So far for the mineral thing, it's Rune Mage, and Psychopath
Noted. If anyone else experiences this, let me know.
Need vulture/supply depot limit. building 10 (which is easy to do) lags the game horribly.
The limit for Vehicle Bays is now 4.
Can you add a much higher level spawner for the MM. something that costs as much as doom, or more, but exclusively for the MM.
Can you add a much higher level bunker exclusively for the MM. Something stronger than cannons, possibly a disabled bunker [with 1 unit?].
No.
The hydra glitch is in the latest version. I did it again yesterday. Used lurker L1 as I died, and got a hydra and a lurker. Casting spells resulted in hydra spells, and when the hydra died, my lurker remained alive, and I respawned with another lurker.
You told me this online and I have made another revision. Let me know if the glitch comes up in the version you downloaded from me the most recently. (I'm hoping that it doesn't). Also let me know if you notice anything fishy goin on with CoM (Because my revisions might have fucked something up, even though I tested it out and it all seems to work more or less perfectly).
Can MM have a building that enables a 1 turret per life, that moves a high hp, low damage auto turret over the sieged tank. The turret upgrades damage with the tank, and the scv's damage can be reduced. SCV early game is similar to the defiler, but has a 30 damage attack, which KICKS ASS.
Not likely. However, expect the MM to gain one additional level2 spell in future versions.
Goon's damage at 50+5 is much too high, and easily rapes the tank. scv stands little chance against goon with enemy spawn and rines to support it.
Goon does very good damage to the lurker, although the lurk can escape via L1.
Necro is now 35+5. This should be a better amount because the only time Necro has an advantage over CoM and MM is early game before CoM gets power or before MM invests in vehicle damage.
Why do some units start out with 10 minerals? (like goon and defiler)
They don't. You might be getting confused by the random selection bonus of 10 minerals that you can get if you choose to randomize your character with at least 10 seconds left on the selection timer.
Bottom right outpost/warp gate gives a significant advantage to the north team because of the high grounds. On the other hand, the south team easier bypass the cannons to get to the warp gate than the north team.
It'll remain the same for now until extensive testing and balancing can be done.
Goon's attack should be lowered. I'd say 40+4 since necro has skeletons and GDs to for backup. 50+5 rapes MM considering it already has low hp and slow movement. Vehicle Bay limit should be 5ish.
Both of these issues have been addressed. (See above.)
On another note, how's the progress with the last 2 heroes?
AI has his character mechanics pretty much handled. As some of the earliest testers might already know, AI is different from any other character in the way that he uses Fuel instead of MP. The whole Fuel Usage System // Out of Fuel Effects are handled (Assuming they still work, since I haven't tested them in a while).
As far as their spells, they are unfortunately still only on paper, and not in triggers. Unfortunately, (as some of you probably noticed by now) I am fairly busy with non-mapping activities 7 days a week, so it's not often that I have an extensive slot of time to sit down and destroy the triggers for an entire character's spell set in a day (Which is my preferred way to work). Combine that with the factor that I spend a lot of time bug fixing - there are so many bugs - and testing makes the progress of new mapping material difficult.
[Even though that seems pretty dismal, check the bottom of this post for updates.]Yes, I read it and it was pretty good. I liked the plot of the story, but the secondary plot involving his goal of becoming a hero was very awkward and didn't flow well with the story's purpose. I can help you change it around in the future because it is a very good start (and a huge improvement on your first attempt with serpent) but It's going to take a bit before I get the time. After all, getting the map completed is essentially more important than backstories, however cool they might be to have.
Also, @ Flashbeer: Do you plan on changing around the last section of your Samurai/Ninja story? If so, doing like we talked about and focusing the battle to be more in the Ninja's perspective would pretty much seal the deal and we'd be good for me to edit it and put it up with the rest of them. I really like the approach of "This is what the samurai did" then "This is what the ninja did" but overlap their stories like that was a very good approach.
And Finally, News About the Map's Progress:
So, it's official: I've been working on Alpha#4. Alpha#4 is the last stepping stone between the map's current state, and the BETA that I promised you guys a while ago. Alpha#4 is fixing some issues that still exist in the Alpha stage, but it is also going to finish the development of some incomplete systems that exist currently. So, here's the list:
•Curse of Crimson will now only affect targets if their Character is in range. Before, it would work for summoned units as well, and this is going to be changed. ETU = 60
•Random Minerals will now scale throughout the game to be useful past early-mid game stages. ETU = 72
•Spawns will typically spawn in 'pure' sets like you are all use to, but they will also have a % chance to spawn in mixed sets of units that will change for each lane / each level of spawn. ETU = 50Final Notes:
•I'm slowly working on the final 2 characters as promised, but don't expect them to be playable until BETA.
•Some people that play MM often will see that some minor issues such as building placement and other bugs will be eliminated.
•Minor clean-ups that no one would ever notice (except flying pigs), but are still important.
•Increased randomization for most systems.
Post has been edited 1 time(s), last time on Nov 16 2009, 9:19 pm by Norm.
None.