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    posted a message on Where is the error in this simple action?

    I get some unit script error which I can't deceiver when trying to execute this action:

    Unit - Order all units in (Any units in (Playable map area) owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting (Position of (Closest unit to (Position of (Picked unit)) in (Units in (Playable map area) having alliance Enemy with player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)))) (Replace Existing Orders)

    Is it a problem with "picked unit"? However, I can't select anything more appropriate in the trigger editor to replace it, or do you see a logical error in this somewhere?

    Posted in: Triggers
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    posted a message on How to: Order AI to setup and maintain a small base?
    Quote from njordys: Go

    Just place the base in the editor as you want the base to appear when it is completed by the AI. Then select each unit in this base and press enter. In the menu that comes up there is three tab options, general, ai and textures. Go to ai.

    Do the things I said there, unselecting "initially created" and setting the rebuild count to always. The units should appear purple now.

    You have to enable the ai to run in order for it to build anything. Don't worry, if you don't make attack waves for the computer player it wont actually attack. Set up a trigger for when you want the computer to build and add these actions:

    AI - Start the campaign AI for player 2 AI - Activate bullies in region "Player 2 Base" for player 2

    Remember to give the computer (in my example player 2) enough resources and scvs/drones/probes to be able to build anything.

    Sorry if I'm unclear, I'm not really good in English. Hope this works :)

    Yay, thanks a lot. Got it to work. However, there is one problem I haven't figured out in a clean way: How do you do this for refineries? I am now trying to place both the refinery and the geysir and modify the required placement for the refinieries. Is there a cleaner way to do this?

    Posted in: AI Development
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    posted a message on How to: Order AI to setup and maintain a small base?
    Quote from njordys: Go

    I think bullies would be a nice way to do this.

    Place the buildings and units that the AI should build. Select all, press enter and go to object properties, then go to the AI tab. There you can uncheck "initially created" so that buildings aren't created when the game begins. "Available for attack waves" are up to you. In difficulty you can select how many times the different difficulty level ai shall rebuild the units/buildings. Set to always (or a set number up to 13)

    Make a region around the base and when you want the AI to attempt to build the base create a trigger with the action "AI - Activate bullies in region for player"

    The AI must be running by this point.

    I'm pretty sure this would work.

    OK, I understood only 3/4 of what you just said, but I'll try that. What do you mean by AI is running? Preferably I don't want the AI to be doing anything else. Well, I guess I could limit their choices by shaping their tech tree.

    Posted in: AI Development
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    posted a message on How to: Order AI to setup and maintain a small base?

    Hi folks,

    I have a more general/approach question, but of course, if you have concrete answers or solutions at hand, feel free to share them :)

    How to you instruct an AI to build and maintain a small base with fixed building locations and a fixed unit regiment? Do you approach this using the data, trigger or AI editor? I think I can do it with triggers, but it would be insanely complicated and would include a lot of manual stuff. I am hoping that someone can tell me that there is a more automated/built-in/generic solution to this.

    What I mean by that is: I need a trigger/script which says: OK, start now build a base in this area. CC goes here, Refinery there, raxx and bunker here. If something along the build process get's interrupted or destroyed, try again until it is done. If you lose the refinery, rebuilt it. If your raxx can't be placed, try again in 3 seconds. Once the base is up and running, do nothing (except mine resources or sth) until something get's destroyed. The AI should build and _maintain_ a fixed set of structures and units in a small area indefinitely, for example, re-build razed structures during/after an attack.

    Resource shortage or tech tree problems are excluded and don't need to be part of the equation. Attackers can also be ignored. It just needs to periodically check if the base it where it needs to be and if not, (re-)build until it is complete again.

    What is the best way/practice to implement this?

    Regards, BlacKcuD

    Posted in: AI Development
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)
    Quote from minq1: Go

    My friend is crying because my tower look awesome and his just look normal :P

    Lawl :) Well tell him to make a reasonable proposal and I see if it can be implemented. I had some problems with the ForceField Maze Walls so I guess changeable optics will require some time.

    The reasoning behind changing so many of the costs/dmgstats for Raynor's Raiders is/was that I want every tower to be usefull and there should always be multiple ways to solve problems.

    As for the queens: I haven't changed them in a while :) In fact the boss itself was made harder mutliple times and only the queen's health reduced slightly, but that was weeks ago. Maybe your build and the overall balance of the races improved :)

    As for the 20 supply upgrade: it has its uses. For example you need it in order to build frickn long mazes (1100 length without adventure mode). One then skips lancer+attackspeed aura and possibly even mineral interest and/or gas bonus. However, I will add an instant +2(?) supply bonus for just getting it. Similar to the major gas bonus upgrade. You save for something big and you get rewarded instantly and in the long run.

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)

    @minq1: Go

    The problem is: I do not want to rely heavily on custom models. It would be nice to somehow utilize something which is already in SC2. Some models look odd or custom (for example the Armored Cruiser Wave) but these are all models which are in the game that I just bend to my will so to say.

    As for the energy shooting around: valid point of yours however one can always design the visuals in such a way that they are not disturbing (like the power generators in minerals vs medivac healing beam).

    BTW: I just released a major update. I need some people to play the game on higher difficulties with Raynor's Raiders to test everything longterm wise.

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)
    Quote from minq1: Go

    aaaannnd what are your thoughts towards my suggestions for the third race?

    Jeah what you expect me to say? :D The concept is fine. I had something very similar in Icecrusher TD 1 for Warcraft 3. If you played GemTD, it also has a "symbiosis" system where you "melt" towers together from (random) pieces you get assigned. However, I didn't want to do something but do more like a spellcaster type of thing where towers would require energy delivered from other towers (similar to MINERALZ's towers) and/or most towers get auras with short ranges (3 building grids max) which affect everything around them but not themselves and possibly even stack.

    However, this all does not fix the problem of not having a general (optical/lore) theme for the new race and as long as this not very fleshed out I cannot start the race (since optical effects, selection of attack animations and lore texts play a huge role in the development and as such you should set a "theme" right from the beginning and stick with it).

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)
    Quote from minq1: Go

    edit2: was surprised that the tanks which are spawned by terratron have some shields. my friend was kinda shocked because he sold the 2-3 flame traps which he built for the thors but he barely managed it. I had nor problems since i had dat banshees with their emp-range of 500 million

    hardenend shields for siege breakers is one idea currently implemented to make the siege breaker unit more interesting. still don't know what to change exactly for them but I was unhappy with their current state.

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)
    Quote from minq1: Go

    Well, i was not explicitely talking about more waves but about a different layout or something. Like Coop-TD. I love to play coop :) When we play your td we all quit the game always when someone gets killed so its somewhat of a team td for us anyway :D Well, yea the Siegebreaker level was kinda boring compared to the waves around it, i agree with the removal.

    The map has been planned and programmed as a solo td and the best thing you could hope for is that there will be a mode where enemies have more hitpoints and all leaks will move to your ally and only then it will cost you lives :) Something like that.

    Quote from minq1: Go

    By saying "you need suggestions", do you mean explicit towers or a general theme for the towers?

    A general theme. A Zergish race seems obvious but it would also be kind of boring. It should have a major twist/change in gameplay at least.

    Quote from minq1: Go

    In Regards to the Unlocks. I, for myself, dont have the Pink Mega Probe activated. I just find it annoying :) I guess, you wont make any gamechanging Unlocks but just Gimmicks right?

    Most people, including myself, love the pink mega probe, and you can always leave it turned off :)

    Just added "Snow Camouflage" for Raynor's Raiders (level 41) and it looks awesome. That could be more in your style?

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)

    All in the making except more waves. I already cut a wave completely a few weeks ago since the game has become too long. I will not do anything to the map which could increases one game's duration any further.

    Third race is coming when somone suggests a good idea for one :)

    More Unlocks etc are already in the making, but I am taking my time since I don't just want to add boring stuff. Every unlock should be something fun or meaningful.

    Posted in: Map Feedback
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    posted a message on EU - Icecrusher TD 2 (solo, mazing, war3-style)

    Hi everyone,

    the second race has been polished and is balanced. Due to some bugs in battle.net2 my popularity has sunken dramatically and it has become much harder to play testgames with random people. I have a good bunch of testplayers, but I need people who are completely new to the map because they will probably like/try/etc diffrent things than my battleweary testers.

    Looking for this kind of feedback

    Firstly, what I am specifically looking into at the moment is game difficulty in every aspect. How easy it is to get into the game? Did you beat the first boss leakfree on your first playthrough? How many tries did you need to beat the whole map on Normal difficulty? How far are you getting on higher difficulties? Of course any other type of feedback is welcome as well.

    Secondly, I require more awesome screenshots for the project page! I added some new ones, but they s*ck in comparison to the old ones. I need new ones since I want the screenshots to reflect newer version of the interface etc. If you can send me some nice screenshots they will proably be added to the project page and you have a chance to appear in the Special Thanks on the loading screen.

    How to get the map:

    For EU go to Join Custom Game and select "Tower Defense". Icecrusher TD 2 (survivor faster) should be somewhere on the first page.

    For all other realms: If you want to apply to publish the map on other servers than EU please contact me via email or sc2mapster.

    Last but not least some general information taken from the official project page

    http://www.sc2mapster.com/maps/icecrushertd/

    Description

    Solo mazing td (tower defense) map for 1 to 4 players. Set in a remote ice world and with nowhere to run you must fight the reckless onslaught of ever more trickier mob waves. Construct a nifty maze with wall pieces, towers, and traps to spell certain doom for your enemies.

    Features

    • White arrows on the ground will show the anticipated path of the creep waves.
    • Custom snow terrain.
    • Multiple races with unique towers.
    • Account level up system unlocks goodys allowing you to show off your experience and skill.
    • Multiple boss waves including special events during these waves which you have never seen before in any other td.
    • Dozens of mob waves, sometimes even with special abilities such as hardened shields, ground waves spawning flying enemies, and more.
    • Your worker gains skill points to unlock special race independent abilities and upgrades such as mineral interest, bonus lifes, more supply, mobile support units, nukes and many more!
    • Different armor types require ellaborate strategies and tower placement.
    • Map keeps track of your best records for every difficulty and other stats.
    • Four difficulties: Normal, Hard, F''KING Insane Mode, and Asian (higher difficulties award more xp!).
    • All towers have placement and selection weapon and special ability range indicators.
    • Help systems guide you towards important upgrades or show you if your maze needs improvement.
    • Resource distribution on player leave is disabled.

    Noteworthy exceptions in mechanics

    • Armor: Every point of armor decreases incoming damage by 10%!
    • Mazing: Mobs will fit even through the tinyest of holes. Diagonally adjacent buildings will NOT block pathing.
    • Leaks: If you leak an enemy it will run through your maze again with increased speed!
    • Difficulty: Playing on a higher difficulty will make you start with less lifes, lose more lifes upon leaking, and enemies are more powerful! However, you will also recieve many more experience points to level up significantly faster!

    Screenshots

    Some of these screenshots may be outdated since the map is still recieving a lot of content every day.

    Tutorials, Tips, and Tricks

    How to get started?

    Build something like the following screenshot. Surround waypoint 1 and build an alley towards waypoint 5. Once you reached waypoint 5 surround it as well and leave an opening somwhere in the middle. Expand your maze from this hole on outwards. Keep spending your minerals on towers with a slight tendency towards Defense Platforms (dont' upgrade them yet!). As soon as you got enough gas research "Focus Fire" and then save for "Air Killer". After you have killed the first boss try to save up for an Immortal and a Storm Cannon. Place both in a way that they may reach air waves.

    Advanced Tips or How to get past wave 10

    If you are having troubles with the Pink Goliath wave try to incorporate more Soul Projectors and Storm Cannons into your build. At least one each before the wave starts. Research as many general and individual upgrade for Soul Projectors as possible.

    If you are working with Traps make sure they hit air waves at least one time. If you manage to place them in a fashion that they hit air waves you might want to research "Burning Skies" and skip "Air Killer". This will make your build very gas efficient and still kill air waves without effort despite not having Air Killer researched.

    Posted in: Map Feedback
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    posted a message on Game Variant "Speed"?!

    Hi,

    I changed -nothing- with my map but now for a second time my popularity is F*CKED because a second version of my map appeared. Both indicating "faster" speeds, but when you join the lobby it says "faster" and the other one says "slower". If you actually start the game (hosted or joined) the game runs at "slower" speed which is awful since the map has been designed to run at "faster".

    I tried locking/unlocking/hiding gamespeeds. I added and removed various combinations (all but one, only slower, etc) but none had ANY effect whatsoever. It just gets worse or nothing changes. The best part is this strange effect appeared overnight whithout any patches going live or any map update whatsoever.

    Could this be somehow affected by weather the map is locked/unlocked or do these changes need some time? Will unloading and reuploading (killing all popularity) do any good? I've included a screenshot of the current settings:

    Posted in: Miscellaneous Development
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    posted a message on Second Version of Map appeared? How to get rid of it?

    Now I've got two maps floating in the Tower Defense list. One set to "slower" and one set to "faster" but whichever you join the game itself will run them as "slower" which S*CKS BIG TIME

    Posted in: Miscellaneous Development
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    posted a message on Unable to select unit? (Model/Actor problem?)
    Quote from BorgDragon: Go

    First, Change the model of your unit/building/whatever from the Force Field to the Hit Test Sphere.

    Then, have the Force Field actor with the following fields filled in.

    Events+ UnitBirth.YourForceFieldThing Create UnitDeath.YourForceFieldThing Destroy

    Host Site Operations+ SOpAttachCenter

    That will attach your forcefield model to the unit when it is created.

    As Kueken Said, tweak the scale or anything as needed.

    Thank you both very much. All working now and it looks awesome!

    Posted in: Data
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    posted a message on Unable to select unit? (Model/Actor problem?)
    Quote from Kueken531: Go

    What you can do is attaching an additional actor with the the model Hit Test Sphere (or something like that), which is invisible and just provides "clickability". You can adjust the scale of that actor to match your force field.

    Ok. How exactly will I acomplish that? Create a second actor with some sphere model and create it for the unit as well?

    If I create a second actor which spawns also for this unit the second actor cannot be clicked, too :/ Am I missing something?

    Posted in: Data
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