Jump to content
EleTD.com

Karawasa

Administrators
  • Content Count

    3,886
  • Joined

  • Last visited

Everything posted by Karawasa

  1. Karawasa

    Fast Creeps

    Right now these creeps double their speed for one second, every three seconds. That is equivalent to a 33% increase in speed. I was thinking of making it triple speed instead. They do seem like the easiest creeps to kill. Thoughts?
  2. Blocking means a player can't receive anymore creeps while in effect.
  3. 1. Mineral is earned by having creeps out. Every second you would get x mineral for each creep you have out. As game progresses the interval can decrease. Say by 0.1 every 10 minutes. Cap of 0.5 second interval.2. Creeps can be sent in waves of 5/10/15/30/45/60.3. Creep blocking is like this, with first number creep amount. 60 - 30 seconds blocking, 45 - 22.5 seconds blocking, 30 - 15 seconds blocking, 15 - 7.5 seconds blocking, 10 - 5 seconds blocking, 5 - 2.5 seconds blocking.4. You start off with 7 creeps. One of each armor type.5. When you send 150/750/3750 creeps of a certain armor you gain levels 1, 2, and 3 in that element respectively. You also get the same level of tier for the creeps.6. When you send 300/1500/7500 creeps in general, you gain access to tiers 1, 2, and 3 respectively of composite armor creeps.7. You start out with no special creeps. Tier 1 gives you fast, image, undead, tier 2 gives you healing and mechanical, and tier 3 gives you boss. This is cumulative, so at Tier 3 you have all six.8. When a player leaks, they lose a life. The sending player gains a life. The leaked creep is sent to the sending player. If he leaks it, it is sent back to the leaking player. It goes back and forth like this until it dies.9. When a player dies, the sender of the killing creep gets a pure bonus. The pure works like you think. A cap of 3.10. You can choose who to send creeps to. This is a FFA game. There is no fog of war.11. When you gain level 3 of an element or level 1 of all six, then you receive a pure for free.12. You can't have more than 11 "summons" for elements. Creeps you send after 11 selections do not unlock new tiers or levels.13. You can't send creeps to a player if they have more than 30 creeps out.14. Bounty for killed creeps is equal to their income per interval amount.15. Players start with 50 minerals. There are no other modes (they only appear in solo and classic games).
  4. Karawasa

    Short Questions

    Essence Cap = Supply Limit. Pure Towers and Periodic Tower use one supply. You are able to purchase it twice. Game gives two for free. Therefore, max is 4.
  5. It has been reported that the first 30 levels seem too easy. It has also been reported that the last 30 levels seem too hard. Does anyone else feel this way? Does anyone have different thoughts about the HP growth?
  6. Pretty simple topic. Do you guys feel that the 900 you start off with in Short Mode is enough? I'm mainly asking this to the Very Hard players. The idea was to prevent double dual at the start. Was that wise?
  7. Part of this may have to do with the Steam Tower. If you get a chance to try it with some other tower I'd be curious to hear what happened. But, you're also saying FPS dropped overtime so clearly something to do with the fruits too. I will look into it.
  8. See we use a custom tileset (picked the 8 tiles separately). So, I don't think this is an option. But, I will check it out anyway. Edit: Yup, we are out of luck. What we did was take one tileset and replace the paths for each tile. You can only use one tileset. So we are stuck at 8 tiles. Maybe something can be done with doodad or something but I don't know at the moment.
  9. Need more detail. It's a flat 50% damage reduction and we don't use fractional damage anymore. Maybe you are overkilling? Any other Very Hard players notice this?
  10. Oh, I wasn't aware that was possible. So it doesn't count as an additional tile?
  11. Unfortunately, that idea won't work (unless completely remake the scoreboard). So, how about a "-next" command?
  12. There isn't any animation for you? I'm getting a flame like explosion on tower itself and flame like burst on creeps hit. Can you take screenshot of it attacking? Note, animations only play when attacking. Also note, icon on bottom right does not reflect that is correct (should fix this).
  13. ??? Edit: Tried with Amplified Earth too, same result.
  14. No, I mean we are limited to 8 and already using 8.
  15. I fixed area 2. We are out of tiles so that is not possible for area 4.
  16. Changelog: -Added a 6 second timeout to host selection (dialog menu) -Players who quit will now have their name changed to "Quit" -Lowered water level of area 2 (Blue) -Slightly lowered water level of area 6 (orange) -Made mouseover of difficulty selection more informative -Fixed weapon icon for Magnify (DF), Quark (EL), and Laser (DEL) -Buffed Ice Tower (LW) to 25 damage up from 20
  17. Did they all die at once around 500 kills?
  18. There isn't a whole lot of room left. Can't go fractional damage as we already figured out. Lowest attack speed already given (there are only 4 we ever use). Only thing left would be to reduce it to 8 range from 10. Thoughts?
  19. I noticed the water level in the 2nd area is a bit high. Going to see if I can lower it.
  20. Karawasa

    Laser Tower

    I am fully aware that Laser Tower has one of the cooler graphics in the game. So, we will keep the concept of launching fighters. However, as it stands now Laser Tower functions like a normal tower. All the fighters attack the same creep, so this plays out the same as say Nature Tower. I'm starting this thread because I am looking for ways to make Laser Tower more interesting in terms of functionality. Please make sure your ideas keep the basic concept of launching fighters intact. To start off, here is one idea I had. Make the fighters spread out damage. In other words, if there are 5 creeps around then 1 fighter per creep. If 1 creep then 5 fighters on it.
  21. Indeed, it does. There is a timeout for players but not for host. I will implement it though.
  22. Karawasa

    Mouseover Icons

    Good point. I remember that too now (used to love that map).
  23. Actually difficulty does a few different things. It affects creep HP as mentioned, it affects creeps "armor" (% damage reduction), and it affects the base for bounty (higher difficulty = more mineral). I could change the mouseover text, though I kind of like the current flavor text. Alternative would be mouseover of; (For Very Hard) 100% creep HP, 50% damage reduction, 1.1 bounty base
×
×
  • Create New...