I should get a hero unit or i'm not playing!YEAH[snapback]55635[/snapback]
for those requesting heroes:
If you couldn't tell from the hero design doc... heroes are ADMINS only. The original plan was to still include the regs in the map, but in a different way.[snapback]55653[/snapback]
for those requesting heroes:
If you couldn't tell from the hero design doc... heroes are ADMINS only. The original plan was to still include the regs in the map, but in a different way.
IR needs to learn how read. . . Seriously, I covered that in post #10 of this thread...Quotefor those requesting heroes:
If you couldn't tell from the hero design doc... heroes are ADMINS only. The original plan was to still include the regs in the map, but in a different way.[snapback]55709[/snapback]
Like hamsters?[snapback]55839[/snapback]
you should have a final boss called the "Lunixmonster" that is summoned by LB[snapback]55859[/snapback]
Changes in 008:
Map description:
- Changed the mapname to "Eve of the billocation".
- Added mapdescription.
Units:
- Added new unit: Kodiac, and the Pirate Bear he can morph himself into.
Kodiac/Pirate Bear will resemble the Druid of the Claw, heck, he
also uses this model.
- Added new unit: Sheena Yanai, basically a mountain giant, but has a new ability:
Obsidian Explosion, which is a PBAoE that also deals dmg to the caster.
- Added new unit: MrBill, he will be the one opening the portal and the NPC that the
players will have to defend.
- Added new unit: Leaderz0rz: "<Leaderz0rz> there is nothing special about me". He's
basically the human militia unit.
- Added 2 builder units: Peasent and Wisp, they will be the Alliance builders.
- Added new building: "town hall". Spawns/trains Leaderz0rz, name should
probably be changed later, but right now, I just want to get the code done.
- Added new building: "Castle". It is based on the Arcane Observatory model.
This will train builders and whatnot for the players. And also serve as
the drop-off point for resources. It is invulnerable.
- Added new building: "Goblin Test Bunker" - this is just to "rename" the
current one to a more fitting name.
- Added new hero: Dirty Harry Potter, based on the Goblin Tinkerer. Added him to the
shop as well.
- Added new ability: Obsidian Explosion. Deals 200 damage in an area around
the caster. will also cause 125 damage to the caster. This is an ability
for Sheena Yanai.
- Renamed "Furbolg Hut" to "Forest Troll hut" as this is what they act like
in the orc base.
- Renamed the custom unit "Mercenary camp" used in the orc base to "War Camp".
- Removed the "worker" classification from the hero selecters.
- Changed the hotkey for Holy_Devil to D, was H before. I think this may have
been what bugged the display of his name.. It works now at least..
- Changed the "Altar of kings" that was used to pick heroes, now it has a
editor suffix, making it easier to identify, and it's now a neutral building
This has been done to polish the hero choosing.
- Changed the dummy casters to "special units"
- Lowered the "repair time" of all heroes to 1 second, and the repair lumber
cost to 0. This is just a preliminary change to a planned, though not at
all necessary if it's any problem, instant revival for a fee thingy..
- Upped what was the big furbolg hut's HP to 500. This hut is now a Forest
Troll Hut. (well it was so before as well, but it didn't have that name..)
- Upped all the other Forest Troll Huts to 400 hp.
- Upped Orc Watchtower damage (now 35-45), armor (now 5) and HP (now 750).
- Upped Naga Tidal Guardian damage (now 40-50) and HP (now 800).
- Added a bounty of 150 gold for the big Forest Troll hut, and 100 gold for
the others.
- Added a 50 gold bounty for the orc watchtowers.
- Added a 60 gold bounty for the Naga Tidal Guardians (towers).
Note: this doesn't quite seem to work atm >_<.
- Added 3 pigs in the orc base, they just walk around in the pigsty region.
Just a small cosmetic thing.
Graphics:
- Made MrBill "channel" all the time.
- Made the portal use it's "birth" animation over the entire time that
MrBill is opening the portal. Haven't actually seen how this plays out,
as I don't have the patience to just sit and stare at the thing over 50m.
However We'll see how it looks in betatesting - other solution, which I
did first, Is to spawn the portal near the end of the game and have it
play its animation here. Or perhaps even better.. still make it slower, but
not span over the entire gameplay time - or make the speed depend on how
far it is, and do some calculations to tweak the look.
Terrain:
- Slightly changed the terrain beneath the bridge near the paladdin. By
lowering the terrain beneath it, I've lowered the bridge a bit, it's
still off, but a bit less.
Regions:
- Added a new region, called Pigsty, this is just used to keep some pigs
walking around it..
- Added 3 new regions "Inside the castle" 1,2 and 3. Together these
covers the entire inside area of the castle. They're used to make
buildings built inside invulnerable..
- Added 4 more regions to handle the orc attack path.
- Added 3 more regions for "unloading" cargo/units in the dock.
Ie. the regions you should spawns units coming in by ship on.
Triggers:
- Added new trigger category: "units", put any trigger concerning unit
abilities and similar here.
- Added new unit trigger, Obsidian Explosion. This handles damage to the
unit that casts said ability.
- Added new Map setup trigger: "Pigsty", this just keeps the 3 new pigs
within the pigsty.
- Added defeat conditions, now that we have the unit that opens the
portal this is possible :S
- Added triggers to handle the attack path for the orc force.
- Added new trigger: "Gold update on buying and selling, which as
the title suggests, update the gold-count when a player buys or sells
something..
- Added new trigger Category: "Buildings". This is for triggers
involvning the allied buildings.
- Added new trigger to make buildings inside the base invulnerable..
- Added 5 new triggers, 1 for each player, to periodically update
the limit on how many unit you can train, and issue train orders
to the buildings.
- Made a couple of new triggers to handle the animation for MrBill,
you have to continiously queue the animation.
- Changed the hero choosing triggers slightly. Now when a player has
chosen he will be treated as an enemy by the "neutral passive" player,
meaning he can't buy heroes at the "altar of heroes" as that is a
passive neutral building. When everyone has chosen the Neutral passive
player will treat them all neutral again.
Note: I haven't tested this, as I can't when I'm alone. It may not work
due to limitations on controlling the neutral passive player..
- Reduced the ressurrection time a bit, was "(hero level - 1) * 10) + 30"
Now it's "(hero level - 1) * 5) + 30"
- Made the map run the Player # Leaves trigger if the player isn't playing.
This is to divert any income they might get from diverted income people
who actually leave will send to them.
- Made the map give the player 500 gold instead of setting it to 500 gold.
This is mainly to make it not go against temp dev-triggers that give a
lot of starting gold. But it is also more inituitive in a way, giving
500 gold instead of setting it to 500 gold.
- Made the scoreboard update the gold amount if the players build or
cancel a building. This is done with the "Gold update on building"
trigger
- Updated the "kills" trigger. Now it will update the scoreboard
regardless if the dying unit is a building or not. It will still
however, only add to the players kill-count on a non-structure.
- The camera now locks to the altar of heroes (hero chooser) at the
beginning of the game. It unlocks itself the the player when (s)he
chooses a hero.
- Changed the "initiate Gameplay" trigger to animate the shimmering
portal.
I got a question, is it possible to have a random name generator on the spawned units? have them stay the same unit, just randomize the name each time they spawn? We could put in all our RSers that way.....[snapback]56073[/snapback]
I'm an OP in IRC? Is that enough to get me some sort of placement?[snapback]56072[/snapback]
Changes in 009:
Map description:
- Slightly changed the loading screen headline, before it was:
Eve of the..
..BILLOCATION!
now it's:
Lunixmonster community presents
Eve of the Billocation
Also, note that line 2 is a bigger font than line 1..
Units:
- Changed the Naga Summoner, made it more tough, it will be the unit
standing on the hill to summon the Sea Giant superwave.. Which it
will do together with 3 naga sirens, killing 1 of the sirens should
weaken the summon.
- Mildly changed the necromancer unit, changed the raise dead ability
it uses to "Raise Dead (Infinite life-span)", the parenthesis being
an editor suffix.
- Added "Necrosis' Food Stand", this will *GASP* sell food, I'm
thinking food that has something to do with LM people, bagels(HD - and
others I suppose), Æbleskiver(DHP), flappy bacon(bloody obvious :p),
etc.. the trick is to make up different effects for them :X
- Changed the name of the builder-unit to "Gruntmaster flex", a reference
to BobTheJanitor - it's his forum title, which in turn, describes
his flexibility in NS for jobs - iirc particulary about going around
building, but you'll have to ask Niteowl for details.
Furthermore: Disabled his attacks, changed voiceset to peon,
changed hotkey, and tooltip.
- Added "High elf builder (Alliance Tower Builder)", name is just
temp, he will as the suffix says, build towers and static defense.
- Changed Castle, added the High elf builder to it and added the
Town Hall classification to it, not sure if it makes a difference,
but it might affect it getting gold, so I did it to be sure.
- Changed all the HP of all Alliance builders to 250.
Abilities:
- Made a new ability, Raise Dead (infinite life-span), the thing in
the parenthesis being a editor suffix - this is going to be used
by the standard necromancer unit, the reason I want to eliminate
the lifespan is that it will allow the skeletons raised in the grave-
yard to make it all the way down to the enemy base, sure I could just
pause the expiration timer, but this is a more simple and permanent
solution, and there are not really any reasons as to why not make it
permanent for this map.
Items:
- Added "A New electric Mullet" (ANeM reference), basically just gives
immolation, except with other graphics, might want to change the graphics
though as I don't know how well it looks atm. Note, making this has also
caused the creation of a new ability and new buff. And perhaps also
change the effects into something more interesting :X
Triggers:
- Changed the "initiate gameplay" trigger, disabled the bit that makes
a timer window for the shipments..
- Changed Level Spawn\Level 2 trigger, now it spawns units.
- Made pathing code for Naga.
- Made pathing code for Undead.
- Added trigger "Level spawns\Starter Level", this will spawn some
weak units for a starter level.
- Added code for the attacking forces to destroy the main entrance as
they get near it, this is handled by the two triggers: "Main entrance"
and "Main entrance death".
- Similarily did this for the East entrance.
- And for the rock entrance in the west! note, as soon as the front
rock goes down, they all die.
- Added trigger "Raising the Dead", takes care of the code making
the necromancers raise the dead at the graveyard.
- Added the spawning bit to the "Unloading" triggers, ie. the boats
will now spawn peasents that carry gold/lumber and who will then be
ordered to deliver it at the castle. I've just made it easy so far
for every unloading it just spawns 6 peasents, 3 with gold, 3 with
lumber. We can also tune it later with the ShipmentNumber integer
and some if-sentences.
- Added trigger "Allied AI Resource-Splitting, which splits the allied-AI's
income to the players that are playing.
Variables:
- Added shipmentnumber, an integer that will keep track of which number
of shipment reinforcement it is atm, which will be used to control
what each shipment should give.
- Added NecromancersArrivesAtGraveyard, a boolean, whose use is bloody obvious
:p
Waves:
- Coded starter wave !! SOMEONE SET US UP THE BOMB!
- Coded Wave1 !! WE GET SIGNAL!
- Coded Wave2 !!MAIN SCREEN TURN ON!
Regions:
- Made waypoints for the Naga.
- Made waypoints for the undead.
- Renamed Orc Nav 6 to "Final Nav Point", as it's a shared nav-point.
- Added Graveyard Center, it's in the center of the main graveyard area..
- Added Graves 1 |
- Added Graves 2 > The simple rock and wood ones..
- Added Graves 3 |
- Added Graves 4 - the area with the more complex ones, ie. the rich :S
- Added Graveyard Whole - this is used to make the newly spawned skeletons
actually do something instead of just standing around.
- Added "South of Graveyard", used to ensure that the necromancers
and skeletons exit to the south, to avoid it getting confused over
passing through nav point 3.
- renamed some default-named region to the Water-pit, apparently haven't
named it correctly when I made it in an earlier version..
Changes in 010:
Terrain:
- Made the south ramp at the orc base wider to make the pathing for
the enemy units better..
- Widened Rock entrance, same reason.
Triggers:
- Disabled an If-sentence in "Goblin Experimentation" as the clockwerk
goblins are no longer used as a superwave, instead it's used in the
beginning as a starter wave. The change being that the goblins will
only do 1 experiment, at least as it is now - so I haven't drastically
changed the trigger or the variable(s) used, so it's easy to revert
or change to multiple experiements again.
- Expanded the "Generator Goes Down" trigger, now it will pause all
Goblin shredders on the map when the generator goes down.
- New Trigger: "Summoned Units", it will add pathing for newly summoned
units. currently it works by ordering the summoned unit to the rally
point of the summoning unit, whether or not you can set rally points
for non-buildings is the question. if that doesn't work, I have some
other solutions.
- Changed "Raising the Dead". I disabled the part that made the summoned
units move on - as this is now handled by the summoned units trigger.
- Fixed an error I made with the level spawn triggers, on the naga side.
I had managed to make the snap dragon spawning depend on whether the
shrine(s) was alive, and not the spawning grounds where they actually
come from. Now it's fixed though..
- Fixed East Entrance Death trigger, it picked every unit in the main
entrance area belonging to gray and made them move on :X
- Fixed "Rock Entrance" trigger, it checked if the enemy was player 9,
the grey player - ie. the naga, not the orcs as it was supposed to.
Regions:
- Reduced the size of the "Entrance Rock" region, so it only covers
the area in front of the rocks, not the rocks themselves too, this
is to avoid the AI being confused.
- Added Rocks region to cover all the rocks, it's used to destroy all
the rocks, when the front one goes down.
Units:
- Changed/Buffed the Goblin shredder as it will be used as a superwave.
- Upped base attack from 31 to 50.
- Upped armor from 3 to 8.
- Gave it cleave.
- Change its race to Orc.
- Upped HP from 600 to 960.
- Added (Superwave) suffix.
- Changed Static Defense Builder, stock maximum is now 3, not 0.
- Changed all builders' stock replenish interval to 5 seconds.
- Changed which order the units at the castle is sold, ie. where
they're placed in the menu.
- Added "Return gold and lumber" ability to the castle.
- Changed Holy Devil's unit icon to the Doom Guard - fits with the
model.
- Changed the soundset of the Static Defense Builder to Bloodelf Engineer.
- New unit: "Scout Tower" (Custom). it will be the very basic tower, that will
upgrade to the other towers available. On a similar note, another tower has
been planned, the "turrent", a machine-gun turret (I'm thinking the model
should be that tripod sentry tower I've seen on some maps, which I think may
be an easter egg unit in the editor - which I sadly don't have unlocked atm)
Note: the Scout Tower (Custom) hasn't been changed yet, it's just made.
Waves:
- Coded 1st Superwave, will be in wave 9, and consists of 6 Goblin
Shredders. There'll be a warning in wave 7.
- Wave 5 will be a superwave, it will be a Sea-giant, and will naturally
be a naga thingy..
- Coded Wave 3.
Changes in 011:
Items:
- Added new item: "Gold", does nothing, it's just worth 100 gold, meaning
it will be sold for 50 gold.
- Added new item: "Lumber", same as above, but with lumber.
Units:
- Deleted "Scout Tower (Custom)", as I'd rather have the builder build
the towers "directly" instead of having a basic tower that upgrades
into the other towers - furthermore, this will also give us extra space
for more towers :S
- Removed the Blood-Gil's healing ability (hardly fair, as it's a starter
wave unit, and didn't even know it had it until I tested the map :X).
- Added inventory (Pack-mule) to the default peasent.
- Added hero inventory to MrBill, so you can give him items to Buff him.
- Buffed MrBill's hitpoints up to 1250 from 425.
- Made "Tauren Tent" and "Tauren Tent (Variation 2)", which will replace
the normal tents around the tauren totem, another cosmetic change.
- Changed the ground texture on the Goblin Laboratory, now its that of
the orcs, and not the human one.
- Changed Lightning Blue's model from a blue-tinted firelord to a custom
model a lightning titan - imagine an infernal, except made of lightning,
and transparent lightning'y stuff instead of rocks. This has increased
the mapsize by some 80kB.
- Changed Lightning Blue's icon, though it didn't come with the lightning
titan model or perfect, it's still pretty good and fitting for the model.
- Changed Lightning Blue's missile model, ie. the model that is fired when
he makes a ranged attack, now it's a lightning ball thing, before it was
the default firelord missile model.
- Reduced LBs scaling from 1.15 to 1.0.
- New unit: "Turrent", a rapid fire gun turret.
- Added the Turrent to the Static defense builder's repertoire.
- Added the extended tooltip to the static defense builder, still waiting
for a name of the unit before I make the basic tooltip.
- Lowered the Town Hall's gold cost to 375, from 385, simply to get a more
round number.
- Reduced the hero selecter's movement speed to 0.
- Added "Shop Sharing" ability to Necrosis' Food Stand.
- Moved DHPs placement in the shop, before he was 2.2, now he's 3.1. It fits
better with the placement of the other heroes.
- Made "Ancient of Wonders (Custom)", name is just a placeholder, and because
I used its model. It spawns Sheenas.
Triggers:
- Added "Removing Peasents on Dropoff" trigger, which removes the peasents
as soon as they sell their items, and also makes a the gold coin special
effect - the one also used for the transmute ability.
- Changed Unloading
- Fixed "Rock Entrance Death" trigger, first of all it was triggered by
the death of the main entrance, and second of all, it picked and
destroyed the doodads in the wrong region, meaning the entrance wouldn't
be cleared.
- Fixed "East Entrance Death" trigger, was triggered by the death of the
main entrance as well.
- Added Control for the sheena spawning building in the Building triggers.
Player properties:
- Made the Defenders start with the Backpack upgrade. So the peasents'
Packmule ability actually works :X. okay, gave it every darned backpack
upgrade now, as just giving it the human one didn't seem to work.
Imports:
- Imported Lightning Titan model.
- Imported Thunderspirit icon.
- Imported SentryGun model and icon.
Terrain:
- Changed the tents around the tauren totem to Tauren tents.
Abilities:
- Changes HD's Oxymoron tooltip to show the amount of armor the devotion
part gives.
Regions:
- Made the Orc Nav Point 4 bigger, so it completely blocks the way back,
to try and avoid pathing issues.