Redoing again. This time i repalce the infantry in most backups (exept first) with tanks. Thats just too many heavy troopers. And it needs one more crotch to spawn all reinfocments.
Edited by John Carver, 10 October 2017 - 05:06 PM.
Posted 10 October 2017 - 04:57 PM
Redoing again. This time i repalce the infantry in most backups (exept first) with tanks. Thats just too many heavy troopers. And it needs one more crotch to spawn all reinfocments.
Edited by John Carver, 10 October 2017 - 05:06 PM.
Posted 10 October 2017 - 07:01 PM
Updated the map again. This time, added 2 more tents, and replaced almost all infantry (exept in reinforcment 1) with vehicles. Now its appropriate to its briefing.
Now it should be good. But till not easy. Expect a spam of heavy vehicles. Maybe tomorrow ill agjust time a little bit, to make it easier to defend against that rush.
Edited by John Carver, 10 October 2017 - 07:26 PM.
Posted 10 October 2017 - 07:06 PM
Sorry I forgot to ask about it earlier, but if I want to declare new structures and infantries what header should I put in the map file? So to declare new vehecles I can write down
[VehicleTypes]
999=HOWICOL
What about structures and infantries? It seems [Structures] doesn't work.
Update: OK, forget about anything I said before. I've decided to not include any modified buildings, and I found a perfect way to compensate for the difficulty drop *evil evil grin*
And yes, here's the teaser for the upcoming map. I'm working on a new challenge map: Ironjavelin Challenge, coming... SOON! Most likely before 3.3.3 is released. (Probably in a week or two)
Edited by NovaPlat, 10 October 2017 - 10:02 PM.
Posted 10 October 2017 - 07:25 PM
[InfantryTypes] and [BuildingTypes].
Posted 10 October 2017 - 11:54 PM
I've thought of two new map ideas:
Dimension X - A 2v2v2v2 map. Each team starts in their corner. two roads lead to each team diagonally throughout the map making, what looks like, a giant X. between the roads is a giant trench that can only be accessed via the corners. Within the trench are crazy amounts of gold. Within the centre trench part are gems. Bridges connect the roads over the trenches. The players may only use these roads and/or trenches to advance due to cliffs arranged in wall patterns. Edit: and by "close quarters" I mean, like, even defence structures will be able to shoot each other.
Cluster Comb - A 6p ffa or 3v3 map. Very close quarters, however the players cannot expand their bases as they are confined by resource patches. The map looks like a giant honey comb with each player starting in each hexagon. These hexagons are bordered with resource patches. The middle hexagon, however, is filled with gems. Protecting miners is a must on this map. It can get chaotic fast in ffa situations as each are very close to each other at start; that is what's intended in this map.
Edited by BlackAbsence, 13 October 2017 - 12:36 AM.
Infinitive absence.
Posted 11 October 2017 - 12:51 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 11 October 2017 - 12:51 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 11 October 2017 - 05:23 AM
You can modify exsisting ones. For example i increased strengh of mineshaft,so it will not broke instantly when nuke hits it.
Posted 11 October 2017 - 11:56 AM
Later ill remake the post with map. After i fix balance issues. But i have to say - thats close.
Posted 12 October 2017 - 08:05 AM
Updated. Now... i should think about making zombie challenge. Also, i think challenge is done. I dont know how to impove it more, so... ill wait for review or the challenge. Ican give tips how to beat it, as i found my own strat of this.
Edited by John Carver, 12 October 2017 - 08:09 AM.
Posted 12 October 2017 - 02:53 PM
Cluster Comb - A 6p ffa or 3v3 map. Very close quarters, however the players cannot expand their bases as they are confined by resource patches. The map looks like a giant honey comb with each player starting in each hexagon. These hexagons are bordered with resource patches. The middle hexagon, however, is filled with gems. Protecting miners is a must on this map. It can get chaotic fast in ffa situations as each are very close to each other at start; that is what's intended in this map.
could've called it Money Comb instead of Honey Comb
Posted 12 October 2017 - 03:41 PM
I would like to see how the map would work with mental ai popping units from all these war factories.
Posted 12 October 2017 - 03:56 PM
I would like to see how the map would work with mental ai popping units from all these war factories.
Already fixing that.. i did not forsaw this. cx
Posted 13 October 2017 - 12:33 AM
could've called it Money Comb instead of Honey Comb
Money Comb sounds great, actually. Now I can't decide...
Was also thinking about a 1v6 fortress version of it where the centre hexagon houses the fort with tech defences that can kill miners that dare get in range.
Infinitive absence.
Posted 13 October 2017 - 12:25 PM
I would like to see how the map would work with mental ai popping units from all these war factories.
Already fixing that.. i did not forsaw this. cx
I think it would be cool for there to be a version with the mental shenanigans
Posted 13 October 2017 - 02:01 PM
Well, it already is
Evene thru nerfes, mental AI shows himself.
Posted 14 October 2017 - 10:26 AM
Is it possible to have specific ai have mental ai on or is it only applicable for all ai on the map simultaniosly?
Posted 14 October 2017 - 03:22 PM
Is it possible to have specific ai have mental ai on or is it only applicable for all ai on the map simultaniosly?
i doubt about all, at least from player config. Maybe in code devs can set Mental mode to separate AI.
Posted 14 October 2017 - 07:07 PM
No, you can't
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
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