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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    Great setup for pokemon fainting either way, the Karma system sounds really intriguing.

    I know how gaming and mapping can equally be desirable to engage in.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    Haha Seems me and Trieva have stopped given suggestions, I Assume for the same reason as me so you guys can just focus working on this EXCELLENT MAP ASAP!!!

    Can't wait for the release or Updates. I'm gonna LURK in this Thread at least once daily to keep up to date on any info you give out.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    I'm looking forward to your Future Updates.

    Posted in: Project Workplace
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    posted a message on Multiply an Attribute with a buff

    @DrSuperEvil: Go

    I've got to try that THANKS so Much for the help I'll let you know how it goes.

    Posted in: Data
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    posted a message on Multiply an Attribute with a buff

    @DrSuperEvil: Go

    That's a nice System but it adds to Hero Stats like I already know how to do, I see no way to change the Points from addition (Subtraction if you put -1) to multiplication/division.

    Posted in: Data
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    Loving the way your thinking of setting it all up so far, I'd still like all Status Effects to do Damage over Time not just burns and poisons. Sleep already has one if you use Nightmare, what I thought odd is that paralyze and freeze don't. But if you want to leave it that way I guess I'm the only one who feels they should be DoT's.

    The paralyze maybe could do Damage when you can get a move off while paralyzed, and freeze could give you better defense while damaging you each turn you remain frozen. That's how I see it being fair so your not always getting hurt while paralyzed, and all so makes freezing an opponent more of a tough choice if they had high defense.

    Posted in: Project Workplace
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    posted a message on Multiply an Attribute with a buff

    If you can Please Support my Blizzard Thread asking for better Support for Heroes, add to or improve upon my suggestions I'd appreciate it thank you. http://us.battle.net/sc2/en/forum/topic/6412211204?page=1

    @DrSuperEvil: Go

    Thanks I'll Check that out.

    Posted in: Data
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    posted a message on Multiply an Attribute with a buff

    Bump darn I hoped I just missed or overlooked something, sadly looking like I gotta Pester Blizzard to improve this.

    Posted in: Data
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go Having flamethrower and psychic cut their accuracy by 5-10% and increase the secondary effect chance by the same sounds like a great idea, it makes them still feel like Power House moves. While all so allowing Status Change Effects to be more appealing if there 100% accuracy, sounds like an improvement now to me Getting me even more PUMPED UP! for your version.

    I'm liking your catch rate multiplier, and better max level battles very much keep up all the AMAZING work.

    @Trieva: Go I'm looking forward to the type of gameplay more like the beginning of the adventure where you tried being crafty by doing a growl, attack, maybe leer, attack again, etc. I completely agree that was sadly lacking from the mid to end game, it was more about stacking High Damage attacks as it felt the growl/leer was the strongest de-buff.

    They never had better versions like the attacks such as ThunderShock is the weaker version of Thunderbolt. The only Status Change effect that work like that I recall was the Poison moves Sludge Wave inflicts damage and has a 10% chance of poisoning the target, and the better move Sludge Bomb inflicts damage and has a 30% chance of poisoning the target.

    I think improving Status Effect moves will make this way more Strategic and fun for mid to end game battling. The HP was all so the problem with end game battles so I'm very glad to Hear TheAlmaity that your tweaking higher level HP. I think making all Status Effects do Damage over Time would be good, not just burns and poisons. Frozen and Paralyze should decrease your HP somewhat I think by Hypothermia and Electric Shocks, loving this Thread for feedback and contributing ideas.

    Posted in: Project Workplace
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    posted a message on Triggers for Dynamically Created Units

    @PsionicData: Go

    If your only using one unit make a unit variable, then when you create that unit right after in that trigger that made it have a Set Variable Action Last Created Unit = <Unit Variable>. If you want more than one unit then make a Unit Group Variable.

    Then for you money Trigger you just need to use Any Unit Dies Event, Triggering unit is <Unit Variable> for one unit, or Triggering Unit in <Unit Group Variable> for many units Condition. Your Actions are Set or Add X Minerals, Gas, or both to Player A .

    Posted in: Triggers
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    posted a message on Starmon - A pokemon style map

    @Trieva: Go

    1. More accessible. The games I played offered them too far into the game or near the end when I've already caught most things or have ultra balls.

    - I played Soul Silver with them and they were too late as I recall but they Fixed that in Black & White on NDS.

    2. Are not ridiculously gimmicky. Mine do the job of increasing your catch rate. Lure balls are useless if I'm not interested in water types or don't have a decent rod to get something good. Timer balls were silly making you wait heaps of turns before becoming useful.

    - Timer balls were a Complete waste IMO as it seem to work like a regular Pokeball no matter how long you were waiting, The rest I really liked as they made it possible to Catch E'm All without less than 50% HP in my experience.

    - How they seemed gimmicky I don't get, there not just a different colored Pokeball they actually were quite effective at catching there said type. Net owned Grass,Bug and Water, Quick Ball was like a slightly Nerf'd Master Ball, ect. They made catching a lot more fun to me as anything better than a Pokeball was rare without cheats until those Pokeball types.

    3. Effectiveness. I haven't used those other balls much but does it really make catching that much easier? Most pokemon could be caught with a pokeball if weakened enough.

    - You didn't have to weaken them as much to Catch them which is why I Liked them so much.

    @TheAlmaity: Go

    I'm glad you also like Flamethrower and Psychic a lot, I look forward to your version of them hopefully not too Nerf'd for more Status change effect chance. The Catch rate Multiplier sounds great, I hope you have a Master Ball too for the 100% HP 100% Chance of Catching.

    Posted in: Project Workplace
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    posted a message on Multiply an Attribute with a buff

    Bump for Data Solutions.

    Posted in: Data
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    I've Liked most of Trieva's ideas until his "Hopefully this means you'll remove Psychic and Flamethrower" as there some of my and I'm sure others favorite moves because of there effectiveness.

    I liked the Net Ball and other added pokeball types as I get certain types easier for the close to the cost of a regular pokeball. The mods seems like the same thing expect no Starmon type limit so either way is fine, tough I'd prefer The Net, Dusk, Master Pokeballs the mods work too.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    I say Defiantly get HotS as soon as you can so you can plan out Starmon around the new Units & Heroes in HotS, and more time to work out any patch issues that could arise from the new content. Plus who's not gonna get HotS Release day, I know that I'll be wanting the new Content ASAP for my own Projects and to enjoy the rich new Content.

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    My Suggestion is don't go Overboard with too many units and/or abilities. Focus on getting a Working Complete version with enough units and abilities to offer various play styles without getting stuck in Development Hell where there never seems to be enough. I'll give an Example say you plan to have 3 Players so Each can Pick 1 of the 3 Starters than add 6*3=18 Extra Starmon for each player to catch in the wild, reaching 21 total Starmon Minimum 27 if you have the 3 Starters have 2 Evolves.

    I want this to Reach COMPLETION VERY MUCH more than 150 units at v1.0 Release. You can always add more in Future updates, much better than burning yourselves out to add them later. I was planning to work on something Similar after my Current Projects are out, but after seeing that Amazing Pre-Alpha Video my visuals would be no comparison to yours as I'm more raw text/numbers Data and Triggers than Impressive ART Data, and Triggers.

    I send my best wishes to your Wonderful Mapping Project. Thanks for your Hard Work: Mozared - Terrainer, zeldarules28 - Triggers, and TheAlmaity - Data Editor

    Posted in: Project Workplace
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