMagic: Go
Damn, I just want to be a part of everything...
EDIT: Well, if it's just a lot of duplicate work, I might be able to help out.
0
@rot1npieces: Go
Then we'd better hurry, huh?
0
Three days left until the contest closes... sigh. Please extend the contest. Otherwise it's looking like a very shallow victory.
0
@silentnight18: Go
I would like to be a member of this team. I mostly have experience in working terrain and doodads, and a little experience in everything else (mostly just due to not have gotten around to it yet). My most recent terrain work is currently in the War3 remake contest thread, if you want to check it out. I don't have much from the past week and a half because I am currently on vacation and had to leave my powerful computer at home, leaving me with a significantly less powerful laptop. I will be back home on Saturday, where I will be able to pump out some more stuffs. }:)
0
@zelgius123: Go
Height of Unit or Height at Point are things you can check in a condition.
Ex.
Pick Every Unit Group in (Some Unit Group) and do:
If (Height of (Picked Unit) < 8 )
Apply Damage Modification Effect
Else
Remove Damage Modification Effect
The problem with this approach is that it requires that you check every unit in the game every so often, at least 3 or 4 times per second to look realistic. Running a trigger that complex that often could cause some significant performance issues with your map.
0
@zelgius123: Go
You could do the bonuses by trigger, so the pseudocode would look something like this:
When unit enters a cliff region Apply damage modifier effect +25% damage
When unit leaves a cliff region Remove damage modifier
Using the "When Unit 'blank's A Region" Event would produce the when part of the pseudocode. This would produce less lag than running the code every so often to give the modifier to every unit in the region. I don't have a bunch of experience applying effects, but I imagine that there's a trigger that does that too.
Look at the lava effect in the Tosh mission, and try to copy from that. Just instead of killing the unit, apply the modifier.
0
@zelgius123: Go
To give vision of a specific region, substitute Entire Map with the name of the region.
0
Is there a more current tutorial on how to make items and inventories? All the tutorials in the wiki are severely dated. The last one came out in July.
0
@zelgius123: Go
I think a mix would work, such as you get full vision of the part of the map that you control, like if you control a cliff, you get vision of the trenches around it. Also, I like not being able to attack up a cliff until you can see it, but you should make it so artillery can attack blind but it suffers a damage reduction or accuracy loss if it fires where it can't see.
0
This is an extremely helpful tutorial. When is Part 3 coming?
0
@wOlfLisK: Go
You pretty much reiterated what we've been talking about already.
@Deeweext: Go
Will you have specific needs and production of each city based on location? Or will it be when you walk into a city it will just have a list of goods at random prices within a range.
You know what would be cool? If you had a table of each goods you can carry and it's average price across all cities, then you could add cities to a "watch list", where you could look at the prices of a cities goods and compare them to the average. Then, you could have a type of ticker across the top of the screen that says when a player makes a sale, or when special events happen.
0
@zelgius123: Go
I'm just saying that there are two ends of a spectrum when it comes to allowing full control of your units, from something like Desert Strike to something like Footman Wars (can't think of a tug of war example). The units in footman wars are extremely simple. Typically, a player is never commanding more than two or three types of units at once. Then there's the Desert Strike. You have about 40-50 types of units at your disposal, and every unit has a clear counter unit, but you don't need to actually worry about controlling your units directly.
Having a lot of types of units under your direct control quickly gets overwhelming. All I'm saying.
0
@Deeweext: Go
Simply playing until you die without an ultimate reason not to die has two separate reasons of being a bad idea. First, it would mean long, tedious games of arbitrary buying and selling for no reason. Second, long games means it would be harder to boost the map higher in the popularity system.
There are many things that you can use as ultimate goals:
Economic: gather a certain number of money, gather as much money as possible in a fixed amount of time, buy everything (deplete the resources in all cities or just buy the cities)
Militaristic: hero war (buy the strongest ship and kill everyone else), tug of war (owned cities spawn military units; destroy enemy cities), risk (buy or conquer majority or all cities)
Free Play (No goals, like Sim City; play until you're bored) < - - what it is right now
By far the option for making the most amount of people happy would to incorporate all the goals (or as many as possible) and let the players choose at the beginning of a game.
0
Is it income-based or a single fire event? A player that has an increased income due to controlling more trenches than the other player would quickly get an unfair and all but unbeatable advantage.
You said you're planning on leaving full control of units? Leaving full control has its own hazards. (There's a reason that "spawn and watch" maps are so popular.)
Also, if you're looking for WWI gameplay (or even if you're not), the game should have some expensive unit that takes the role of artillery (Maybe the use the alternate art for the siege tank).
0
I agree with Deeweext in that at first glance this map looks like a generic tug of war that is all over the top popularity already (at least in the US servers). If I might make a suggestion, if you want to go along with the WWI type of trench warfare, make some effects that work on units within the trenches, such as a +25% damage taken or something, and make ownership of a trench significant.