• 0

    posted a message on [Video] Warring Factions (space rts)

    @mnadeau1992: Go

    1st, the problem is with that it would take lots of place from the map, even if I make only 14 planet for each player and it would be generated for each planet (hope once somebody makes enable to have unlimited sized maps like in w3...). Also dialogs gives you much faster control than using a planetary view. I might make the dialog with nice backgrounds (images from the building types and than it would look like really cool).

    2nd, yeah capital planet idea is a good idea, but I probably will only give few bonuses for them to not to make it too imba.

    3rd, I like it:D If I will make pirates, than I will make the Threat system too and it would base on how powerful is the player. (most powerful players gets more pirates to kill:D)

    4th, I imagine something like hiring pirates to help you against somebody.D (you pay to pirates against a player and the player threat lvl goes up.D)

    5th, well I dont really see spying would give so much to the game, But I might make something like a radar.

    sry for my bad English, I partying too much and sleeping too few.

    Posted in: Project Workplace
  • 0

    posted a message on [Video] Warring Factions (space rts)

    I am writing it for 14 players, models not my concern yet.
    I will find something out to mark colonized planet. I might even set that you could name your planets and than "hero icons" for them on the left screen would be really nice.

    I might add pirates or some kind of ai however I never made ai before.

    I do want to make race, but if I make it than it will be "customizable" race... (something like this: you have for example 50% and you can set them on bonuses, for example: 20% bonus income, 10% bonus mining , 5% faster shipbuilding, *% bonus ship hp or attack, *% less corruption and so on.... of course you could than save it and in the next game you wont need to choose them again.D, starting colony management %-es already working like that.)

    Posted in: Project Workplace
  • 0

    posted a message on [Video] Warring Factions (space rts)

    @PvtChevron: Go

    hmm, planets and units already around 0.1-0.2 scale, I will yust make ships slow to be realistic. currently my triggers written to max 400 planets, but because many random stuff you usually get 200-300 planet with most planet vote... but I think that is engouh.

    I am planning that you will control almost everything with dialogs, so it would have enough place for all of them anyway.

    I will make corruption after x planet which will decrease your mining and income (Corruption will depend on many things, but number of planets you have will be the main thing which it will depend on). So people wont be able yust win by "over colonizing" others.D
    hmm I not yet thought much about diplomacy, It wont be the usually diplomacy for sure. (no mass allying...)

    Posted in: Project Workplace
  • 0

    posted a message on [Video] Warring Factions (space rts)

    @malu05: Go

    well sc2 isnt really designed for 3d rts. I think that would only confuse people.

    However I was thinking about setting up formation ability for ships. You can choose from formation which sets your ships in 3d according to ship type and also gives some bonuses to your ships, and formation could be moved only together. That could make the battles really interesting.
    Also that would kill micro, but I dont like micro anyway.D

    Posted in: Project Workplace
  • 0

    posted a message on [Video] My map is weird

    Quote from vjeux:
    Everyone saves the first 10 scores. And at the beginning of the game, all the participants give their top 10 to the others and synchronize so they all have the same top 10. I guess that’s how you did it.
    ——

    Thats what I wanted to make for my map just for fun, but than I forget it as I thought it wouldnt spread fast enough… I wonder how it will work onRodrigoAlves’s map in real.D (its really depends on how much players does the map have and how fast the map. And in the current custom map system you either have huge amount of players or no players.)

    Posted in: Project Workplace
  • 0

    posted a message on [Video] My map is weird

    hmm, what you mean under online ranking?

    Posted in: Project Workplace
  • 0

    posted a message on EU servers are back up

    Quote from Mozared:
    “the mapping community isn’t a huge amount of players they’re leaving out in the cold. “

    yes, Blizzard hate us.D

    Posted in: General Chat
  • 0

    posted a message on [Trigger] Unit Is Selected

    I yust made that. Use (triggering) unit is selected by Any Player and condition Triggering Unit = Example_Unit.

    Also “Unit is Clicked” doesnt working for me.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on EU cannot publish?

    Asia server has map publish?

    Posted in: General Chat
  • 0

    posted a message on Select All Warp Gates

    bump any idea on this? I cant change Select all warpgates text.

    Posted in: Miscellaneous Development
  • 0

    posted a message on No point in creating more maps - popularity sort

    @bradleo:

    hehe, I like the idea.D

    Posted in: General Chat
  • 0

    posted a message on Broken stuffs in your maps caused by the new patch and fixes

    @BrotherLaz:

    hmm, forget that. I yust checked it, you can use any units….
    however if you set triggering unit in a action and you dont have any unit in the event than it no longer will work. (it worked before…)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Broken stuffs in your maps caused by the new patch and fixes

    Quote from Slarti:
    Another new bug regarding the highlighting of units:
    Prepatch – I had a unit which could be highlighted. In its actor I had a “UnitHighlight.Start” event which changed the color of the actor. In the “UnitHighlight.Stop” the color would be changed back. That worked, so when the mouse was over that unit it changed its color and if the mouse was not over the unit the color was normal
    Now – The “UnitHighlight.Start” still works, but the “UnitHighlight.Stop” event does not. So the unit stays the way it is once it was highlighted.
    —I updated my first post, I had similar problem I managed to fix it, now you can find that in the first post.—

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