• 0

    posted a message on [Release] Line Tower Wars BETA

    @Adelios:

    Balance issues persist, also there is no win condition ? :/

    We just had a game, where i killed both my opponent with ultrlisks and he killed me like 2 seconds before that, noone won it seems.

    In terms of towers, they either need more upgrades or just different towers, atm it feels still very bland.

    also the need to spam anti air turrets to be somewhat able to stop carrier/battle cruiser spam is just a bit silly, atm halve your field needs to be air towers, just to be able to stop the viking/BC push.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Line Tower Wars BETA

    Ill check out the new version tonight see how it goes :)

    Unfortunately i aint much good at mapping myself so i am unable to help you with the destroy building stuff.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Line Tower Wars BETA

    @Adelios

    Buggggggyy  ! (dont worry ill elaborate :D)

    Problems :

    1) Unit seems to become invisible at some point in late game (happens due to either unit spam or bug nr2)

    2) I sent 20 of those invisible Dark templars to the guy in the next lane, they ended up killing most of his buildings, i think due to blocking, however after they were done killing the buildings they would just stand in his lane and do nothing, except whe nthe guy tried to build more towers, they moved INSTANTLY to nuke the buildings.

    3) Creeps are way to cheap especially last waves, either that or u need more tiers of units. I can hold a lane against anything someone throws at me, assuming i even would have been able to continue to sent units which i could not due to bug nr2, even the ultimate air bosses are killed easy with turrent spam.

    4) collossus tower size is to big, somethings if u have alot of them its a bit hard to see whats going on in your lane.

    5) units "sometimes" stop on the loose life zone, i had 5 carries on the bottom of my lane just hanging there not taking my lifes

    If i find more ill let u know

    Uploaded the replay of the game at : http://www.terence.nl/replay.rar

    Posted in: Project Workplace
  • 0

    posted a message on Units stopping while given order?

    Its not in any rush, if you do have it, perhaps you could take a look, but i still feel like its something to do with buggy ai, i was using random points in a region, then i just switched to center of region since i know 100% its reachable but that also did not solve it :/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Units stopping while given order?

    seems unlikely, as this is the only trigger affecting units once they have spawned, due to me wanting to finish the movement core first....

    Posted in: Miscellaneous Development
  • 0

    posted a message on Units stopping while given order?

    Anyone else got any suggestions ?

    The idle units idea, would mean a players primary builder, and some other units would also attempt to move, which is unwanted. And yes the units running need to be playing associated. I must admit its frustrating me quite a bit at this point, and is holding back any hope of actually ever releasing it :/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Units stopping while given order?

    at most i was using 199 units at the same time, but if move all idle units, it will also try to move the worker, and its also highly dependant on which lane the units are, since they move from lane to lane, depending if they pass through a players maze or not.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Units stopping while given order?

    Events
    Unit - Any Unit Enters Spawn_P1
    Local Variables
    Conditions
    Actions
    Unit - Order (Triggering unit) to ( Move targeting (Random point in Despawn_P1)) (Replace Existing Orders)

    I am using the above code to move units that enter a lane, to move to the despawn point of that respective lane. The problem however is that if there is massive amounts of units spawned, usually 2/3 units just stop about halve way, and refuse to move unless you manually move them along.

    Is this a known thing or is there a fix for this, most likely i am just doing it wrong :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Galaxy Editor Epic Fail !!!

    This is weird, it returned after i restored all my player settings again, howevern when i just put player 15 to none it works again :s

    so it seems to be something with not being able to use more then 15 players active at the same time (14 human + 1 hostile)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Galaxy Editor Epic Fail !!!

    Click here <- check this perhaps it'll work for you.

    Posted in: Miscellaneous Development
  • 0

    posted a message on map not initalizing properly after patch.

    I might have a solution but i am not sure if the unable to load map is actually caused by it.

    Every time i got he message window saying unable to load map info from '', what i did is reset the map info to default, and i set the map image to hidden (i dont think the map image has anything to do with it) but after i did those 2 things i managed to load my map.

    Hope it works for you guys aswell.

    Posted in: Miscellaneous Development
  • 0

    posted a message on map not initalizing properly after patch.

    I have exactly the same issue, unable to open map when i load it. :(

    Posted in: Miscellaneous Development
  • 0

    posted a message on Create a unit directly from a building in a region ?

    It works brilliantly now

    I must admit tho i am not entirely clear about something you mentioned earlier.

    You said the move with the regions is very heavy on SC2, i asume this has to do with the constantly check on the reaching even if no units are being spawned ?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Create a unit directly from a building in a region ?

    @BeLugh: Go

    Its fraps, and then i use windows movie maker to compress it, i usually use the local lan quallity 2,1mbps

    the video it self is like 5mb big :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Create a unit directly from a building in a region ?

    @BeLugh: Go

    This is what happens with your example :)

    i dont seem to be able to add a not condition to exclude buildings.

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