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    posted a message on What mod do you guys want?

    @LaxSalmon: Go

    If I do end up dropping it I will definitely pass it on to you.

    I just did what will be my last update to EnderCraft TD (minus bug fixes), so I'm going to jump back on this project and see if I can finish it out.

    Posted in: General Chat
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    posted a message on What mod do you guys want?

    @LaxSalmon & SheogorathSC: I actually managed to find the backup I had of what I started on this mod 2 years ago (my harddrive had crashed). The Caesar III idea encompasses elements of both your ideas. You have to produce oxygen and energy as opposed to Caesar's water. Other changes will obviously be made to accommodate an alien planet. The idea is to keep the colony alive and making money (crystal and possibly gas). Like in Caesar, the higher class demand 3 types of food (vegetables, zergling meat, and the ever-so-delicacy, Hydralisk meat), and you have the different buildings/raiding parties that go out to Zerg dens and hunt the food, bring it to the Firebat Butchers who burn it up and then that gets sent to the market.

    There are all kinds of logic trees to determine what different citizens do and there are day-night cycles, citizens who work different shifts, etc. I was sad to drop the project, but after EnderCraft TD then 2 or so months on this project, I was burnt out.

    So that's the basic premise of what I have. I also really like the idea of the zombie-Apocalypse, I'm surprised that hasn't already been done considering it's popularity; Sheogorath, your idea sounds very similar to DayZ and would definitely translate to Starcraft 2 well.

    @Fullachain - Sorry, I could never get into Might and Magic :(

    Posted in: General Chat
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    posted a message on What mod do you guys want?

    Hi!

    So I created a mod 2 years ago called EnderCraft TD and thoroughly enjoyed creating it, but got burnt out. I'm in the middle of creating an android game as well, but am waiting on my artist to do some work, so I need a new project.

    I am a senior programmer for Dell, so basically anything that isn't texturing or modeling I can do. I also fly solo.

    So with that, what mod do you guys want?

    I like the idea of bringing dead games back to life (Hive Keeper is an awesome idea, if you haven't checked that mod out, I recommend it) but other ideas are welcome as well.

    Also, I love the Rome city builder games (Grand Ages: Rome, Caesar III & IV), so that is my current idea for a mod.

    Speak out and hopefully it will be in my scope.

    The one thing that has changed since my last mod is a 1 and 1/2 year-old toddler :) But I definitely still have free-time and would rather spend it programming (or pseudo-programming in this case) than playing Mechwarrior Online, as good of a game as that is.

    Posted in: General Chat
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    posted a message on [Help] Which trigger unloads a single unit from cargo?

    @SouLCarveRR: Go

    I didn't know you could cancel an order. I'll have to try that.

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on [Help] Which trigger unloads a single unit from cargo?

    @SouLCarveRR: Go

    I agree; but I wasn't able to get that to work.

    I also have the added problem of not being able to let the user manually unload them; that's why I went the copy unit route.

    Posted in: Miscellaneous Development
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    posted a message on [Help] Which trigger unloads a single unit from cargo?

    @RileyStarcraft: Go

    This is the conclusion I have come to as well. Been messing with it for hours.

    Posted in: Miscellaneous Development
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    posted a message on Dynamically make roads

    @SouLCarveRR: Go

    Yeah, I actually tried that route, didn't work out so well :)

    Thanks for the suggestion though.

    Posted in: Triggers
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    posted a message on Dynamically make roads

    So I've searched the forum for about an hour now and I'm thinking this isn't possible, so I am open to any suggestions on a good way to do this.

    If I have one building, then build another building, I get the region between the two buildings. My goal would be create a road between these two structures or to change the texture of that whole region to something road-looking.

    What would be the best way to do this?

    Thanks for any help.

    Posted in: Triggers
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    posted a message on What not to put in a TD?

    I've found upgrades work well when the upgrades are useful. This is the one thing that made me have to be unique with EnderCraft TD is that most creeps only have 1 life, so I couldn't use increased damage as an upgrade. But when you have a bomb tower that shoots a hunter-seeker that can't even catch up with the fastest creep due to moving too slowly and the next upgrade is a missile turret which shoots missiles twice as fast, it becomes a very useful upgrade.

    Also, new abilities for towers are good upgrades; such as a tower that drops turrets being upgraded to drop splash bombs as well.

    My opinion also (I've played almost every flash TD) is the TDs where all the towers do the same thing: target a creep, attack a creep, target a creep, attack a creep; is just boring.

    FBender: liked your ideas about the different creeps having different caveats to them; that would make for a fun TD.

    Posted in: Project Workplace
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    posted a message on EnderCraft Tower Defense

    @NoKnuckles: Go

    Thanks NoKnuckles, glad you like it.

    The updates are posted on the webpage for this mod on this site (http://www.sc2mapster.com/maps/endercraft-td/)

    Most creeps getting stuck was fixed in 1.3, while 1.5 fixed a creep-count discrepancy bug that would stop a player from continuing.

    Posted in: Map Feedback
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    posted a message on Dungeon Keeper (Proof of Concept)

    So I'm coming in late in the game and just found this thread and want to give it a big 2 thumbs up. One of the best games ever and there hasn't been a third; a great candidate for the sc2 editor.

    Looks great so far and here's another player that would waste away plenty of hours on it on release.

    Posted in: Project Workplace
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    posted a message on EnderCraft Tower Defense

    Hi Badger,

    Glad you've enjoyed it. I definitely still have interest in updating the mod and have more ideas for towers, but since I now know the editor a lot better than at the beginning of making this mod, I decided to work on a much harder project.

    I will most likely come back to this one and throw in a new tower or feature when my new mod irritates me :)

    Posted in: Map Feedback
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    posted a message on EnderCraft Tower Defense

    @jrkirby: Go

    Yeah, I've heard that before as being a deficiency with Blizzard's most popular system. So I guess I shouldn't get a big head over it :)

    @floute - I'll check out that replay asap. Thanks

    Posted in: Map Feedback
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    posted a message on EnderCraft Tower Defense

    I'm looking for some reviews on my mod here; it's been fighting for the 8th - 10th place on most popular on b.net, so I'm thinking there's a good number of you that play it.

    The official release is out now (EnderCraft TD, NOT EnderCraft TD - Beta) version 1.2, I'm asking for some short (or long if you want) reviews on the latest version only.

    Thanks guys, great community here!

    Posted in: Map Feedback
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