I got 244k chars in my code but it seems fine... for now.
Edit: Ok guess it's not total code size so I should be fine. Duplicated all my code 3 times to get 704k chars and saved & played fine. I'll try to find the bounds for function code size.
Wait there's a Red/Blue/Green Circle TD?! All of which got popular!? Please tell me those maps aren't the exact same as Red Circle cept some color modification
Same problem! I know the source of the problem lies in the duplicated hydra's weapon because I give the dup hydra's weapon to another unit, it'll crash when the unit attacks.
How do you make it so a unit changes his attack to a random target within his scan range after every attack? The attack i'm planning is going to be very fast and the scan range is rather large, so efficiency would be a great plus.
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Freakin awesome.
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Both the default game and player attributes seemed to be bugged.
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I noticed the AI never uses buildings (for stuff like unit production) that were created by triggers. How would I get them to use those buildings?
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Good god nested for loops w/ variables are so bad.
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Wait what's the limitation exactly?
I got 244k chars in my code but it seems fine... for now.
Edit: Ok guess it's not total code size so I should be fine. Duplicated all my code 3 times to get 704k chars and saved & played fine. I'll try to find the bounds for function code size.
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Any data editor only solution?
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Are your looping triggers constantly calling other triggers?
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Wait there's a Red/Blue/Green Circle TD?! All of which got popular!? Please tell me those maps aren't the exact same as Red Circle cept some color modification
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I've been wondering what's on Korea for the longest time. Might not be able to read the game titles so accompanying gameplay videos might be needed.
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Does this mean another popularity reset?! Please another popularity reset.
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It's 1.7?
It's got new terrain (water) and campaign / hero units.
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Same problem! I know the source of the problem lies in the duplicated hydra's weapon because I give the dup hydra's weapon to another unit, it'll crash when the unit attacks.
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Clearing chat messages do not work as a mechanism for hiding chat because players can simply look at the message log.
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How do you make it so a unit changes his attack to a random target within his scan range after every attack? The attack i'm planning is going to be very fast and the scan range is rather large, so efficiency would be a great plus.
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Isn't Icefrog already working on League of Legends?