Try setting Explodes=no and DeathWeapon=none for them in INI editing tab.
Custom map thread.
#101
Posted 01 October 2017 - 02:58 PM
#102
Posted 01 October 2017 - 08:08 PM
Actually, I'm currently working on tesla themed challenge (which you could see in one of my earlier posts in a screenshot with Eiffel Tower).
Also i would like to know what is this building. I cannot find it, only one.
What map is that?
Combustion co-op. Ive found this from video.
It's called "Hall" if i remember correctly.
#103
Posted 01 October 2017 - 08:17 PM
I think map is done, but without sripts and units, also without buildings assigned to owner, so currently they a friendly fire primary. There was some bugs on the way, but ive fixed them. Maybe ill update the map later even more.
Now, even when not fully done, its pretty challenging if played with some small taskforces without tough heroes. But, the same strat with Rahn worked. Exept.... he died 2 times. HAMMERED. PAINFULY.
So, thats basically Huehuecoyotl number 2 xD
Exept... map is small (100x100 comoared to other ones).
#104
Posted 02 October 2017 - 10:17 AM
100x100 is a decent size. and the smaller the map the better.
#105
Posted 02 October 2017 - 12:08 PM
100x100 is a decent size. and the smaller the map the better.
Great
Also, the amount of buildings do not lag the game at all. Now i need to "patch" the most silly places wich making game too easy, and... ehem, place the surprise in its place. There was one glitch, wich i througt was a limiter for structures, but in practice that was just overlapping (as i used Barrack wich 2x2) with each other, resulting the delition. Now i try to avoid that one... but i dont even placed units.
EDIT: Fixed some issues... and prevented too easy infiltration. I made only one spot, wich, compared, the lowest damage to you. But large groups, like tyrants, cannot pass fully. Or, pass, if too much. But thats just basically all challenges
Edited by John Carver, 02 October 2017 - 03:54 PM.
#106
Posted 02 October 2017 - 07:21 PM
Finished the map/challenge by 1/3. All buildings at their places, i hope.
Is anyone knows, how to put/get the chineese mastodon/gharials, with heavy troopers? Or they are only in compaign?
Also, would be a wise idea to put some... secret units? Like Perun or HID. But that may be the other challenge... in "zombie" outbreak.
Try setting Explodes=no and DeathWeapon=none for them in INI editing tab.
Also, will you include one or couple of Peruns as capturable ones? If that was planned.
Edited by John Carver, 02 October 2017 - 07:58 PM.
#107
Posted 02 October 2017 - 08:18 PM
As capturable? Probably not.That would probably make it too easy. Although I still have to experiment with their stats.
#108
Posted 03 October 2017 - 01:13 PM
As capturable? Probably not.That would probably make it too easy. Although I still have to experiment with their stats.
Well... i mean by one of the "airfields" as neutral. So you have to battle the way to get to it. Wich is not easy, if you well guard them. I just dont think it would fit my challenge because... grumbles.
Edited by John Carver, 03 October 2017 - 01:21 PM.
#109
Posted 03 October 2017 - 01:42 PM
They only exist as art, so you either need to redefine units or define a new oneIs anyone knows, how to put/get the chineese mastodon/gharials, with heavy troopers? Or they are only in compaign?
Edited by Handepsilon, 03 October 2017 - 01:42 PM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#110
Posted 03 October 2017 - 01:53 PM
They only exist as art, so you either need to redefine units or define a new oneIs anyone knows, how to put/get the chineese mastodon/gharials, with heavy troopers? Or they are only in compaign?
Is the creation of new units allowed? Well, i doubt that mentalmeinsters will allow such an action of "weaponizing" the campaign mastodont and gharial. Without plasma weapons, of course. But heavy trooper exists in co-op and campaign, so...
#111
Posted 03 October 2017 - 01:56 PM
Also... i need to make 3 variants of map? For 3 difficulties.
#112
Posted 03 October 2017 - 02:07 PM
Also, yes. Super Thor is a new defined unit in Thunder God.
Edited by Handepsilon, 03 October 2017 - 02:09 PM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#113
Posted 03 October 2017 - 02:36 PM
Nah, just one map will do.
Also, yes. Super Thor is a new defined unit in Thunder God.
I guess that will do. At least i will try. Also, what i meant by three maps - three different variants. Easy one, for example, with less defences, and without defences on some crutial places to infiltration (for drillers). Hard - more defences, and additional line of defence in front of the base. Also with increased surprises.
#114
Posted 03 October 2017 - 02:39 PM
Nah, just one map will do.
Also, yes. Super Thor is a new defined unit in Thunder God.
P.S: How to make one?
#115
Posted 03 October 2017 - 03:33 PM
My map is ready, so I can finally begin to properly playtest it.
#116
Posted 03 October 2017 - 03:35 PM
Also... theres one major question. Can i "spawn" units aside reinforcments out of the map/ By original idea, some unit types spawn from mineshaft.
#117
Posted 03 October 2017 - 03:36 PM
My map is ready, so I can finally begin to properly playtest it.
Spoiler
dam, nice one :o
#118
Posted 03 October 2017 - 03:41 PM
Nah, just one map will do.
Also, yes. Super Thor is a new defined unit in Thunder God.P.S: How to make one?
Open the map in FinalAlert and see for yourself.
#119
Posted 03 October 2017 - 03:55 PM
Nah, just one map will do.
Also, yes. Super Thor is a new defined unit in Thunder God.P.S: How to make one?
Open the map in FinalAlert and see for yourself.
I meant unit... not map.
#120
Posted 03 October 2017 - 04:00 PM
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