![]() other heroes: randomly, neutral "good guys" (much weaker than players) will enter dungeon at random points, destroying the stuff they find. It would also force the DL to make some better dungeon layout, since then the "vulnerable" buildings couldn't be built in the "back" of the dungeon, where no one will see them.Ģ. There will be a problem with boss lair, but that could easily be excluded from the random choise. There will be no entrance, the gate will lead to a random room in dungeon. If you got any idea here, I would welcome it.ġ. The outcome of the entire round is decided in one crazy battle, and it is also very unbalanced. I would need some mechanism that would force them to spread the units and traps over the entire dungeon, and not just guard the entrance with full army. Btw you were right, it didn't die properly (due to the stupidity of JASS: if you reference to a null variable( like GetUnitPercentageLife(null) ), it won't throw 0, it won't say there is a problem, it just terminates current function and goes on with game )ĮDIT:: Just played the map on B-net, and I found a big issue: the "power" of the dungeon lords is too concentrated. TealNinja: Which version did you play? It should have been fixed in 1.4.3c (just played, this issue shouldn't appear anymore. I hopefully found a way to enlarge font, so this issue will be fixed in the next version. ![]() > You may want to increase Hero sight a bit, and now they can go through the dungeon with proper vision effects. > Keep workers at the same sight, but make all tiles owned by another dungeon team that all Dungeon Lords are allied with with shared vision (Heroes are allied with no shared vision). My suggestion to make it more interesting for the heroes to travel: > Heroes may sometimes be able to see the other side of a tile (the edge of a room) and get a new hint of direction to travel in > Tiles are 'see-through' and workers have unlimited sight (or REALLY HIGH) so you can see the whole dungeon. These are the bugs Atmosphere/Dungeon View - Here's how I noticed your system works: Okay, I did some more testing (beta v1.13). Thanks for suggestions everyone, I have almost finished version ready (it includes minigames), I will just fix some minor bugs (workers sometimes spawn out of the dungeon and player can't play for entire round) and add some of the ideas from above (I think I will start with increasing the size, more will come later) I am already working on "doodads" spawning codes ( so far bookcases spawn around any room), so I could the doors (that will take some time, I will have to think about how to open/close them for minions). I don't know about the doors, I don't know how to make some user-friendly door-building GUI, but I just got an idea, that they could spawn automatically. Additionally, I would like to add some animation, so that the tile won't just disapper, but I couldn't find any (I was looking for some kind of falling rock), so if you knew about anything I would appreciate that. Then I would have to add more spiders for each player, but that can't hurt. Targeting treasures on entrances could be fixed easily, but the treasures shouldn't even be there unless Dungeon Lords screw something up.Ībout digging, it could easily be changed to require more attacks to destroy the wall. Thx for suggestions, increasing space shouldn't be a problem, unless players start to build large rooms (rooms with ~50 tiles don't work anymore, becaouse of JASS recursion limitations). (Maybe make them have no selection scale?) Just a tiny bit, but that's my opinion.Įdit: Oh yeah, and sometimes its really hard to target treasures and what have you that spawn on the dungeon entrances. I also think that the dungeon space you provided is just a little bit too small for 4 dungeon lords. To make it more of a 'dungeon' instead of just hallways with open rooms. Being able to build doors that take several hits to take down (but you can open for your minions) would be good as well. then the walls have like 3 or 5 hit points and no armor.)Īnother thing wall/room related: Doors. (You could have the walls be "flying" and have everyone unit with a attack made for airborne units, dealing always 1 damage. In Dungeon Keeper it had your imps take several hits on a wall to take it out (I think 3 or 5) but if you have multiple imps it goes down real fast. Making stupid holes where I didn't want them. Overall it was great though, very, very, promising.Ĭonstantly I would accidentally click on a wall and then it's gone because my worker was right there. But that's not the thing you should be worrying about just yet. The only real problems I saw was with tooltip typos.
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