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    posted a message on Bi-Weekly Testing Thread #1: Blitz Fire by Trieva

    I thought i would add my two cents aswell.

    I played it first singleplayer, and then a few times in multiplayer before collecting my thoughts.


    Caveat: My english is poor, if it seems i mean any offence, i dont, its just poor wording.

    First reaction : I was suprised by the unbound movement. But after reading your post, and especially after playing in multiplayer it felt very smooth and it was a good choise!

    Thoughts : Some of these thoughts/ideas might be because im bad at turn based strategy games. First of all, it was fun, but since it was a turn based strategy i felt like i needed more information to make my decisions, and that the game changed without it letting me know. I never really got the 'a-ha!" moment how to solve the problems i was facing. And sometimes it didnt feel like it mattered what i did. But again, it was fun! dont forget that! Heres my thoughts on why i felt the way i felt.

    I enjoyed single player more. It was often clearer what needed to be done (eg using the explosives to kill enemies and stuff, neat!). But... I didnt realise untill far to late that the infested terran onehit kills everything. It felt like it could have been telegraphed more clearly. Then again i didnt click them and check their damage... so... my bad hah! I found that they deal 500 damage. So no amount of upgrades would help. Maybe having an aura of some sort? Maybe a model to show that theyre reaaally dangerous?

    Having upgrades that are not usefull felt frustrating. Maybe giving just flat bonuses instead of %. It was really hard to work around the infested terrans, especially since there was often so many of them. We played a full lobby and it felt like a sea of enemies. It was not always clear which units the enemy would attack, and one time i thought i was safe but it moved against me instead of my ally and killed. I noticed the abilities units had was changed during the game, i felt i wanted a reason for it. Gaining new abilities feel okay, or if you change them and tell the player (During this mission, snipers have this ability). But removing abilities without telling the player? Im going to use cloak this level... Its gone. Lastly i feel like punishing a player for being a team player (dying instead of another), feel hard. When players are also rewarded for playing safe (given more minerals and even a shoutout) it felt rough to have my super armored unit just die in one shot.

    I agree that some story or options for levels could have been nice.

    I really like the ideas though. Having diffrent units to solve problems, abilities, and teamwork. I like the idea with co-op turn based strategy. It feels like this is gonna be very cool once its done!

    Hope my feedback helps.

    Posted in: Map Review
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    posted a message on How does based regeneration work?

    If found a new little part in the buffs today- and i didnt find any documentation about it.

    How does "vital regen based on vital percent remaining" work? I tried to mess around with it, but the effects were so small (or non existent) that i couldnt spot any diffrence. Do they not work? If they do, how?

    Just curious if anyone knows.

    Posted in: Data
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    posted a message on Hero vs Villain

    So, I've worked for a while on a map called "Hero vs villain". Its a Xv1 type game, where theres X amount of hereoes (up to 6) that cooperates against one player (the villain). The game has one main objective for each side. The villain spawns units, and tries to kill the heroes headquarters, while the heroes are trying to kill all the support for the villain (one camp in each of the corners). If you complete the objective, you win, and your opponent loses.

    But theres secondary objectives that gives that side minerals if completed. Capture towers, save (or kill) the civilians, temporarily defeat the hero or the villain, and a few others. Both sides wants minerals to grow in power.

    : But ultimately, its about if the heroes teamwork can overcome the villains raw power, michief and scheming.

    -

    Its a little more than halfway done, almost even 75%, and i would love to have some players play it for feedback, and direction of the project.

    If you are willing to beta test and give some feedback, i would love to include you in the games credits.

    Anyone up for it? I would prefer to play it with you rather than post the map. My time zone is GMT+1, and im mostly available afternoons, but with some scheduling, im open almost any time in the week.

    Thoughts, questions?

    Posted in: Map Feedback
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    posted a message on Tinted team color

    I searched the forums first before asking this, but didnt really feel i "got" the answer.

    So- im trying to make a model tinted to its team color when the actor is created.

    Tinting is fine, but i cant seem to find anything that suggests you could input teamcolor there.

    The thread mentioned working with triggers and actorsend messages, but when looking through the "events", i dont find anything that suggests its possible to get an actors message and use it.

    So, is there an option i missed? Is it not possible? Maybe you need scripting? Im not sure. Thanks in advance.

    Posted in: Data
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    posted a message on Uploading problems [solved]

    @FunkyUserName: Go

    So, i tried alot of diffrent methods, none of them worked. Waiting forever, closing, opening, renaming the map, changing attributes and game variant, trying to fix dependensies. Nothing.

    Then i made a map with nothing in it, uploaded it. And after that, uploading was fine again. Dont know. anyway. its solved. o_o

    Posted in: Miscellaneous Development
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    posted a message on Uploading problems [solved]

    @Sendlirn: Go

    I just hope there would be a way to solve this- cause it would be so frustrating to have to restart from scratch... D:

    Posted in: Miscellaneous Development
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    posted a message on Uploading problems [solved]

    Trying to upload the lastest update of my map, when suddenly.

    Void Story (Campaign) - Complete - 0 bytes - 0%

    Team 08 (Mod) - Complete- 0 bytes- 0%


    Map - Uploading - 0 bytes - 0%

    -

    Nothing has changed in the last 10 minutes. whats going on?

    Posted in: Miscellaneous Development
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    posted a message on Switches, points and units.

    @vailreth: Go

    I think masked imposter's comment about needing to put the validator before the missile is launched solved the whole thing. I still need to rework the effect chain and split them, but in the end hopefully it will be worth it.

    Thanks to you both!

    Posted in: Data
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    posted a message on Switches, points and units.

    @vailreth: Go

    Thanks for the reply, and thanks alot for the demostration map vailreth. Ive tried to implement it, but since im using a missile, it doesnt seem to work, i think its because the order might be executed already when the missile has arrived (giving me the same result, "negative" every time).

    I guess i could make two distinct effect trees from the start (if i cant find another way) and go from there. So i guess the idea will be to distinguish first if im targeting a point or a unit, and then effects after that depending on what i want.

    But if theres any other way that it could be solved i would be happy to try them. The effect building up to the unit creation or the behaviour is fairly complex, so it would be preferable if there was one way to disern if i targeted a unit or a point in the end, rather than re-create the effect tree from scratch (to disern in the beginning).

    Posted in: Data
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    posted a message on Switches, points and units.

    Im trying to make an ability that has one effect if you target a unit (it applies a behaviour), and one effect if you target the ground (it creates a unit).

    Im not very accustomed to switches, so im not really sure what type of validator to use and i dont want the behaviour to be applied anywhere else. So wouldnt the best way be to make sure that the behviour is only applied if its a unit? Any ideas?

    Your help is appriciated, and will be credited :)

    Posted in: Data
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    posted a message on (Solved) Create Healer, only once.

    @Sendlirn: Go

    It seems to depend on the period of the healer. If you apply the healer once every ingame second, and it has a period of 0.0625, it will only apply 1/16 of the healing, while, if you set the period to 1, and apply it once every one ingame second, it will apply exactly the amount you put in.

    Just make sure the period count is 1- and that you have the right periodic period to your behaviour, and it works fine.

    Posted in: Data
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    posted a message on (Solved) Create Healer, only once.

    @FunkyUserName: Go

    I was thinking of utilizing the heal modifier in the behaviour tab. It seems usefull to be able to use a precentage of healing taken.

    Posted in: Data
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    posted a message on (Solved) Create Healer, only once.

    Im trying to convert my modify unit effects to create healer effects. But i only want them to activate once, heal their amount, and then dissapear. Unfortunately yet so far, they either stack, or dont do what theyre supposed to.

    Again, i only want them to heal once, maybe 6 hp, and then be destroyed. How would i go about doing that?

    Sorry for this simple question

    Posted in: Data
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    posted a message on Broodling escort not teleported

    @MaskedImposter: Go

    Indeed. The brood lord teleport. But the broodlings "stay" and then move in medium speed over the map (also revealing the map).

    Posted in: Triggers
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    posted a message on Broodling escort not teleported

    I have a beacon on my map. A small circle. When a unit walks into the circle its instantly transported to another place on the map. Ive just added a broodlord unit, with the broodling escorts on its side. However, the trigger does not seem to recognize the broodlings as units.

    The units simply pass over, but since they are units, they should be teleported.

    Is there something im missing here, since they are magazine? Or could it simply be a mistake on my part?

    Thanks for your help!

    Posted in: Triggers
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