New features in 3.2 (IDEAS ONLY)
#21
Posted 20 April 2008 - 09:17 AM
(Saying)
So true. We will die earlier
Oh yeah, the campaign... well, the maps those were done for that purpose will b e cool to play even as Skirmish maps (better than nothing, aye ?). However... lycan told us a way to get the coding done for campaign maps, but it's a long process... not all hope is lost for scripted campaign maps, but we can consider about them only later when we have much free time.
---
"Well, I can't argue with that - modding IS hard. But what would have become of games like Starcraft, Warcraft 3, Dungeon Siege, Half-Life 1-2, Neverwinter Nights and BfME 1-2 if we, modders, weren't there ? They would have long been forgotten. Modding is hard, but it's an honorable thing." - MorrisB
#22
Posted 20 April 2008 - 09:07 PM
#23
Posted 20 April 2008 - 11:50 PM
map.ini's are good, and fun, but can be annoying, not work for the smallest of reasons (changing projectile in warhead blah blah blah) and are limiting
Regular ini is much the same. As a wise man(by which I don't remember who) once said, "60% of coding is debugging". It's not that it's some mystical fancy language you need to be trained in, but that one unit can have at LEAST five dependent files and a single out of place letter or typo can bring the entire program down to a flaming end.
That's why I specialised in modelling. :/
#25 Guest_aNaRcHiSt44_*
Posted 25 April 2008 - 08:03 AM
Thanks for the advice.
#26 Guest_Guest_Captain Beremir_*_*
Posted 26 April 2008 - 02:58 PM
But the basis for a starter hero could be something like this:
HERO NAME
1st power: a weak sort of Leadership for units
2nd power: some sort of stat boosting power
3rd power: a speed boosting power (for scouting)
4th power: a unique power to each hero; not too powerful
^and the powers dont need to be recieved in that order
Revive Cost: 1000-1500
An example:
Beregond
Level 1: Guard of the Citadel- give 25% damage and armor to nearby infantry (passive)
Level 3: Hasten to the Defenses- gives nearby units 40% speed
Level 6: Ready for Battle- Beregond gains 50% armor and 50% damage
Level 8: Machines of the White City- summons 2 trebuchets to the battle
Revive Cost: 1400
I can come up with more if u like, but that's just what i think the starting heroes (if implemented), should be like
#27
Posted 26 April 2008 - 03:00 PM
#28
Posted 26 April 2008 - 03:36 PM
Here's what I mean:
-Chieftan of the Hillmen of Rhudaur
-Chieftan of the Hill Trolls
-Chieftan of the Barrow-Wights
Yes...all Chieftans, eh That seems to work best for Angmar, IMO.
Also...I picture Dul Guldor as being the "protege" to Angmar, ie the heart of sorcery in Middle-earth. So, in my mind, when Angmar was destroyed all of the sorcerous and ancient evils that had gathered there just...roamed Middle-earth until the Necromancer (and later, Khamul) came to power in Dul Guldor. What does this mean? All sorts of baddies could be open the Angmar faction - vampires, werewolves, giant bats, etc. However, this may be pushing canonicity - but that's all a matter of opinion.
Cheers,
-mike
Edited by elfhelm.., 26 April 2008 - 03:47 PM.
#29
Posted 26 April 2008 - 07:40 PM
Angmar already has a Hillmen chieftain(Hwaldar) and a wight hero(Karsh) and a troll leader(Rogash). Have you ever looked at their hero list?
All factions will have a full hero list for v4, don't worry.
Edited by Kyross, 26 April 2008 - 07:41 PM.
#30
Posted 26 April 2008 - 08:17 PM
Edited by elfhelm.., 26 April 2008 - 08:18 PM.
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