• 0

    posted a message on Ignore blockers

    Necro as hell, but i have the same question. Is it possible to make buildings able to spawn the trained unit even if its blocked by other stuff like cliff.

    Posted in: Data
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @Trieva: Go

    i will thinking about ways to help people learn the game. I'm sure the tech tree i shown will be a good step toward it. Also I'm thinking about adding a tutorial map which could help learn the basics or adding a tutorial on/off option as a player attribute in the lobby. If it turned on i would add these highlights, messages etc. you say. Thank you for sharing your opinion.

    Anyway guys as the 3rd bwt is close to end I want to thanks for all who shared his review. Those who didn't have a chance yet and would like to i still waiting for opinions, playtests etc even after the event's end. If you like what we are working on you can follow us on the following places: sc2mapster thread moddb page hiveworkshop thread

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @Trieva: Go

    I added a new version which: -Added custom race selection to the lobby, you can choose your race as Orc, Human and Random now.

    -Fixed the alert massage when you try to place naval structures on land

    -changed modern gameplay mode to the default one.

    -Fixed the upgrade price of Keep/Stronghold and Castle/Fortress in wc2 mod.

    "I should be able to change that setting regardless of whether I picked "Play" or "Create" when opening a lobby.": Actually you should be able to change gameplay mode as a host whether you pick play or create as the game attribute is clearly made this way. But I did a little search for the problem on Sc2mapster and found the truth: Thanks to Blizzard game attributes are bugged and can not be changed when you click play game instead of create game. If it worked correctly there is a little box you can check: locked in public. That would decide if you can change them or not when you click play. Look on the ordinary default game attributes, you can't change them either. They didn't fix it since 2014....

    About the tips: What way would you imagine these informations? It looks like map description, how to play etc isn't a good way as people doesn't read them . Nor the button description and ui descriptions. One good example to it is the train oil tanker description: "Harvester ship. Can build Oil Rigs and harvest oil from them." The build oil rig says: "The Oil Rig needs to be built on oil patches in order for oil to be harvested and refined. Tankers are used to build these Oil Rigs as well as transport loads of oil from the Oil Rig to the nearest Shipyard or Oil Refinery. ". When you select build oil rig it even highlight the oil patches you can build them on like the Refineries do on vespene geysers. Yet i got one review that he had hard time to find out how to harvest oil. At the moment this beginner tips icon is the only idea i have as a solution to this. Many of the tips are about basic strategies on the map anyway that you can find out on your own.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @Trieva: Go

    Thank you very much for the testing. I'm especially happy that you just started the game without reading any information and shared your experience this way because with that you proven my way of thinking was faulty in one thing: People will read the map description, how to play, tutorial section in the map info. The race selection and many other information are clearly stated in them (some even multiple times). That is why i started the tips for beginners part with: "If you didn't read the tooltip next time you play:...." this part is for those who didn't read the map info, how to play, tutorial. But i will try to change the race selection to have the names.

    I added this two tip recently after Deltron's suggestion: "I would suggest having some tips for the first time players like me". They are basically consist info for those who are not into finding out stuff on their own. Many of the info are quiet easy to find out on your own i think so you can ignore them. (Andi f i can implement that tech tree i attached in the previous post it will be even easier) But I implemented it so people have a chance to get info this way too. Those who don't like to read can easily right-click close them.

    Naval building errors should have pop up, most likely new patch or previous broke it. I tested it so long ago that i don't know which patch changed it :S This is why this testing weeks are good, telling me things are not working that used to work, also showing the fault in my thinking and expectation of ppl. Giving me ideas how to improve.

    And probably i will change the default gameplay mode to the modern, its better for the casual sc2 players and will be played more times most likely.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    We released a small patch based on your reviews:

    -Added beginner tips (and naval tips for wc2) for the maps

    -Corrected the drag selection of the bugged units, you can drag select every unit now.

    -removed the problematic edges in Fierce Ocean Combat. We will experiment with other type of edges in the future to see if we can achieve a similar good looking edges without the problems it created.

    -Enlarged the sea area on Dark Peninsula to make naval combat more smoother.

    Also I plan to implement the tech tree. Just need to find a good way to add it.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @deltronLive: Go

    Thank you for the test. I implemented the gameplay mode for this exact reason. Some people enjoy the modern gameplay stlye that sc2 gives but there are other "veterans" who wouldn't welcome the changes. So the best solution is to give choice to the players.

    Sadly i know about the tree rally point disappearance but i don't know any solution to it. I even tried out other mods like WAA and on all of these mods the rally point disappeared the same way.

    Few models have this selection issue, i read recently about the solution of attaching hit point globe to them, i will try to do this.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @Trieva: Go

    Thank you for the testing. Glad you liked it.

    You had the selection limits etc because of the classic gameplay mode which emulate the original wc1 conditions aka: 4 unit selection limit, no rally point, no training queue and no autocastable spells. If you are making a game with the create game button as a host you can choose between classic/modern gameplay mode. Modern is exactly like sc2: unlimited selection, rally point, 5 training queue and a few spell is autocastable.

    I would be happy if you tried Fierce Ocean Combat too, but be prepared that Wc2 is not as simple game. :) But soon i will add beginner tips to it

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @deltronLive: Go

    Thank you very much for the testing!

    • Tips are definitely on the list to do. On the wc1 remake you can already see every unit in the help menu instead of the sc2 ones. Probably i will place a few tutorial helps in-game too. Thank you for the tech-tree tip i will look for it.
    • Protoss-human, zerg-orc, terran-"random" (mostly add human), its written down in the instructions of the arcade info.
    • hmm load unload a bit problematic now on this map because of the edges, we are already reworking them. Most likely you tried to unload on a point what he couldn't reach or too close to the edge.
    • i will try to find out if we can make the placement of naval buildings "red" on wrong places, but basically you can place them on the ocean close to the shore.
    • Catapult/Ballistas indeed do shit ton of damage, just like in the original games. But they are doing friendly fire and attack point instead of unit, so you can move out of the target zone if you are quick enough. (same apply to the wc1 remake)
    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    @Trieva: Go

    Hello

    Well the maps are made for multiplayer games so there is no ai, but of course if you want to play around with no threat you are welcome :)

    If anyone would like to test with players but afraid to not find some send me a pm and I send you my battle.net profile.

    Posted in: Map Review
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    I can host a few games now.

    Posted in: Map Review
  • 0

    posted a message on problem with built on since new patch

    I solved the problem.

    Posted in: Data
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    Okay, i managed to fix the problem, you can build oil rigs now. Pls those who tested the game when the bug occurred play again with the fix :)

    Posted in: Map Review
  • 0

    posted a message on problem with built on since new patch

    Hey guys!

    In my mod you can build a resource harvest building over the resource (like vespene geyser-vespene). Before the new sc2 patch it worked perfectly but now when the builder approach the resource and would start to construct it simple cancel it with an error sound. It even show it as a possible place to put the building and put down the placement model so i don't know why is it happening. Anyone have guesses?

    Posted in: Data
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    I have sad news to report :( New Sc2 patch created a huge problem in the wc2 mod. For some reason you can't build oil rigs over the patches. I'm looking for the problem but so far i don't see any changes in the data so it must be the work of the new patch. I'm trying to fix it as quickly as possible as without oil you can't produce naval units

    Posted in: Map Review
  • 0

    posted a message on convert wc3 models for my project

    Greetings!

    Could someone pls convert these Warcraft 3 models to sc2. I would need them for my project, Chronicles of Azeroth. Those that are using ingame textures should use the official Warcraft 3 assets dependencies if possible. Also it would be nice to give them normal, diffuse etc. textures, but of course its "extra request", i'm perfectly ok with a single port of them. Thank you very much!

    Church

    Gnomish Submarine

    orc transport

    human oil tanker

    orc foundry

    troll lumbermill

    goblin alchemist

    Posted in: Requests
  • To post a comment, please or register a new account.