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    posted a message on RISK! Action Edition!

    A remake of "RISK! ACTION EDITION" originally made for Starcraft Brood War by Shadowmeld & The Nevermind.

    NOTE: I have released this map on HOTS Beta if you notice a bug from playing the HOTS version please let me know that it's the HOTS version in your post.

    Here is a video of the original map that I've remade:

    I have recreated this map almost near identical to the original and it is now published on NA. Any feed back would be great and if you could report any bugs you find that would be a huge help. Be aware that since this is a remake I would like to keep most of the game mechanics the same as the original, keep this in mind when giving suggestions.

    The game is published under the name "RISK! ACTION EDITION" and is listed under my B.net account "LucidFlux"

    I will be Posting the Patch Notes Here: They are also available on Bnet

    The Most resent Patches will be Posted on top

    Quote from Patch Notes:

    2.1.2013

    • Added "Tech Panel" to Display Friendly and Enemy Unit Upgrade Info when a Unit is selected
    • Fixed a bug when a Player owned exactly 30 Territories they would not recieve Minerals
    • Added Moutains between South America and Africa and Tightened Choke
    • Added Four Additional Rebel Spawns around the Map
    • Increased Goliath Air Attack Range from 4 to 5

    1.26.2013

    • Starport has been Replaced with Robotics Facility
    • Dropship and Science Vessels can now be Built at any Territory Building Owned by a Player
    • Added New Cannon Upgrade Available at the New Robotics Facility
    • Added a Gas Conversion Ability that Converts 25 Gas into 50 Minerals Available at the New Robotics Facility
    • Fixed Bug where Player Hotkeys 6 - 9 were Disappearing during the Game. Hotkeys are now Rebound every Round.
    • Fixed Bug where Flying Units could Capture Unguarded Territories.

    1.25.2013

    • Nerfed Science Vessel Heal Rate from 18 to 12
    • Nerfed Goliath Attack Range from 6 to 4
    • Added Goliath Attack Range Upgrade +2

    1.25.2013

    • Added Tank Splash Damage Area Upgrade
    • Added a Choke Between Greenland and Iceland
    • Removed "+1 Gas" Message from Chat
    • Added +1 text above dying units awarding the active player "gas"
    • Added +1 text above dying units awarding the active player "plunder" awarded at the end of the round
    • Added a "plunder" resource so players can know how much they'll earn at the end of the round.
    • Added a "My Upgrades" tooltip for new players at their upgrade area.
    • Fixed "Bonus Awarded For Continent's Owned ..." message displaying wrong.

    1.24.2013

    • Removed Zergling Attack Speed Upgrade
    • Increased Zergling Base Attack Speed from, 0.6 to 0.5
    • Add the Upgrade Charge for Zerglings
    • Changed Marine Stimpack Cost from 15% Health to 20% Health
    • Fixed Bug Where Marines would Stop After they Used Stimpack
    • Added Chokes in the Terrain
    • Increase Spectre Range from 8 to 9
    • Increased Spectre Attack Speed from 1.0 to 0.8

    1.20.2013

    • Greenland is now Part of North America
    • Adjusted Terrain between North America and Europe
    • Fixed a Bug Where Zergling were not Getting Health Upgrades
    • Cannons now Deal 200% Damage to Armored Units
    • Changed Bonus Units Awarded for
      • North America from 5 Marines, 1 Zergling to 6 Marines, 1 Zergling
      • Africa from 5 Marines, 2 Zerglings to 3 Marines, 3 Zerglings

    1.19.2013

    1.18.2013

    • Increased Photon Cannon Attack Speed from 1.25 to 1
    • Added an Ability to Spectres that gives them a 5 second cloak with a 15 second cooldown so they can sneak by tanks
    • Beacons are no Longer Selectable
    • Decreased Goliath Attack Speed from 1.5 to 1.75
    • Message for Gaining and Losing Territories will now Display in the Color According to the Continent the Territory Belongs
    • Added Message that Informs Players that they have Recieved Bonus Units for Owning a Continent
    • Players will now Recieve +1 Gas at the End of each turn
    • Starting Minerals Incread from 8 to 9
    • Removed UI: Achievement & Help Menu
    • Now Players will Always Recieve a Minimum of 9 Minerals per Turn
    • Changed how Players Recieve Gas From:
      • +1 Gas for Every 5 Units Killed To:
      • +1 Gas for Every 10 Marines Killed
      • +1 Gas for Every 2 Zerglings Killed
      • +1 Gas for Every Tank Killed
      • +2 Gas for Every Goliath Killed
    • Leader Board has been Completely Remade to Free up Screen Space
    • Timer has been Completely Remade to Better Match the Timer from the Old RISK from Broodwar
    • Added Victory Fireworks!

    1.17.2013

    • Goliaths now Deal only 75% Damage to Light Units
    • Tanks now Deal only 50% Damage to Light Units

    1.17.2013

    • Tank's Splash Damage has been Reduced as well as the Range of the Splash
    • Added Stimpack as an Upgrade for Marines
    • Added Message Informing Players of Their Upgrade Buildings Locations
    • Camera will now Start at Upgrade Buildings
    • Added Message Informing Players About the Rebel Uprising

    1.16.2013

    • Narrowed Terrain Between Africa and Asia
    • Fixed Bug where Rebel Spectres would spawn in the same Location as Enemy Spectres
    • Hostile Computer Owned Territories no longer Recieve Bonus Units for Owning a Country
    • Hostile Computer Owned Territories now have a Spawning Cap or 12 Marines per Territory
    • Now when a Player leaves all of their Units on the Map will be Destoryed to allow for Easier Takeover by Remaining Players
    • Now the last Remaining Player in the Game will Recieve an Automatic Victory
    • Units are now Uncommandable During Victory Song
    • Unit will now Continue to Dance the Duration of the Victory Song

    1.11.2013

    • Widened the Terrain on a Few Places on the Map to Allow Units more Movement
    • Added New Unit: Science Vessal
    • Added New Upgrades:
      • Upgrade Infantry Health +10
      • Upgrade Zergling Health +10
    • Upgrade Level Number is Now Properly Displaying on Units
    • Changed Upgrade Building Hotkeys from 4,5,6,7 to 6,7,8,9

    1.9.2013

    • Fixed Bug With Aggression Where Players Were Getting Tones of Money
    • Changed Tank Siege Damage from 200 to 150
    • Decreased Minerals earned for Agression

    1.9.2013

    • Added Victory Music
    • Added Victory Dance
    • Added Territory Names
    • Fixed a Bug where Players Recieved Gas for Killing their Own Units
    • Better Randomized the Starting Location of the Camera
    • Changed Upgrade Buildings Hotkeys from 1,2,3,4 to 4,5,6,7
    • Changed the way Minerals are Earned for Aggression
      • From:
      • +1 Mineral for Every Unit Killed by a Player
      • To:
      • +1 Mineral for Every 2 Marines Killed
      • +1 Mineral for Every Zergling Killed
      • +5 Minerals for Every Tank Killed
      • +15 Minerals for Every Golith Killed
    • Now Waypoints Reset on Buildings When Conqued
    • Now Building Rally Points are Automatically set to the Beacon of the Buildings Territory
    • Now the Last Remaining Player in the Game will Automatically Recieve a Victory
    • Added a Waypoint for Bonus Contient Spawns. Waypont for Contient Spawns can now be
    • Set with the Rally Point on the Flag int the Center of the Bonus Spawn Location
    • Added More How to Play Tips
    • Added More Screenshots
    • Added Website Link
    • Changed Text Color of "Minerals Earned for Agression" to Red
    • Changed Text Color of "Minerals Earned for Territories Owned" to Light Blue
    • Changed Text Color of "+Gas" to Green

    1.6.2013

    • Released

    Here are some screenshots of the map...

    Posted in: Map Feedback
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    posted a message on Q: How to pass array as refference into function?

    I need to pass an array as a parameter into a function, now before you start telling "but you cant...."

    Does Galaxy+ + editor make use of the * reference operator so that if I executed the function by script, I could theoretically pass the pointer leading back to the array into the function.

    Also, I need to calculate the length of an array. I know the number of indexes / keys does not change - is there a pre-existing .length() sizeof() , etc... C + + function that I can use without hacking the editor.

    Posted in: Galaxy Scripting
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    posted a message on Rotating units vertically?

    Even though this is old I'm bumping because I would like to know how to do this?

    Posted in: Miscellaneous Development
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    posted a message on Custom walking

    I will be bumping this also. I'm making a side scroller style game and being able to jump up onto platforms that you can walk on would be extremely helpful!

    Posted in: Data
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    posted a message on Camera Follow Unit Group Problems With Switch Units

    @hobbidude: Go

    Panning the Camera to an attached region on the unit fixed it Ty for the suggestion didn't think I needed to add a pan action.

    Posted in: Triggers
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    posted a message on Camera Follow Unit Group Problems With Switch Units

    @Monkalizer: Go

    That's what I originally thought would work, but the problem is that the only trigger for camera following is "Follow Unit Group With Camera" there is no trigger for following regions or points with a camera that I've been able to find.

    Posted in: Triggers
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    posted a message on Camera Follow Unit Group Problems With Switch Units

    So basically I have a map where you only have two units, an active unit which you can control, and a passive unit that follows the active unit. Now so far I've set up the camera so that it follows the active unit. The active unit is in a unit group called "active" and the camera is set to follow that unit group. Now when the active unit dies it is immediately removed from the unit group active and the passive unit in put in the unit group active in its place. (Basically your active unit dies, your passive unit takes it's place) Then I instruct the camera to follow the active unit again and it does end up following the new active unit... But the camera returns to its default position before moving to follow the new active unit. This doesn't make for the nice smooth transition that I want when the camera switches.

    How can I get the camera to not jump to it's default position before following the new active unit and instead just move over to the new active unit automatically?

    Posted in: Triggers
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    posted a message on Looking for some help and what have you.

    Be aware that there is a limit to the number of abilities you can have on one unit before things start to glitch and act a little funny. From my own experience that limit is somewhere between 30-40 abilities on one unit. Once you get over a certain amount of abilities on one unit you start to run into things like abilities disappearing in game and things like that.

    Posted in: Map Suggestions/Requests
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    posted a message on Piggy Back a Unit on Another Unit

    I'm just say that I'm not sure if this is entirely possible with just Data but I'll ask you guys first. Now what I'm trying to achieve is like a mount and rider. So basically I have two units (Unit A & Unit B) now when Unit A uses an ability I want Unit B to climb onto Unit A's back (Like a piggy back).

    Now I can get the look right with SiteOP actors and model attachments but the problem is that I don't want just a model to be riding on Unit A I want Unit B to actually be physically attached to Unit A and riding on top of Unit A. Is it even possible to attach an actual unit to another unit (not just attaching a model but attaching the actual unit to another unit?).

    Posted in: Data
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    posted a message on Kobold Tribes

    @zenx1: Go

    I think upgrading foraging should upgrade your pets as well. Probably upgrading their health and armor (They are extremely weak atm) Also the AI on pets needs to be a little better, they don't attack enemy Kobolds 50% of the time and this makes them unreliable.

    Posted in: Map Feedback
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    posted a message on Kobold Tribes

    So far I've played about 30 games and the only thing that bothers me is the fact that items related to quests are far superior to any item that can be crafted. This makes the game feel like a mad snowball rush to get to the quests and doesn't have much mercy for those that don't get too, or win challenges. It would be nice if there were some more craftable weapons and armor that could compete with some of the quest attained items. This way even if your team doesn't win the challenges or get to unlock as many chest there would still be some hope of a comeback being that you would have some ability to forge equally powerful weapons. Of course these new craftable weapons would have to have harder to get ingredients or more of them, but I think that it would open up more options to players and cater to more different types of players. Some players love doing challenges and some like to just build up a base a collect things, right now the game favors those that do well at challenges and are very mobile having many bases across the map and not those that like to craft and build and defend a base.

    Very fun game though! Hope the feedback helps make it even better!

    Posted in: Map Feedback
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    posted a message on Microsoft, Should we Boycott

    Time to move to Linux I suppose.......

    Posted in: Off-Topic
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    posted a message on The Thread of Science, Technology, Engineering, and Mathematics

    Science is both good and evil depending on the science...

    Medicine is good... Transgenic plants are bad...

    Posted in: Off-Topic
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    posted a message on Lockjaw Locker 1v1 Melee Map

    Just finished a melee map I started this morning (was so excited that I worked on it all day) Anyway it's a 1v1 melee map themed around the ocean floor :)

    Let me know what you guys think!

    Also: It's published under my battle.net name LucidFlux. The maps name is Lockjaw Locker... Enjoy!

    Posted in: Map Feedback
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    posted a message on If Pacman was remade, what would you want for it to have?

    You should import Tile sets that look very arcade and retro instead of just using the normal map tile sets. Also everything should be very neon in terms of color and glowy...

    To be honest though I'd like to see a remake of Centipede :)

    Posted in: Map Suggestions/Requests
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