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Karawasa

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Everything posted by Karawasa

  1. I have had this idea for a awhile now, and finally have decided to act upon it. In my opinion, the Undead/Mechanical classifications do not have enough impact on the game. If you are on pick, chances are you will avoid the towers that interact with them (25% cost to sell). There is nothing really special about the waves, for most towers there is no difference in gameplay. I thus propose significant changes to them, as follows: Undead/Mechanical classifications will cease to have an impact on towers. That means: [*]Poison/Crypt work for all(can be renamed etc.)[/*:m:xoln7gva] Undead/Mechanical classification will become unique as fast/healing are, here is where we would need to brainstorm. I have come up with two possible ideas: [*]Mechanical creeps are slower but harder to kill. They are the "Tank," idea thrown out awhile ago. Perhaps 250 movespeed instead of 300, and X% damage reduction, X to be decided.[/*:m:xoln7gva] Thoughts?
  2. Well, Cisz introduced me to the power distribution tool. I played around with it for a little bit, and came up with results he likes. Feel free to judge, discuss, modify etc. Find it here. The idea behind it was how tower levels. For most towers, it is a factor of 5 (damage and ability). My idea was that level 3 duals should have a bigger jump, being that it is the THIRD level. So I used 7.5 for that. This allows level 3 duals to be more competitive, something we want to see. Explanation The numbers filled in represent the impact on the game that each tower has. For instance, amplified is at 1, and focused at 5. This makes sense, since the impact of the tower goes up by 5. Same logic applies to everything else. The results down below represent the power of each build. Overall, you can see that 4/5/6 element builds are somewhat balanced. You can then look at the power of each particular build. Keep in mind this is just a rough estimate of how to tweak towers. It gives us an idea of how strong a level 3 dual should be compared to a level 2 triple for instance.
  3. Karawasa

    Charge Tower

    Finally, what about a tower that requires time to charge before attacking a unit? The target unit is selected *before* charging begins, and the charge is useless if the unit moves out of range. The amount of damage is a (quadratic, maybe even cubic) function of the charge time, and the charge time is configurable by the user. Setting the time higher makes the tower more effective, but setting it too high can make the tower next to useless, as it can never actually hit a unit. Thoughts?
  4. In doing the recent changes to the creep waves for the beta, it became apparent to me that the creep order in the game could perhaps use some work. Thus, I would like to see what we can do to change around the order of creeps, so that the game is more balanced for all builds. So there is no confusion, I am not talking about attributes of the creeps, just the order. The first five levels are completely insignificant, so they will not be considered. Likewise, the Evil Child will remain at level 60, for legacy sake. Here is the list of creeps, 6-59: 6 Earth Quillboar 7 Water Toy Boat Mechanical 8 Nature Stag 9 Fire Fel Beast Heals 10 Light Wisp Fast 11 Darkness Dark Minion Undead 12 Non-Elemental Spirit of Vengence 13 Fire Succubus 14 Light Wagon Mechanical 15 Earth Kobold Digger 16 Water Sea Revenant Undead 17 Nature Furbolg Warrior Heals 18 Darkness Sludge minion 19 Non-Elemental Knight 20 Nature Giant Spider Fast 21 Earth Siege Tank Mechanical 22 Water Makura Deepseer 23 Light Ghost Undead 24 Darkness Shadow Wolf Heals 25 Fire Troll Batrider Fast 26 Nature Corrupted Treant 27 Non-Elemental Bandit 28 Fire Demolisher Mechanical 29 Water Naga 30 Earth Mountain Giant 31 Light Priest Heals 32 Non-Elemental Death Knight Undead 33 Darkness Draenei Protector 34 Nature Thunder Lizard 35 Water Albatross 36 Darkness Infernal Contraption Mechanical 37 Light Crystal Arachnid 38 Fire Fire Revenant Undead 39 Earth Dune Worm Heals 40 Light Snowy Owl 41 Earth Centaur Fast 42 Non-Elemental Battle Golem Fast 43 Nature Dark Elf Undead 44 Darkness Dreadlord 45 Fire Fel Guard 46 Water Watery Minion Heals 47 Darkness Black Drake 48 Water Admiral Fast 49 Nature Glaive Thrower Mechanical 50 Earth Giant Rat Undead 51 Light Paladin 52 Earth Harpy Rogue 53 Fire Red Dragon 54 Non-Elemental Goblin Shredder Mechanical 55 Light Archmage 56 Water Hydra 57 Nature Green Dragon 58 Fire Lava Runner 59 Darkness Doom Guard Fast Discuss!
  5. Karawasa

    Challenge titles

    Yes, I am aware of that GkJ-mo. The problem is that a title has to be created for each possible combination. There is no dynamic way to add to a user's title, it must be a set one. So, I need separate ranks for 1, 1+2, 1+3, 1+2+3 and so forth, pain in the ass.
  6. He figured out how to analyze the units without creating and removing them instantly. Used unit types instead.
  7. Kudos to MagicalHacker for figuring out the solution to this, problem solved.
  8. I'm sure there is a way to make it so they don't work on Pures/Periodic.
  9. I meant where it would go into the game. The answer, extreme mode .
  10. Randomize Spawn Monsters Events Conditions Actions For each (Integer A) from 0 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 0 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn As for the stutter, that solution wouldn't work if Chaos mode is NOT selected. I hope that once the coder converts that trigger to JASS and optimizes it, the stutter will go away or at least be reduced.
  11. Not sure what I think about that. I'd prefer to keep the AoE slows within the triples, either we can figure out what three duals should be super game making, or just stick with Cisz'z original idea. The reason I am hesitant, is that this proposed three AoE slowing duals would really be a great upheaval to the game. Not sure if people will like it, as triples have always been the preferred long term tower solution. More importantly though, I'm not sure how much more difficult it will be to balance.
  12. There is lag right after voting ends (and it displays the result), and also after the host completes the dialog boxes (clicks yes/no for extreme). This is because of Chaos mode and the game running the triggers to set the icons for the multiboard, and also for commands like -next, -this, -earth etc. These triggers used to be done at map initialization, now they are done at the mentioned times above. It should be a onetime lag, and shouldn't return.
  13. The reason for the creep classification changes was to balance everything out. Some elements had no representation in a certain classification (water/fast, nature/fast/undead), and some elements had too many. I changed around creeps, levels etc. to balance out the classifications. Here is how I did it: Heal - 1 of each element, plus extra LNW Fast - 1 of each element, plus extra DEF Mech - 1 of each element, plus 2 composite Undead - 1 of each element, plus 2 composite The changes: 13 swapped with 15, 15 made fast 35 made healing 48 made fast 58 removed undead 60 removed healing, made undead, made it a "tank," creep instead (250 movespeed and 50% damage reduction) 43 added undead 44 removed undead 30 removed undead 32 added undead 2 fast were added, no healing was added, no undead/mech were added -Ronald too easy huh? Level 60 taking all things into consideration (except armor) takes about 40 million total damage to kill (on VH). I designed Ronald level to be 90. I was originally thinking 120 would be too much, but I would be wrong.
  14. Beta 1: http://www.eletd.com/beta/FinalBeta1.w3x What to look for and test: -Chaos Mode implemented into the game. -Creep classification (and order in 1 case) changed around, this means fast/healing/mech/dead levels. -Ronald System redone completely. -Composite Armor now more significant (90%>75% damage taken from Elements). -Evil Child creeps changed to "Tank." -Elemental Towers rebalanced. -Poison/Crypt towers tweaked. *Note: Extreme Mode is unfinished. Please report on any bugs you find, balance issues you come across, and any suggestions you may have. Enjoy
  15. Karawasa

    Chaos Mode

    Quite sometime actually. I had to make 60 abilities for creep hp, had to make an array with 60 abilities in it, had to redesign and recode the voting area/host dialog boxes, and of course had to actually program chaos mode (which was pretty easy actually).
  16. If you could finish this guide, it would be perfect to put on the site .
  17. The need for this tower has ceased to exist.
  18. Karawasa

    Chaos Mode

    I finished redesigning Chaos mode last night. It makes the current mode look boring.
  19. Karawasa

    Chaos Mode

    Thanks for agreeing to lend a helping hand. I got my computer back, and tested the above things. The verdict? Chaos mode as of now is in the game as discussed above! You can look forward to it .
  20. This will be a passive ability for creeps. Creeps which have this will have a 20% chance to not take damage if it is lethal. MrChak, guess how I plan to implement this , I think you will like it.
  21. Karawasa

    Brainstorm

    You can change damage taken from different types in constants, but I don't think you can change the fact that only spell and magic attacks can hit ethereal.
  22. Remember, towers that were kept are also up for reassignment. Looking forward to the picks.
  23. Alright, I have reordered the list to convert Ice to triple status. Time Warp tower was downgraded to dual (it seemed to be the weakest "new," triple).
  24. Alright, the time has come where all the new abilities/towers have been brainstormed (except the last, potentially). Now we can decide what is game making, how to reorder the elements that makeup towers, and what names to give towers/abilities. Ain't no doubt about it, this is THE thread to pay attention to for the time being. I'll get the ball rolling by posting all the needed information. Towers Kept: Duals: [*]Magic - DF[/*:m:22n4d561] [*]Poison - DW[/*:m:22n4d561] [*]Lava - EF[/*:m:22n4d561] [*]Sun - FN[/*:m:22n4d561] [*]Steam - FW[/*:m:22n4d561] [*]Well - NW[/*:m:22n4d561] [*]Life - NL[/*:m:22n4d561] Triples: [*]Crypt - DEN[/*:m:22n4d561] [*]Enchantment - DFL[/*:m:22n4d561] [*]Summoning - DFN[/*:m:22n4d561] [*]Acid - DFW[/*:m:22n4d561] [*]Flesh Golem - ENW[/*:m:22n4d561] [*]Nova - FLN[/*:m:22n4d561] [*]Tornado - FLW[/*:m:22n4d561] [*]Ice (can be renamed of course) - ???[/*:m:22n4d561] Please note that the element makeup of the "kept," towers is also up for rearranging. New Towers: Duals: [*]Frostbite - Freezes a unit for X seconds. If that unit is attacked while frozen, it receives double damage and is unfrozen[/*:m:22n4d561] [*]Mortar - Long range AoE tower with minimum attack range[/*:m:22n4d561] [*]Hand of Life - A tower that deals more damage if the current hp% of creep is stronger[/*:m:22n4d561] [*]Berserk - Can cast Berserk, gaining attack speed and damage for X seconds[/*:m:22n4d561] [*]Spout - When this tower attacks (with X% chance), the target will be launched into the air, dealing X damage to surrounding units when it lands[/*:m:22n4d561] [*]Replicate - Creates a replica (may have X/X1/X2 replicas at one time) of targeted tower that lasts X seconds[/*:m:22n4d561] [*]Time Warp - X second after this tower attacks a creep, that creep will be teleported back to where it was when it got attacked. X% chance of firing[/*:m:22n4d561] Triples: [*]Impetus - Gives strength to attacks, causing them to deal greater damage the further away the target is[/*:m:22n4d561] [*]Stackable Release - Tower has some ability that is pretty good. Every X attacks actually "charges up," the ability and so it gets better every X attacks until you choose to use it[/*:m:22n4d561] [*]Reflection - Towers can link into each other, getting damage bonus and combining their attack into one[/*:m:22n4d561] [*]Teleport - Blink but for structures[/*:m:22n4d561] [*]Rupture - When casted on creep, will speed it up. Creep will take damage based on how fast it is moving[/*:m:22n4d561] [*]Needs Name - A line based AoE slow/DoT[/*:m:22n4d561] [*]Greed - A tower that gives gold to the player per attack, based on how much damage it does[/*:m:22n4d561] [*]Rage - Tower gains attack speed for every attack, after X seconds of not attacking it loses this bonus[/*:m:22n4d561] [*]Chain Lightning - Casts chain lightning that increases in damage every bounce (as opposed to decrease), after a few bounces it starts selecting random creeps to bounce to[/*:m:22n4d561] [*]Maledict - Curses a unit, dealing damage to it every X seconds based on how much HP it has lost (since the curse started)[/*:m:22n4d561] Names for the "new," abilities are of course in need of changing. Also, names (and stats) for new towers to host them are also in need of brainstorming. Here comes the fun part...
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