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21.07.2015 - 14:53
Map-making restrictions.
For example: allowing rare units to have a 100% chance of spawning when you take a city
Allowing the map-maker to place naval units in land (using the scenario editor)
Allowing us to have more expensive units (current limit is 5k)
Allowing us to to place rare units in the scenario editor (as events)
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21.07.2015 - 15:19
 Amok (Admin)
> For example: allowing rare units to have a 100% chance of spawning when you take a city
Sure, why not.

> Allowing the map-maker to place naval units in land (using the scenario editor)
Why?

> Allowing us to have more expensive units (current limit is 5k)
Sure, why not.

> Allowing us to to place rare units in the scenario editor (as events)
This is more of a suggested feature. I don't see why not.
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21.07.2015 - 15:54
Napsáno Amok, 21.07.2015 at 15:19

> Allowing the map-maker to place naval units in land (using the scenario editor)
Why?

Some maps have units like castles, the castle has 0 range and it will not move unless a player is blitzkrieg. The only way to prevent blitzkrieg from moving the castles is by making the castles naval units and placing them in places that are landlocked. To place a naval unit in a landlocked city, i need to make the city a port in the map editor,save,close the map editor, open the scenario, place the naval unit inside the city, save, close the scenario, open the map editor, change the city from port to normal city, save. It may sound easy when is 1 city, but its a nightmare when you need to manually change up to 50 cities. (Take in mind that the average custom map has 300+ cities.

Placing naval units (as event in the scenario) in land or at the very least in non-port cities would save some people a lot of time.

Now, there is more unorthodox ways to force the naval unit into a non-port city/land but the one presented above is the most common. Btw, in a note not related to the post: it would be cool if one of this days you could spare a little bit of time to see all of the crazy stuff that some map makers have manage to do with the map editor (not the maps themselves, but the "mechanics" inside them).
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21.07.2015 - 17:28
 Amok (Admin)
Napsáno Tundy, 21.07.2015 at 15:54

Napsáno Amok, 21.07.2015 at 15:19

> Allowing the map-maker to place naval units in land (using the scenario editor)
Why?

Some maps have units like castles, the castle has 0 range and it will not move unless a player is blitzkrieg. The only way to prevent blitzkrieg from moving the castles is by making the castles naval units and placing them in places that are landlocked. To place a naval unit in a landlocked city, i need to make the city a port in the map editor,save,close the map editor, open the scenario, place the naval unit inside the city, save, close the scenario, open the map editor, change the city from port to normal city, save. It may sound easy when is 1 city, but its a nightmare when you need to manually change up to 50 cities. (Take in mind that the average custom map has 300+ cities.

Placing naval units (as event in the scenario) in land or at the very least in non-port cities would save some people a lot of time.

Now, there is more unorthodox ways to force the naval unit into a non-port city/land but the one presented above is the most common. Btw, in a note not related to the post: it would be cool if one of this days you could spare a little bit of time to see all of the crazy stuff that some map makers have manage to do with the map editor (not the maps themselves, but the "mechanics" inside them).

Fair enough, never thought naval units would be used in that way. New map editor would be a wholly separate project, by the way. At the moment, we haven't even started implementing it for HTML5. But as soon as we do, I promise to take a look at the most popular suggestions/requests.
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22.07.2015 - 00:05
Napsáno Tundy, 21.07.2015 at 15:54

Napsáno Amok, 21.07.2015 at 15:19

> Allowing the map-maker to place naval units in land (using the scenario editor)
Why?

Some maps have units like castles, the castle has 0 range and it will not move unless a player is blitzkrieg. The only way to prevent blitzkrieg from moving the castles is by making the castles naval units and placing them in places that are landlocked. To place a naval unit in a landlocked city, i need to make the city a port in the map editor,save,close the map editor, open the scenario, place the naval unit inside the city, save, close the scenario, open the map editor, change the city from port to normal city, save. It may sound easy when is 1 city, but its a nightmare when you need to manually change up to 50 cities. (Take in mind that the average custom map has 300+ cities.

Placing naval units (as event in the scenario) in land or at the very least in non-port cities would save some people a lot of time.

Now, there is more unorthodox ways to force the naval unit into a non-port city/land but the one presented above is the most common. Btw, in a note not related to the post: it would be cool if one of this days you could spare a little bit of time to see all of the crazy stuff that some map makers have manage to do with the map editor (not the maps themselves, but the "mechanics" inside them).

... or just allow units to have negative range!
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22.07.2015 - 02:53
 Amok (Admin)
Napsáno Columna Durruti, 22.07.2015 at 00:05

... or just allow units to have negative range!

Not sure which approach is less hackier, negative range or naval units on land...
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22.07.2015 - 07:56
Napsáno Amok, 22.07.2015 at 02:53

Napsáno Columna Durruti, 22.07.2015 at 00:05

... or just allow units to have negative range!

Not sure which approach is less hackier, negative range or naval units on land...


Negative range looks more natural, IMO.

Or it can also be: Making an unit that is unaffected by ANY strategy, so it always keep the values that the Map Maker put to it.

But that sounds more complicated...
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22.07.2015 - 10:02
Yes in the HTML5 you should remove the limits on unit stats in map editor, as well as removing the 10 reinforcement limit to cities. I understand they are in place to prevent farm scenarios but those are typically found fast and the creators punished by mods.
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22.07.2015 - 14:46
Or just making a check-box to disable specific features (attack, movement, defense, ect.) when creating the unit.
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23.07.2015 - 08:17
Napsáno Amok, 21.07.2015 at 17:28

Fair enough, never thought naval units would be used in that way. New map editor would be a wholly separate project, by the way. At the moment, we haven't even started implementing it for HTML5. But as soon as we do, I promise to take a look at the most popular suggestions/requests.


Can you guys see if it's possible to import border maps from other applications? This way we can use bezier tools to make the borders.

Also, regarding this "naval-in-land" feature, would it be possible to add an "immobile" flag on the unit creation?
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Napsáno Mahdi, 23.11.2013 at 20:30

I don't consider the phrase "massive fag" to be an insult. Mods did.
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23.07.2015 - 08:23
Napsáno notserral, 23.07.2015 at 08:17

Also, regarding this "naval-in-land" feature, would it be possible to add an "immobile" flag on the unit creation?

Napsáno Google, 22.07.2015 at 14:46

Or just making a check-box to disable specific features (attack, movement, defense, ect.) when creating the unit.

Exactly what I was saying bro , I think it would work well.
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20.08.2015 - 01:48
Would it be possible that scenario spawned units auto-form walls like the way they used to in atwar? Something happen, and now autospawn units no longer form walls
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20.08.2015 - 04:01
 Ivan (Admin)
Napsáno Cthulhu, 20.08.2015 at 01:48

Would it be possible that scenario spawned units auto-form walls like the way they used to in atwar? Something happen, and now autospawn units no longer form walls

We'll make sure it works in HTML5
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