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 ACTION EDITION" originally made for Starcraft Brood War by Shadowmeld & The Nevermind.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
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.
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!
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.
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?
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.
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?).
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.
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!
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!
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 :)
0
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
Here are some screenshots of the map...
0
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.
0
Even though this is old I'm bumping because I would like to know how to do this?
0
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!
0
@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.
0
@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.
0
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?
0
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.
0
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?).
0
@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.
0
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!
0
Time to move to Linux I suppose.......
0
Science is both good and evil depending on the science...
Medicine is good... Transgenic plants are bad...
0
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!
0
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 :)