• 0

    posted a message on Posting a new MAP

    Don't worry about all the categories, they are mostly for fully custom maps (i.e. not melee). I think there should be a "melee" category or something like that (It's only been almost 3 years since I last actually used the maps thingy here on mapster...) which you can check. And yea, don't worry about licenses - They won't help for or against stealing because people generally don't care about copyright laws.

    Also, I think it's best to post a thread (You could still add a map the to the maps section) with screenshots and a description, it's more likely to get you comments and feedback.

    Posted in: General Chat
  • 0

    posted a message on Starmon - A pokemon style map

    We haven't posted in a while, mostly because we barely did anything.

    But that has changed ;) Lots of progress! Not done yet though, and Zelda doesn't wanna reveal it til he's completely done with it (Or at least has come far enough to make him sure he won't scrap it due to not working). It seems to have reached that point, but he isn't online at the moment so I can't ask him :(

    But there will be a new video soon. Two if Zelda's thing is presentable.

    But Maity, does that mean that the first video is something completely different from Zelda's thing?

    Yes!

    What could it be?

    I'll answer with a small screenshot :)

    http://i.imgur.com/o8ht0eo.png

    Posted in: Project Workplace
  • 0

    posted a message on Triggering player - Picked Player

    In that case Triggering Player is absolutely useless.

    You'll need to figure out how to find the player you want. Easiest way of doing it is going through all players and checking a variable (So if this is supposed to be a trigger related to picking a certain race/faction/whatever, check the appropriate race/faction/whatever variable to see whether they picked something or nothing or whatever.) This is where "Pick Each Player" comes in handy, put an "If Then Else" in there, see if the picked player matches your conditions, and then proceed with the appropriate actions.

    Posted in: Triggers
  • 0

    posted a message on Remake of WC3 map

    Try and look for "Cat and Mouse" games in SC2, I've seen a few and they follow the same basic concept (Large group of players play "mice" which are chased by a few "cats", mice run away and build bases to fight off the cats. Mice that are "caught" can be "revived" in the middle of the map where they started)

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Triggering player - Picked Player

    the "TEST" trigger has no event, and therefore no triggering player. Let me explain what it means very clearly:

    Triggering Player = The player that is directly related to the Event of that trigger, not any other trigger.
    Picked Player = The player currently being used by the "Pick Each Player in x" action

    Those two are completely different things.

    Also, you are using triggers in the way you would use an action definition - The problem with that is that you can't pass down parameters if you use triggers.

    What you want to do is create a new action defintion, and copy the TEST trigger into it. The, where it says Parameters, add a new one of type "Integer"
    Then look over the actions you copied in and change each and every "Triggering Player" to the parameter you just created (When you select "Triggering Player", at the top you have multiple choices like "Function" and "Variable", one of them is "Paramater" and will list all valid parameters)

    Go back to your previous trigger. Replace the "Run Trigger "TEST"" action with the action definition you created. It will have one paramater - The thingies in actions that you can change to different values. Set it to "Triggering Player" (Assuming that trigger has an event that actually has a triggering player and isn't just a timer running out)

    If it doesn't work (OR anything else for that matter), do some debugging. It means you try and find the exact source of your problem. One of the easiest ways to do that is to use the "Debug Message" or "Text Message" actions to print out a message on your screen with the value that could possibly cause a problem (So if "Triggering Player" isn't working, you do "Debug Message(Convert Integer To Text(Triggering Player))" and then you'll see whether it's giving you the right player. If it ends up saying -1 or 16 in game, it means there is no triggering player and you will have to use something else like variables or parameters depending on what you are trying to do and how you're doing it)

    I hope that helped.

    Posted in: Triggers
  • 0

    posted a message on I have some ideas for new units but I can't do it alone

    @Lakshun: Go

    Try some random tutorials just to get a basic understanding of the editor. Then try and do things on your own. Try is the key word here - If you don't succeed, ask for help (Please be specific). If you have many little, easy questions, the IRC is good place to get help - But give people some time to notice your messages! Sometimes people just don't check for a while. If for whatever reason you don't get any help there, be persistent :p Alternatively, if you are willing to wait a while for replies, post on the forums and/or message people willing to help.

    And remember: The editor is a very specific tool. If you have a problem, be specific about it so that we can help. "My unit attacks but nothing happens" is far too vague and you'll end up wasting time on people asking you questions about the unit and weapon. "My unit attacks, but the missile won't launch. Here's all the relevant data: [screenshot of weapon, launch missile effect and all other relevant actors and effects]" is gonna get you an answer much sooner.

    Good luck :)

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Starmon - A pokemon style map

    I think its about time I said something in this discussion :p Sorry, I've had a really lazy week >.>
    I'll try not to go into too much detail because its pretty late and I wanna head off to bed, and writing huge posts takes time...

    200% Health: Yes, this might not fix the problem completely, but I'm sure it'll fix it partially and make bruisers/tanks more valuable. Tanks getting a huge buff might be an issue, if that buff is too huge. But here's the thing: Energy! Glass cannons don't have to worry about it - Their job is to do it quickly. They won't run out, because if they do, they've been doing their job wrong. Tanks on the other hand... All I have to do is identify the most used moves by that class of starmon and up the energy costs, and BAM I've got them in a spot where they aren't the best class anymore. Throw in ghosts with energy manipulation moves and shit's gonna hit the fan for tanks.
    Another possible nerf to tanks could be a buff to damage over time: Those are also % health based, which means they do more damage than in the original games. Upping the % damage will make burn and poison moves even more dangerous against tanks. If that isn't enough, we can have poison function similary to ignite in league of legends: In addition to being a good damage over time source, it would also halve healing, making it a good counter to sustain tanks (Synthesis/Ingrain/Giga Drain or other lifesteal movesets)

    So yeah, I agree that messing with the health formula may upset the delicate balance the pokemon games already had, but together with the energy system I think we're able to create a more varied and balanced metagame. And there's only about 170 moves currently in Starmon, I'll expand on those as necessary, add moves that will shake up dominant strategies and so on. I agree completely that the map may be severely unbalanced at the start, but it'll need testing and it will be fixed - We can just move the bonus health % to a better point, even if its just barely enough to prevent starmon from 1HKO'ing glass cannons. The important part is that balance is possible, but achieving it will be a challenge :)

    Multibattles:
    I want 2v2s in the game, Zelda does too. It just takes time, a lot of it. The entire combat system is currently structured around 1v1. Zelda has kept in mind 2v2s though and he can probably reuse large amounts of code, making things a bit easier. Still, planning out the entire trigger architecture and so on is an issue, and I will have to do some minor modifications to moves that hit multiple targets (Visuals...). We'll work on that when we can. Who knows, we might have it useable by release, we might not. (Considering just how many missions/quests/random events we want to add, release may actually be far away enough that 2v2s will be included)

    But there won't be 3v3s. I think that's the point where things just get too messy, and chances are 3v3s will have a completely different metagame than 1v1s and 2v2s (Which will surely have differences as well) due to focus firing becoming even more effective - I'm guessing it'll be a game of either who has the most AoE, most glass cannons or most tanks/bruisers, and that everything else will be ignored. Balancing both 2v2s and 1v1s while making as little as possible changes to moves between the two will already be an issue, but I think 3v3s will just end up too different to be able to balance all three match types.

    Match types that are based on 1v1s and 2v2s but with specific rule sets may be an option though (Like, for example, no swapouts whatsoever, shared health between all starmon, shared energy, swapouts being forced into party order, forced swapout after each turn, each player gets to pick one of the opposing starmon and they are swapped between the players, any combination of these, etc.), but Zelda is the one who knows how much of an issue that would be so it's up to him. If we do something like that, it'd probably be low priority.

    Also, about the alpha test: With me being lazy, and Zelda's school preparing for hell month (exams), I don't think we'll get anything out anytime soon. We need more terrain from Mozared, we need me to get off my lazy ass, and Zelda has some bugs to fix (And probably a whole lot more once we do a private test to see whether multiplayer works at all) in addition to anything new I may need him to make and any quests we want to have.

    Posted in: Project Workplace
  • 0

    posted a message on Modifying a behavior through an upgrade

    From what you've written in this thread it seem to me this could be an engine bug - Blizzard don't use attributes themselves, and being able to modify behaviors via upgrades is a relatively new feature, it's a kind of out of the way thing to test, so they probably didn't (On the other hand, they actually released a patch where Ultralisks AoE had "include unit radius" checked so they could demolish the entire worker line by attacking the command center) Report it on the official forums so that they see it. But chances are it won't get fixed too quickly, so I highly recommend you start thinking about workarounds unless you find out this isn't a bug caused by the sc2 engine itself and actually fixable.

    One workaround could be that whenever the upgrade that causes energy to reset hits, you first save all attribute and energy values for all units, apply the upgrade, and then apply enough buffs and modify their energy to counter the reset. If the upgrade isn't applied through triggers, make the ability research a dummy upgrade and have a trigger detect when its done and then do what's necessary.

    I haven't actually checked the map, so let's hope someone else for whom it isn't 1:37 AM does and manages to find an easier fix.

    Posted in: Data
  • 0

    posted a message on Custom Non-Shiney Terrain Texture

    Apart from that, I think this guy is asking about terrain textures. No speculars or texture select by ID there as far as I know.

    Have you tried messing with lighting settings? I think there's a slider or two for "terrain specularity" (Window -> Lighting)

    Posted in: Artist Tavern
  • 0

    posted a message on Starmon - A pokemon style map
    Quote from Trieva: Go

    Just to avoid going too off-topic I believe sc2 melee and plenty of other RTSs are broken. IMHO no strategy game deserves that title (strategy) if you can programme an AI to win under all (but fair) circumstances. Since there's no limit on reactions or multi-tasking, and computers always beat humans at this at their best, where's the strategy? It's far easier to win by mechanical aggression on the keyboard. Why should players be punished for trying to be more smart and clever? You guys are making a strategy game right? :P.

    A large amount of strategy in some game types like TCGs and pokemon games comes before you actually even have an opponent. We can, and probably will, program an AI to play the most effective way possible (Not really that hard to program, as opposed to an RTS AI), but that AI will still be limited to a specific set of 6 starmon with four moves each. If the set is too generalized, some more specialized setups can probably easily overpower it. If its a specialized set up, its very likely strong against another specialized setup but also weak against some. Same thing goes for players - The strategy is not only in how you handle the battle, but how you prepare for it. A player having a team full offensive starmon might end up getting screwed over by a tank that uses reflect/light screen + 6x Calm Mind/Bulk Up and then Baton Passes out to a fast offensive starmon and proceeds to oneshot the entire glass-cannon team. A player focusing more on holding out and playing defensively will get screwed over if the enemy has Toxic (or any other %health based DoTs, which is almost all of them) and can play just as defensively. A stat-mod spammer gets screwed over by the move that swaps all stat stages between the two active starmon. Some people will want to take the big risk of having a very specialized team that might absolutely get wrecked by another strategy, while others will try and minimize their weaknesses at the cost of losing a specific strength (Like throwing out your ghost starmon that is really good at messing with your opponents energy and statuses for a psychic starmon that still has the great offensive stats but can also learn some defensive moves)

    That said, I will try to keep a good amount of more "advanced" moves that have less straightforward uses (Like Baton Pass - Most players will probably ignore it, some will see it's actually really useful and use it. Same goes for most other status moves - People will instinctively just want the hardest hitting thing they can get without thinking about how effective it really is compared to moves that don't deal direct damage), and if a certain strategy becomes dominant, I'll either nerf it (If it really is too strong), or there most likely will already be a good counter to it and I'll just have to make people aware of it and get them to use it.

    Also, the fact that complicated strategies can exist doesn't mean simple ones can't. There honestly probably will be a lot more simple ones than complicated ones, like for example just simply having a set of 6 starmon, one of which is always going to be strong against a certain type, without paying too much attention to synergy between moves and such things. It won't be a flawless strategy, but it will probably be the starting point for all strategies - People will deviate from a standard, safe setup to something more specific that they prefer. If a player doesn't like getting poisoned, he'll add a steel or poison starmon to his lineup (They're immune to poison) or get some other form of immunity/curing. Others will start number crunching instead of going by personal preference and try to discover powerful strategies instead of "comfortable" ones. I want to make sure there's options for both kinds of people.

    As for concentrate: You're trading one turn of time on your way to max out your attack stat for the fact that you don't get to keep that buff. If it is effective, it will probably be because it is overpowered and will plain simply deal too much damage too fast, giving your opponent less time for counter play, and what I think is the more likely scenario: It will be useless and, more importantly, a noob trap. It all comes down to "Is this effective?", and you're trading three turns for something that's not permanent, so to be effective it has to be incredibly powerful, which would pretty much mean it has to be straight up OP to be effective at all. If it isn't worth trading that one turn for having the buff be permanent, but the move exists, it's a noob trap - People will think "Oh, it's good", but it isn't - It should not exist at all in that case.
    And, probably the biggest flaw - Whether strong or weak, I can't fix it. It's mechanic is that its buff gets stronger with consecutive uses, but the buff is capped (and that cap can't be removed). If I make it take longer to reach the cap, it becomes useless as it just simply ends up matching the speed or being slower than other moves. if it's too weak... Well, nothing I can really do at all. The only way to make it faster is to make it one turn, which kind of completely removes its core mechanic.
    I like the idea of the move, but I don't think I'll be adding it, because if I do it will require a good amount of testing simply to answer the question of "Do I keep it or scrap it?". The way that stat mods in pokemon/starmon work just simply doesn't allow something like this to be effective.
    There was however something similar in the pokemon games that I actually wanted to add but completely forgot: Fury Cutter

    the DBZ reference totally passed by me, I know what it is but I dont watch any DBZ... so yeah...

    For making the vitamins cheaper: probably a no, will see. Overall I think we'll end up with just having higher money rewards and/or other things that will sort of making money worth less than in the pokemon games (Quest rewards, random items being generated in zones every time you start the map, karma perks, randomized discount merchants, etc.) The reason for that is that we will have more money sinks like the genetics lab, teleporters, and we'll have each and every TM available in a shop as well - Chances are people are going to be short on money, and to fix that we probably shouldn't reduce prices but up overall cash flow (Unless cash shortage comes from a specific issue). For now we'll stick to the original prices - I don't want to preemptively "fix" prices before knowing whether there actually is an issue.

    Hope I answered everything :)

    Posted in: Project Workplace
  • 0

    posted a message on How to make a mushroom doodad

    Instructions weren't clear enough. Got my genitals stuck in the ceiling fan.

    Posted in: Off-Topic
  • 0

    posted a message on Starmon - A pokemon style map

    First of all, if its about something I'm interested in (Like, for example, my own map), I like walls of text ;) It was more of an issue of me having lazy day and just not wanting to answer (Yet), and then seeing a new post in the thread just as I was about to go to sleep, and SoulFilcher just asked an incredibly simple question that I could answer quickly, so I wrote up that paragraph, and was about to hit "reply" and then thought "Trieve wrote a wall of text, would be unfair to ignore him if I'm already writing a post..." so I ended up just rushing it :p4

    Repel might cost money, but not really much. I never had an issue, I'd just buy 10-20 at a time and those would get me through a couple of hours of game time, by the end of which I would've earned a crapton of money again. It's potions that get expensive, but you when you buy 10-20 they last for a good amount of time as well. Honestly, I don't think we need to make anything cheaper, but maybe more expensive so that money actually matters and you don't just end up buying 99 of everything and then still hitting 999,999 money :p Imo needing to think about where you spend your money (without being severely penalized for making the wrong choice, which in this case isn't possible since items are more a "get out of jail free card" thing than a vital part of combat) is a good thing. Chances are we won't get the numbers right on the first try and we'll need to balance the costs of many items, so if the price of repels really becomes an issue we'll make them cheaper (Or something else cheaper if its not actually the repels cost that is the issue)

    Plain recolors don't look good if I do em and would overlap with shinies (atm all shinies use alternative textures which are basically recolours, some of them have some minor detail tweaks. (WoW models almost always come with texture variations. They also look better than anything I'd do). Only shinies that don't use alternative textures are Odoron / Overstank (Overlord and Overseer model) since they are almost entirely covered in team color, so I just changed that :p ) I might be able to find some WoW models that could support a temporary transform, some demons perhaps (Imp -> Dreadlord?)

    Concentrate is definitely a good idea, but 2-4 ups will definitely be too strong. The thing is, I don't know whether that move is balanceable at all :/ Having +6 stages on any stat is an insane boost to damage/defense. Something like that would most likely be used on a glass cannon (Tons of damage, practically nonexistant defense) kind of starmon, and those would just tear apart enemies with +6 to their offensive stats, having it for just one turn is already enough to do fatal damage or get someone low enough to take them out in the next turn without the bonus. Imagine someone using 2x concentrate for +6 and following it up with either a 1-shot-kill fire blast/hyperbeam/whatever, or just using U-Turn/Volt Switch to immediately

    Posted in: Project Workplace
  • 0

    posted a message on Starmon - A pokemon style map

    @SoulFilcher: Go

    Soon. Neither of us worked particularly much on the map. What I did work on is part of the thing we don't want to reveal pre-alpha, and something else that I will reveal as soon as its finished (Needs minor tweaks to look good). I guess I still have to implement your doodads and decorate the beach a little, maybe set up the out-of-city starcenters with the wall doodads you made us, can make screenshots of those :)

    @Trieva: Go

    I'll be keeping this short, sorry - Really tired.

    Trainer Levels: No plans on them affecting much yet, they're more of a thing that allows you to compare yourself to other players. You'll get points for the levels your starmon are at, for stardex and quest completion, random events, etc. We can probably tie some singleplayer perks to it though, and we haven't decided yet on how the genetics lab will be unlocked (Stardex completion was my first idea, but could tie it to player levels). I guess some other things will subtly affected by player levels (Unlocking higher level generic items like Ultra balls, higher level quests, etc.)

    For avoiding wild battles: There was the "Repel" item in the pokemon games, and its definitely making a comeback here. To avoid trainers... well, try not to get spotted.

    Battle Items: I'll think about it. Probably singleplayer and non-arena only though if we're gonna make em particularly strong.

    That concentrate move sounds interesting, I can try adding that if I make a starmon on which it fits thematically (We don't have anything like meditite yet :/ ) It would still cost energy though - not going to make any moves free (in addition to just not wanting that, it would also screw up the struggle/out of energy mechanic), not sure what I would put the cost at though.

    Transforms: Fitting 3D models and animations would be necessary, highly doubt we're gonna get em :( Interesting idea though

    Posted in: Project Workplace
  • 0

    posted a message on Hots and the customs

    If the mapmaker used HotS dependencies, you need HotS. You can play everything else and the server isn't split up (So people with HotS will be able to join and see all the lobbies/maps you see, but you won't see the HotS ones). I don't know how many maps use HotS dependencies atm, but unlike RoC->TFT there aren't any editor upgrades exclusive to the expansion, only art assets (models, textures, sounds), so people sticking to WoL won't be at too much of a disadvantage

    Posted in: General Chat
  • 0

    posted a message on Starmon - A pokemon style map

    @DaFunk86: Go

    Basically what I was trying to say was that stats-per-levelup weren't predefined, as they in a technical sense aren't "stats per levelup". You've got base stats and your level, + IV and EVs which get added on top, and then the nature multiplier, it practically is stats per levelup, but that could be considered an intentional "coincidence".

    Right now the game doesn't add the EVs to your actual EVs until you level up, they are stored seperately (Unless you have a level 100 starmon that didn't max out EVs yet, in which case stats get recalculated after each battle (If they dont yet, they will be as soon as Zelda gets around to it)). These aren't stored after leaving the game though, so if you leave the game while there are still "loose" EVs around, they will be added onto your EVs and if there were enough of em you might notice having a stat or two a bit higher the next time you log in

    TL;DR: No predefined stat bonuses per level, stats get recalculated at the start of each battle. New EV changes however are not taken into consideration before leveling, unless you restart the map or play around in the genetics lab. (IV or nature rerolling/EV cutting)

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