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Everything posted by echinodermata
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> You can keep the ad in the empty attack icon > Get rid of the hint, nobody ever looks at it > Get rid of the command list, and instead, create a command (-commands or -list) that shows the list of commands and tell people about its existence at the beginning of the game > As for the spell bringer camera toggle, there's other solutions. (Give it a hero icon!) Now it is sufficiently uncluttered. [pre:3orqxvwv]Move | Stop | Hold | Ad --------+---------+---------+---------- Patrol | | | --------+---------+---------+---------- Build | Duals | Triples | Query[/pre:3orqxvwv]
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I don't appreciate this new junk on the builder that aren't even commands. It's all very overwhelming, and besides, there's a place for informational material: the quests menu.
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I don't believe it's necessary to have login/register from the home page. If you want to increase exposure to the forum, > You could directly ask people to join the forum somewhere in the text on the home page > You could put short, summarized versions of the gameplay guides (such as the tower placement guide) on the main site, and link to a longer, in-depth version on the forum But anyway, all of this "encouragement" probably will have little effect.
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soon we will conquer all the internets...
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People besides beta testers hardly talk, because hardly any people that talk aren't beta testers.
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I like the colors. Text is so-so. And image quality seems to have taken a hit.
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Weaker thematically, yes, but stronger mathematically (that is, balance-wise).
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Yeah, everything's too blue. Darkness actually isn't so bad - I would like to see something between your version of darkness and the current version. I think the current darkness is a little too purple.
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I bet there's already a pokemon td out there...
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correct that is fixes ice/poison. but it doesn't fix flame kindle and it replaces quark/electricity with quark/gunpowder. I don't know what you're talking about. It does fix them all. In only 3 moves. I'm quite sure that's the minimal solution.
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what is that font?
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Hmm. Well that can be fixed. We could just have a time delay for lower difficulties to match up with the countdown timer delay. In other words, for example, when a VE player finishes, 20 seconds later he claims the first to finish title. (Numbers to be adjusted of course.) If, let's say, a VH player finishes 5 seconds after a VE player, the VH player is counted as having finished first instead (since only 20 seconds later is the VE player counted as having finished). The delay time would decrease as difficulty goes up. (For example, 20 sec for VE, 15 for E, 10 for N, 5 for H, 0 for VH.)
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I still think timers alone are sufficient to solve the problem. This idea only takes into account the person on the highest difficulty. What if there is 1 VE, 1 Normal, and 1 VH player? Now you're giving a disadvatage to the guy on normal. As you pointed out, what about the easy rushers? We can't introduce fundamental differences between the difficulties, only numerical ones.
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Please do excuse me, then, for my interpolation of your words.
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So let me reword (or rather, word) this: A triangle ABC in the coordinate plane has vertices A(0, 75) , B(256, 100), C (200, y). Angle A is between 75 and 100 degrees. The area of the triangle is 512. Find y. Comments: You attempted to find C by finding the intersection of x=200 and some line y=mx+b through point A. However, by saying that point B was on the line, you have found the intersection of line AB with the line x=200, which is not point C.
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Gays, did you say?
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Here I have noted some text issues. If you see any other text issues, you may as well post it here too. =============== Text Related =============== Voting: Picking Short Mode/Extra Short Mode after choosing Vote Random still gives the message "... cannot be actived if on Tournament Random!" VR: The message that appears when Vote Random is chosen: I don't get it. EX: The message that appears when Extreme Mode is chosen: The last sentence should read 'Good luck; you're going to need it!!" with a semicolon. VR: Attempting to vote for more than 4 elements gives the message "Hero has full health", which should be replaced with a custom message like 'Cannot vote for more than 4 elements'. Superweapon: Refresh: The tooltip ought to say 'Resets the cooldown on all of your Spell Bringer spells.' Pures: Attempting to upgrade to a pure without enough essense gives the message "Create more moon wells", which should be replaced with a custom message like 'Buy more pure essences'. Trickery: Attempting to cast Conjure on a tower that has been conjured within the last 60 second still gives the message "Cannot cast Duplicate on that tower." =============== Not Text Related =============== Radius/Orb: Is it possible to disable Contract when the range is at the minimum, and likewise to disable Expand when the range is at the maximum? Nether Drakes/Frost Wyrms: Are they supposed to stay even after the tower that summoned them is sold? Why are towers still allowed to target other towers?
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Exactly - so why make a video tutorial? If we really feel the need, we can just show the tips and stuff.
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I think most of our problems can be solved with an ultra-short summary of Element TD. Short enough that it can just be a message at the beginning of the game. The shorter the better. (And then in the Quest Menu, you can put a less condensed summary on the first page.) Since newcomers always wonder why they can't build any elemental stuff at level 1, add a follow up message. And similarly for short mode and extra-short mode.
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The new 16c golems are nice. A few small problems though: You temporarily cant build on the spot where the teleporting golem just landed Trying to teleport onto the creep path doesnt do anything, and wastes your mana too If a bunch of golems teleport to the same place the ground turns dark
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Are there any element towers that need power up/balancing?
echinodermata replied to a topic in WarCraft 3
I am willing to compromise in saying that only regular singles should be sold for 100% in pick. ( But honestly, why not just allow interest farming on singles in pick? I think the only reason towers sell for 75% in pick as opposed to 100% in random, is to compensate for the fact that pick players can plan what towers they're using by making them plan. But as it stands, there is another difference: random players can interest farm the whole game, and pick players can't. I don't think this is necessarily a distinction that has to be kept.) That's not really what I'm trying to accomplish though, which is why I'm willing to have only regular singles sell for 100%. What I'm really trying to say is: Make regular, first-level, non-amplified singles exactly the same gold and power as elemental arrows/cannons. Elemental arrows/cannons don't deserve to exist. -
Are there any element towers that need power up/balancing?
echinodermata replied to a topic in WarCraft 3
I think the issue is that single element towers don't have much use. Arrows and cannons work fine in the early game, and duals and triples are superior to singles for the rest of the game (as they should). Pures are pures, and won't be considered here. Do we want singles to have their own role? If we do, then we ought to nerf/remove elemental arrows/cannons, which I don't support doing. They are necessary for sell/rebuild in pick. So how about this: Make single element towers (except pures) sell for 100% in pick. And then axe the elemental arrows/cannons. -
1. As Jacob said, why is the condition "(Unit-type of (Constructed structure)) Equal to Schrapnel" tested twice? 2. (Events don't require an "or", just list them and any one of them will trigger the trigger) 3. How would adding "Unit - A unit Finishes an upgrade" mess it all up? Just change "Constructed structure" to "Triggering Unit" or "Upgraded structure" or anything along those lines. 4. JASS doesn't perform miracles.
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Could you explain the rationale for possibly making {Poison > Darkness, Kindle > Water, and Magic > Fire}? In the meantime, I have made two set of 5 nice diagrams which arrange the 6 elements into a hexagon and the duals/triples are represented by colored lines/triangles (dotted lines/dark boxed triangles are support towers). I hope they help with visualization. I can make more quite easily, too. The first set is arranged with the elements in order around the circle (DWFNEL). The second set is the same, but arranged for maximal symmetry (DFNLEW). Also attached below are the same diagrams in PDF format. Edit: Major errors for the symmetric diagrams have been corrected. EleTD1.pdf Ordered.png Symmetric fixed.png EleTD2.pdf
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(I hope I know what I'm talking about ) What you're saying is that the summoning center sells dummy "units", which are added to the summoning center "via Neutral Building - Add Unit-Type". And after a level 1 elemental is sold, it is immediately removed from the summoning center and the level 2 elemental is added. I was thinking you would just have dummy "research" in the manner of blacksmith/war mill/graveyard/hunters hall. And the hotkeys work for that. (I believe there would have to be a nonzero research time, but that's a small price to pay.)