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    posted a message on Element Tower Defense 2

    Yay Elemental TD! I have no clue why it isn't on the front page of battle.net. Such an amazing game.

    Posted in: Project Workplace
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    posted a message on Castle Fight: The Starcraft II Remake

    Useful Information (for my own use)

    Armor and Damage Table

    -----|Unarm.|Light |Medium|Heavy |Forti.|Divine| 
    Normal| 105% |  70% | 175% | 100% |  50% |  25% | 
    Pierce| 105% | 175% | 100% |  70% |  45% |  25% | 
    Magic | 105% | 100% |  70% | 175% |  40% |  25% | 
    Chaos | 100% | 100% | 100% | 100% | 100% | 100% | 
    Siege | 100% |  70% |  70% |  70% | 160% |  20% |
    Hero  | 110% | 110% | 110% | 110% |  60% |  40% |
    Spells| 100% | 100% | 100% | 100% | 100% |  25% |
    

    Income calculation

    http://www.eeve.org/board/viewtopic.php?f=12&t=88

    Human units and stats

    http://www.eeve.org/board/viewtopic.php?f=8&t=2088

    Posted in: Project Workplace
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    posted a message on Castle Fight: The Starcraft II Remake

    Changelog

    December 17th 2011

    • Completed income tax system
    • Completed income system for building units and structures

    December 16th 2011

    • Added unit: Firebat (replaces Footman for Human race)
    • Added unit: Ghost (replaces Archer for Human race)
    • Added unit: Siege Tank (replaces Mortar for Human race)
    • Added unit: Wraith (replaces Gryphon for Human race)
    • Added effect: Bash (15% chance to deal 25 additional damage and stun for 2 seconds)
    Posted in: Project Workplace
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    posted a message on Castle Fight: The Starcraft II Remake

    What is Castle Fight?

    It's a Warcraft III: Frozen Throne map popular on Battle.net to this day that requires strategy and careful thought as opposed to quick reflexes like many other maps.

    In Castle Fight each player has a builder that you control. You can build unit producing buildings, some special buildings that offer unique abilities, perhaps a tower, etc. The style is similar to Nexus Wars but the pace is slower and all units are completely customized to have very deliberate counters depending on armor and damage type.

    The general idea of Castle Fight is to demolish your enemy team's Command Center, just as they are trying to destroy yours. This is almost entirely accomplished by building the right buildings which produce the right units, with some good support specials (and hopefully a legendary building!)

    Castle Fight is not a game you can solo, or even effectively do staggered match ups (such as 3v5, or 2v4). It's a team oriented game; teamwork and communication is important. This game can only be played with an even number of players on each team!

    Notes on the Starcraft II remake

    My goal with this project is to rebuild the original Castle Fight entirely in its original form. There are some compromises that will need to be made along the way in order to fit into the Starcraft universe unfortunately. Although unit models and names will change frequently, their stats and effects will remain faithful to the original Castle Fight.

    Some of the changes to this version are as follows (this list will change as changes are made):

    • Humans renamed to Terrans
    • Commands will occur with a vote menu instead of typed commands
    • Persistent records will be stored for all players for ranking purposes

    What can I do to help?

    If you would like to assist in the conversion it would be most helpful for someone to play the original Castle Fight and record all of the unit stats (health, damage, armor type, etc.), tooltips for any buttons, and any other things that need to be converted. Anyone who greatly assists in this endeavor I'd be happy to credit in the map records.

    Is the game live for me to play right now?

    Not currently. The project is still young and before I publish I intend to have at least two working races for players to choose from.

    Conversion Progress

    • Terrain: 100%
    • Basic game mechanics (victory, income, initialization, etc.): 100%
    • Spawning Triggers and effects: 100%
    • Terran (Human) race conversion: 30%
    Posted in: Project Workplace
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    posted a message on Would anyone be interested in creating a serious Castle Fight port?

    In my free time I've been rebuilding the game from scratch just to see if I run into any design walls and because I had some spare time.

    Here is what I've completed so far:

    - Terrain is completely finished
    - Recreating Human race first; first two structures and units are finished (stats duplicated from the original precisely)
    - Victory, defeat, and income triggers finished
    - Spawning effects applied for each unit created so far
    - Rescue strike is working (no, it's not just a renamed nuke)

    It's not a lot, but I believe with a lot of time invested the original game could be remade.

    Here's the sort of help I would need to finish:

    Data Entry: Someone who can write down a list of all the units in Castle Fight, their stats, build time, and their tooltips listed

    Data Editor Expert: Someone who REALLY knows the editor like I do. You should be able to make your own abilities from scratch and not just rename existing ones.

    Is there any interest?

    http://i.imgur.com/P1wXe.jpg

    Posted in: Team Recruitment
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    posted a message on Is it possible to start a behavior at 0 stacks?

    @Kueken531: Go

    This is the way I have it setup:

    - UPGRADE: Player buys the damage upgrade.
    - EFFECT: Upgrade updates the effect that adds the behavior stack by +1
    - BEHAVIOR: All units made after the upgrade now start with an additional stack of the damage behavior

    I'd be happy to find out I'm doing this wrong if there's an easier way. As it stands, I need the behavior on the unit initially so that it's affected by the upgrade.

    Posted in: Data
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    posted a message on Is it possible to start a behavior at 0 stacks?

    For my map I'm attempting to use behaviors to increase damage because there are so many units that these upgrades affect. Each behavior stack increases damage by 7.5% and so far it's working perfectly. The problem however is that all units start with one stack of this behavior and essentially get a free upgrade as a result.

    Is there any settings in the data editor I can use to have a behavior start at 0 stacks so I can add more through upgrades later?

    Posted in: Data
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    posted a message on Any places to see some great Korhal terrains?
    Quote from Zolstice: Go

    Tried opening some of Blizzard's campaign maps? Like the Odin one for example. Its pretty good.

    Great idea. I didn't even know we could open those! Thanks :D

    Posted in: Terrain
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    posted a message on Redesigning Marine Arena, seeking talented terrain artist.
    Quote from zeldarules28: Go

    @Lucavious: Go

    Mozared actually made an improved Marine Arena terrain on one of his shows. You can see it here, about 16 minutes into the show.

    Wow. I wish I had seen it sooner. A few great ideas I could use for making the textures better. Thanks!

    Posted in: Team Recruitment
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    posted a message on Redesigning Marine Arena, seeking talented terrain artist.

    Is there anyone here who is very good at terrain in Galaxy Editor? We've been wanting to change up the arena design for Marine Arena, but after numerous revisions (which are still ongoing) most of our attempts are pretty amateur. It doesn't need to be incredibly or feature many doodads, but we want something that looks nice for the players who are in and out of the game several times a day.

    Any help is appreciated! :)

    Posted in: Team Recruitment
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    posted a message on Any places to see some great Korhal terrains?

    I'm looking for some inspiration but having a hard time tracking good Korhal terrains to look at. Can anyone help?

    Posted in: Terrain
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    posted a message on What's the easiest way to do upgrades for about 40+ units?
    Quote from Kueken531: Go

    o_0 How do you get from 5 damage and 2 times a 100% buff to 18 damage?

    Currently, it should be 15 damage; if you need anything else, you could attempt to create your own buff system and apply buff stacks according to a matching algorithm.

    € sneaky edit making me look like a fool :D

    Doh, I didn't edit fast enough. I confused myself with the default marine damage value halfway through :)

    Posted in: Data
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    posted a message on What's the easiest way to do upgrades for about 40+ units?
    Quote from Kueken531: Go

    If the upgrades are normalized for all units (lets say something like x% bonus or x bonus for all units) you can think about using generic stackable behaviors instead, which could be applied at unit creation or periodically via data or trigger. This way you would probably only need 10 behaviors.

    I was thinking about this. But let's say we have one marine with 5 damage and it has one buff for +100% damage and another buff for +100% damage. What's the result? Ideally he would be doing 15 damage, but I suspect it doesn't stack that way.

    Posted in: Data
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    posted a message on What's the easiest way to do upgrades for about 40+ units?

    So we have about 40 units and so far we've just been doing the standard upgrade ability and manually entering the damage bonuses for every single unit. There are actually 10 different upgrades that need to apply to all 40 of these units and it's just starting to be so time consuming to change a single unit.

    Can anyone recommend a good way to make unit upgrades for damage, health, armor, etc. to apply to a lot of units so that editing those upgrades afterward isn't a nightmare?

    Posted in: Data
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    posted a message on Heal ability on stationary unit keeps switching targets
    Quote from StragusMapster: Go

    Yes well, it's difficult to say without seeing your data.

    So I'll take a wild guess. You modified the existing ability not to cost any energy, and it casts, yet it's immediately canceled by the Create Persistent validators because the caster has less than 5 energy? It can be many things...

    Not a bad guess, I did remove the energy requirement. The unit in question does have about 100 energy though so I don't think it's a problem. I added it back to be sure but the problem remained.

    I wouldn't mind showing you the data, which part are you interested in seeing specifically? The ability for the most part is default except for increasing health healed, removing the energy requirement, and allowing unlimited targets in a radius (this works fine for the medivac, but not the structure).

    Posted in: Data
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