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Karawasa

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Everything posted by Karawasa

  1. We focused on the 4/5/6 element builds to the exclusion of the other ones. In different words, we really don't care about 1/2/3 element builds. This is because 1/2/3 element builds are far from optimal to use, and would prove near impossible to balance. For instance, compare a 3 element build to a 4 element build. Both have access to tier 2 triple and tier 3 dual, but one has 3 duals and 1 triple while the other has 6 duals and 4 triples...
  2. The changes in countdown timer (private beta) have yet to be fully tested. I think it will be enough to alleviate this problem.
  3. All passive abilities now have passive ability icons.
  4. Used a script to flush the style cache.
  5. Might as well inject this into the thread, what do you guys think about Magic now?
  6. You guys are right about XSM, so I'll look into it for b15.
  7. What about 6000 for XSM? Did we hit that one right on the first time too?
  8. I've decided to use your dynamic handling of events using actions instead of conditions so I can get the pause in. In place of TSA I am now trying a timer. Here is the code: library UndeadReincarnate uses PUI globals private trigger array PUI_Trigger private unit array Unit private integer Index = 0 private timer Timer = CreateTimer() endglobals //=========================================================================== private function Order takes nothing returns nothing local integer i local integer index = 0 loop exitwhen index >= Index set i = GetPlayerId(udg_CreepOwner[GetUnitUserData(Unit[index])]) call IssuePointOrder(Unit[index],"move",udg_LeakX[i],udg_LeakY[i]) set index = index + 1 endloop set Index = 0 call PauseTimer(Timer) endfunction //=========================================================================== private function Revive takes nothing returns nothing local unit u = GetTriggerUnit() if GetUnitAbilityLevel(u,'A00U') > 0 then call UnitRemoveAbility(u,'A00U') call SetUnitLifePercentBJ(u,33.33) if Index == 0 then call TimerStart(Timer, .0, false, function Order) endif set Unit[Index] = u set Index = Index + 1 endif set u = null endfunction //=========================================================================== public function Register takes unit whichUnit returns nothing local integer index = GetUnitIndex(whichUnit) if PUI_Trigger[index] != null then call DestroyTrigger(PUI_Trigger[index]) endif set PUI_Trigger[index] = CreateTrigger() call TriggerRegisterUnitStateEvent(PUI_Trigger[index], whichUnit, UNIT_STATE_LIFE, GREATER_THAN_OR_EQUAL, 0.405) call TriggerAddAction(PUI_Trigger[index],function Revive) endfunction endlibrary
  9. We could fix the problem by trying different values(710, 720, 730...) until we got it exactly right, but I imagine the difference is small enough where it wouldn't be worth the time spent.
  10. I have made more significant changes for 14b compared to previous versions. Anxious to see if it comes up.
  11. This quick release comes as a touch up for B14. Refer to above post for testing notes. Changelog: -Another shot at fixing the undead walking backwards bug -Undead reincarnation trigger optimized(like Mechanical), slight performance increase -Decay time changed from 5 flesh/5 bone to 5 flesh/0 Bone, this fixes weird cosmetic bug with units such as Stone Giant and also should increase performance -Time Warp added to Spell Bringer(Super Weapons) -Reset added to Spell Bringer(Super Weapons)
  12. For some reason triggered range values are slightly less than ones used by abilities. I've checked the code, and it is searching within a 700 range for autocast target.
  13. I have also changed the position of the ad, and I have switched the positions of "Gameplay Help" and "Game Information." What do you guys think? @holepercent: If the authors update their guides, I can update it on the site. All I would need to know is what specifically changed.
  14. There is non-visible text that can be optimized, but mostly to do with meta information(site title and description). The vast majority of optimization is focused on the content of your site(i.e. visible). How often do keywords come up, in what frequency, in relation to what other keywords etc.. Now there is something called Black Hat SEO where you purposely have text that isn't visible to anyone but crawlers and that is designed to increase your page rank. However, this is frowned up heavily and you can get penalized and even removed completely from searches for doing this(Google is smart about this). It basically is cheating if you think about it.
  15. I have spent time updating the site recently, and here is what you will notice: -There is now some space between ads and links to help prevent misclicks -Last category of ETD links renamed to "Game Information" and Creep Waves page moved there -I've added a new Gameplay Tips N' Tricks page under "Gameplay Help" -I've added a new Build Lists page under "Game Information"
  16. SEO is the reason why they are as is.
  17. I'm happy to present to you guys the fourteenth beta. There have been some bug fixes, tower balances, and important changes to interest and also random. You will all be pleased to hear that healing and fast got nerfed back to PB values. Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Also use the -start xx, and -stop(if you need to) commands. Second: The following things are no cause for concern: -Hotkeys for buying elementals don't work...zzz Third: Things to test: -Report any problems with Undead(walking backwards) if you encounter them -How do the elemental bosses feel now? -How does interest feel now? -How does random feel now? -Test Flesh Golems -Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance. Fourth: Here is the changelog: -Healing back to 1%, fast back to 350, extreme back to +100 -Interest changed to 1%, max level changed from 5 to 3 -Pure Essence max level changed from 8 to 3(this does NOT include ones given automatically) -First Tier 2 Elemental at level 25 up from 20 in AR/SR/VR -Elemental hp growth rate increased to 1.5 from 1.0 -Purchases from the Summoning Center now have hotkeys -Perhaps fixed the Undead walking backwards bug -Mirage tower autocast bug fixed -Optimized a trigger related to Mechanical creeps, slight performance improvement -Clones can now sell with other towers -Poison nerfed to 300 damage down from 333 -Hydro ability buffed to 1500 damage up from 1200 -Quark buffed to 11% and 18 levels from 8% and 25 -Quaker buffed to 25% chance up from 20%, damage to 3500 up from 3000 -Magic buffed to 375 damage up from 310 -Mushroom range buffed to 1100 up from 900 -Hail buffed back to 620 damage up from 560 -Disease buffed to 1000 damage up from 750, attack range and corpse seek range(i.e. AoE damage radius stays the same) changed to 500 down from 700 -Oblivion minions spawn every 10 seconds down from 15, last 30 seconds down from 60, and have 4000 damage up from 3000 -Orbit minimum range changed to 400 down from 500
  18. I tried to apply this to Undead as well because I did not want to have 30*8 triggers in wait for 5 seconds. I got it all working except the damn move order. Regardless of TSA(even no TSA) the move order never gets executed. library UndeadReincarnate uses PUI globals private trigger array PUI_Trigger endglobals //=========================================================================== private function Revive takes nothing returns boolean local integer id = GetPlayerId(udg_CreepOwner[GetUnitUserData(GetTriggerUnit())]) local unit u = GetTriggerUnit() //if GetUnitAbilityLevel(u,'A00U') > 0 then call UnitRemoveAbility(u,'A00U') call SetUnitLifePercentBJ(u,33.33) call TriggerSleepAction(0.1) call IssuePointOrder(u,"move",udg_LeakX[id],udg_LeakY[id]) //endif set u = null return false endfunction //=========================================================================== public function Register takes unit whichUnit returns nothing local integer index = GetUnitIndex(whichUnit) if PUI_Trigger[index] != null then call DestroyTrigger(PUI_Trigger[index]) endif set PUI_Trigger[index] = CreateTrigger() call TriggerRegisterUnitStateEvent(PUI_Trigger[index], whichUnit, UNIT_STATE_LIFE, GREATER_THAN_OR_EQUAL, 0.405) call TriggerAddCondition(PUI_Trigger[index], Condition(function Revive)) endfunction endlibrary
  19. That is exactly the kind of thing I was hoping to do with registering Undead/Mechanical. Thanks again for your help.
  20. Which is why I have decided for them.
  21. Hello rodead, I explored your site and you guys have indeed set up a nice little Warcraft 3 community. I would be happy to affiliate. Link: http://www.eletd.com Icon: http://www.eletd.com/images/eletdaffiliate.gif I appreciate the request, and hope this helps the both of us.
  22. Interest should be an equal thing to get, and I am getting a negative feeling towards it. Back in the 3.0 development days, I increased interest from 0.5% to 0.75%. Perhaps it is now time to increase interest yet again to 1%? Obviously when you get interest you are not getting an element, so it should be beneficial enough to outweigh this loss. Now we don't want interest to be too strong such that you can just max them out on pick and auto-win. If we increase it to 1% we may be in danger of this. I was thinking that it should be capped at 3 in pick, just like elements are. As for the random topic on hand... I would first like to note that essences are possible to get but have no hard cap. What it requires is having tier 3 of the element(level 40 at the earliest), then the next time you would random that element you get an essence instead. We certainly could put a cap of 1, but you have about a 6% chance to random two essences in a game, and <1% to get 3. I think it is probably fine as is. Interest is already capped at 2, and I also think this is fine(what interest gives is another issue). First tier 3 elemental is already at level 40, so this is a moot point. Now the topic of first tier 2 elemental has been going on for quite awhile now. I believe it was originally argued to be changed to 25 because of difficulty in killing the boss. My counter has been to play with the hp growth rate of bosses instead, and avoid changing it to level 25 because of element distributions. I was afraid of having the 6 element build become too frequent in random. If the tier 2 introduction is raised to 25, that is 4 chances to get 4 different elements. Experience and reports have shown though that the flipside to preventing this is having more randOOmed builds. With interest and a level 20 introduction, it is very possible to be stuck with only 2-3 elements until you die. Also the bosses have had to be nerfed in order to make level 20 tier 2 somewhat manageable. This has disappointed me because later on the bosses become a joke to kill. After considering all of the above, I am actually leaning towards making tier 2 start at level 25 instead of 20. I'd like to gather some more opinions on this though.
  23. Earth's splash damage did not actually get nerfed that much. Earth splash used to be: -200 full damage -275 half damage -350 10% damage and now is: -150 full damage -300 half damage i.e. it was never 350 AoE for full damage. That belief comes from the misleading way I wrote the information in the tooltips.
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