Kinda curious though, can you actually fit the rest of Azeroth onto the map given the size of your Northrend?
Doable, we may have to move Icecrown citadel, but basically there will be virtually no "sea" between the landmasses. The Eastern Kingdoms northern tip is very narrow (just Quel'thalas, Ghostlands and that isle), so it will fit nicely into the top right corner. Dalaran and ICC may have to be moved. As a worst case scenario we could remove instances, no-one really likes those anyway and it's not possible to make truly dynamic ones. I wouldn't cry to see my makeshift ICC go.
As for Kalimdor, we will try to fatten it and move teldrassil to near where ICC currently sits, so it sits north of the landmass rather than to the left, thereby allowing us to shift Kalimdor left a bit. So basically Northrend will end up sandwiched between the northern tips of the 2 landmasses, and regions will probably be wider than they are tall. Outland and Pandaria will probably not fit though.
Playable concept test is on battle.net Americas region (can't upload to others yet due to dependencies, hopefully soon)
Update 8 Apr 2015
-Fixed many more bugs
-Added temporary victory conditions (crush the other faction's base)
-Removed some units around start locations and other balance fixes
-Added entrance to Icecrown from Storm Peaks (not canon but until I permanently fix Dalaran's portals and people get used to them)
-Fixed some pathing issues especially around Icecrown and Dalaran
-Removed alliance spawns against Horde base until we have more darn space
My Azzy Wars style project for SC2. As you can see, still early in development but we are at last ready for a showcase release.
[B]Recruiting a unit editor to make a custom tech tree and maybe someone to help with the triggers.[/B]
I spent a great deal of time playing Azeroth Wars and Dark Ages of Warcraft and felt it was about damn time I actually created something. As much as I enjoyed Azzy Wars, I like playing with allies and didn't fully appreciate he FFA nature of it (again, personal taste, not a criticism), so I am making this Alliance vs Horde style, 4v4. Still contemplating whether players start with any buildings but most structures and units initially on the map are meant to be NPC controlled, and will send out attack waves periodically. This is so as to reduce the micro demand on players somewhat.
Intend to make a PvE mode after the main PvP mode is done.
Short Term Goals:
-Make a playable preview with all of Northrend (Done as of 8 Apr 2015)
Mid Term Goals:
-Add Kalimdor
-Custom tech tree and units, implement Night Elf
Long Term Goals:
-Add Eastern Kingdoms, Outland if there is space
-Select your starting faction (after all playable factions are implemented)
-Custom tech tree and unit build
-Add playable Forsaken
-PvE mode
Thanks for your interest.
-LeafyVegetable
SilverLeaf Studios
Thanks a ton to Renee for his amazing work on the dependencies.
May I please know where to modify hero death messages? Right now I am only able to turn it off globally for that particular hero by taking away the notices under effects.
Also just a general update on my earlier bug report, the "golden house" minimap icon is attached to Dalaran towers, the Tower Defense towers such as the advanced death towers, boulder towers etc, and some other buildings such as pig farms. I reckon that's probably not intended, but yeah just an update. Removed the minimap icon from those units and they don't show on the minimap anymore. We are still having the problem where if a unit with the icon is used and then deleted the icon still persists on the minimap at times.
Thanks. PM'ed you, would appreciate some pointers in the right direction. Thanks a lot.
Restructure the condition to use player groups rather than individual players. The pseudo code should be something like...
(Owner of (Last unit that attacked control point)) is in player group (allies of player 5) == true
Do note that the native that returns a player group of allies might not return the player themselves in that group. For that reason you might want a local group beforehand that you set to all allies and then explicitly add the player who you got all allies of to it. I forget if this was WC3 or SC2 specific though.
I would like such a function but am unable to find it after digging for hours on end. The problem is the last part "is in player group (allies of player 5)"
The trigger only allows "ally" as in ally of the unit being attacked.
Could someone please paste the trigger here? Thanks so much!
What I would LOVE would be a
"owner of damaging unit == member of player group x" condition.
Basically I am having some trouble with the "conditions" field. 2 sides fighting for control of map, with capturable buildings. The part where I am stuck is recognizing who attacked it.
Basically I need a condition to say
(Owner of (Last unit that attacked control point)) = ALLY OF PLAYER 5
Right now I can only fine tune it to
(Owner of (Last unit that attacked control point)) = 5
Which doesn't do the job because essentially we want to give it to player 5 (computer controlled) if an ally of player 5 hits it as well.
Help appreciated, thanks. Can't find the "ally of player #" option.
In essence, what I need is a trigger where if any player allied with player 5 brings down said lumber mill to below 100hp, we change the ownership of lumber mill to player 5 (not the attacking player, but the attacking player's "boss")
Are you talking about maps like Azeroth Wars where each player starts in a fixed spot that they chose in the lobby?
You can accomplish a system like this using lobby attributes to allow a player to pick, say, "[Purple] Dalaran" and so on.
May i have a link to a preferably non video tutorial on how to do this? Yeah map is like azzy wars.
Also seem to have a bigger problem now. put a waygate on map, then deleted it. But icon still shows on minimap. Any fix to force the minimap to recognize its not there? In game, empty spot but the yellow house icon appears on minimap.
The waygate icon persists on minimap even after waygate is removed. I added a waygate at one point, relocated it, then deleted it. But the little icon (looks like a yellow house outline) still persists on the minimap. In fact there appears to be multiple icons. I have deleted all units and doodads there and it still shows on minimap when I test map. There is nothing there either in game or in galaxy editor but it shows up in the minimap in game.
I would very much appreciate your advice in this matter. My apologies for starting a number of threads in this 72 hr window, mapping 12 hrs a day so raking up issues fast. Making good progress... Till now... they are different issues so not sure which is better, new thread or repurpose old ones...
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Thanks. Hope you get fitter soon :O
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Thanks, tho Renee is prolly sick and tired of my noob questions :P
Doable, we may have to move Icecrown citadel, but basically there will be virtually no "sea" between the landmasses. The Eastern Kingdoms northern tip is very narrow (just Quel'thalas, Ghostlands and that isle), so it will fit nicely into the top right corner. Dalaran and ICC may have to be moved. As a worst case scenario we could remove instances, no-one really likes those anyway and it's not possible to make truly dynamic ones. I wouldn't cry to see my makeshift ICC go.
As for Kalimdor, we will try to fatten it and move teldrassil to near where ICC currently sits, so it sits north of the landmass rather than to the left, thereby allowing us to shift Kalimdor left a bit. So basically Northrend will end up sandwiched between the northern tips of the 2 landmasses, and regions will probably be wider than they are tall. Outland and Pandaria will probably not fit though.
0
Playable concept test is on battle.net Americas region (can't upload to others yet due to dependencies, hopefully soon)
Update 8 Apr 2015
-Fixed many more bugs
-Added temporary victory conditions (crush the other faction's base)
-Removed some units around start locations and other balance fixes
-Added entrance to Icecrown from Storm Peaks (not canon but until I permanently fix Dalaran's portals and people get used to them)
-Fixed some pathing issues especially around Icecrown and Dalaran
-Removed alliance spawns against Horde base until we have more darn space
My Azzy Wars style project for SC2. As you can see, still early in development but we are at last ready for a showcase release.
[B]Recruiting a unit editor to make a custom tech tree and maybe someone to help with the triggers.[/B]
I spent a great deal of time playing Azeroth Wars and Dark Ages of Warcraft and felt it was about damn time I actually created something. As much as I enjoyed Azzy Wars, I like playing with allies and didn't fully appreciate he FFA nature of it (again, personal taste, not a criticism), so I am making this Alliance vs Horde style, 4v4. Still contemplating whether players start with any buildings but most structures and units initially on the map are meant to be NPC controlled, and will send out attack waves periodically. This is so as to reduce the micro demand on players somewhat. Intend to make a PvE mode after the main PvP mode is done.
Short Term Goals: -Make a playable preview with all of Northrend (Done as of 8 Apr 2015)
Mid Term Goals: -Add Kalimdor -Custom tech tree and units, implement Night Elf
Long Term Goals: -Add Eastern Kingdoms, Outland if there is space -Select your starting faction (after all playable factions are implemented) -Custom tech tree and unit build -Add playable Forsaken -PvE mode
Thanks for your interest.
-LeafyVegetable SilverLeaf Studios
Thanks a ton to Renee for his amazing work on the dependencies.
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...wip
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Yeah but that will turn all effects off globally. I only want to modify it for individual players and change the text.
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Great mod.
May I please know where to modify hero death messages? Right now I am only able to turn it off globally for that particular hero by taking away the notices under effects.
Also just a general update on my earlier bug report, the "golden house" minimap icon is attached to Dalaran towers, the Tower Defense towers such as the advanced death towers, boulder towers etc, and some other buildings such as pig farms. I reckon that's probably not intended, but yeah just an update. Removed the minimap icon from those units and they don't show on the minimap anymore. We are still having the problem where if a unit with the icon is used and then deleted the icon still persists on the minimap at times.
Thanks. PM'ed you, would appreciate some pointers in the right direction. Thanks a lot.
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Just wondering how do we do this since I cannot find the "show death message" option like in wc3.
Thanks in advance, appreciate it.
Edit: If it makes any difference, using Renee's wc3 dependencies.
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@MaskedImposter: Go
Ah just didn't know how to make it like that. Thanks, a great help.
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I would like such a function but am unable to find it after digging for hours on end. The problem is the last part "is in player group (allies of player 5)" The trigger only allows "ally" as in ally of the unit being attacked. Could someone please paste the trigger here? Thanks so much!
What I would LOVE would be a "owner of damaging unit == member of player group x" condition.
0
Basically I am having some trouble with the "conditions" field. 2 sides fighting for control of map, with capturable buildings. The part where I am stuck is recognizing who attacked it.
Basically I need a condition to say (Owner of (Last unit that attacked control point)) = ALLY OF PLAYER 5
Right now I can only fine tune it to (Owner of (Last unit that attacked control point)) = 5
Which doesn't do the job because essentially we want to give it to player 5 (computer controlled) if an ally of player 5 hits it as well.
Help appreciated, thanks. Can't find the "ally of player #" option.
In essence, what I need is a trigger where if any player allied with player 5 brings down said lumber mill to below 100hp, we change the ownership of lumber mill to player 5 (not the attacking player, but the attacking player's "boss")
0
@ArcaneDurandel: Go
Fixed, thx and repped
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May i have a link to a preferably non video tutorial on how to do this? Yeah map is like azzy wars.
Also seem to have a bigger problem now. put a waygate on map, then deleted it. But icon still shows on minimap. Any fix to force the minimap to recognize its not there? In game, empty spot but the yellow house icon appears on minimap.
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flying directly over it didnt disappear, tho there is actually nothin there
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Using Renee's warcraft dependencies.
The waygate icon persists on minimap even after waygate is removed. I added a waygate at one point, relocated it, then deleted it. But the little icon (looks like a yellow house outline) still persists on the minimap. In fact there appears to be multiple icons. I have deleted all units and doodads there and it still shows on minimap when I test map. There is nothing there either in game or in galaxy editor but it shows up in the minimap in game. I would very much appreciate your advice in this matter. My apologies for starting a number of threads in this 72 hr window, mapping 12 hrs a day so raking up issues fast. Making good progress... Till now... they are different issues so not sure which is better, new thread or repurpose old ones...
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i guess no choice then. Thx, repped.