ok, ok i get it 131ue, and by the way, i think my mom got me a sound recorder for me for my b-day, so i might be able to do voice acting(might, ill get back to you on that). and 131ue, let death back on the team , maybe we could split the triggers, he do first half, i do second, giving me time to get AIM9(which i tried to get it, but im not "old" enough, so ill just lie). And shouldnt the triggers be done after all the maps, terrains and units are done?
Alright sry about that. Im just getting impatient. You can be still on the team. How soon can you get me those files, becuz Ive made about another 5 maps after i sent you the files lol. @beantony- I like the idea. Mastering system to move up. As far as skillwise, I'm trying to figure out how to implant vex's spellbook system. If I can't I'll just add more units that are invisible for skill system. Ex: Use a skill called skill book, the control goes to the skill book unit, invisible flying unit. Press again, it goes on to the next one etc. That can get little screwed up. So i really have to figure out vex's system since 5 skills for one hero will be limited.
Heres the updated types. These are the official classes as well. All units will be one of these classes. (All classes start out as noobs, advance to first class at lvl 10, second class at lvl 25 and able to do the final class at lvl 60)
*Fighter - Barbarian - Chaos Barbarian *Fighter - Barbarian - Blademaster *Fighter - Warrior - Elite Warrior *Fighter - Knight - Knight Templar *Fighter - Knight - Defender *Rogue - Hunter - Assasin *Rogue - Hunter - Thief *Rogue - Archer - Elite Archer (Dwarves will not use bows, but guns instead.) *Rogue - Archer - Sharpshooter (Dwarves will not use bows, but guns instead.) *Rogue - Archer - Ranger (Only availuable for night elves) *Acolyte - Mage - Sage *Acolyte - Mage - Healer *Acolyte - Mage - Summoner *Druid - Master Druid (For the horde, this maybe shamans) *Warlock - Master Warlock (Only availuable for undead and demons)
Finnally it looks like this project starts to roll again of course i made the arrow for the compass but where to send it now, so you can look at it and see if it is what you wanted in the first place
Oh yeah of course i forget to mention that i´m now called RH.Vol
131ueDragonAlright sry about that. Im just getting impatient. You can be still on the team. How soon can you get me those files, becuz Ive made about another 5 maps after i sent you the files lol.
5 maps? wow, quite fast
131ueDragonMastering system to move up. As far as skillwise, I'm trying to figure out how to implant vex's spellbook system. If I can't I'll just add more units that are invisible for skill system. Ex: Use a skill called skill book, the control goes to the skill book unit, invisible flying unit. Press again, it goes on to the next one etc. That can get little screwed up. So i really have to figure out vex's system since 5 skills for one hero will be limited.
do you know an item ability called 'spellbook' ability? Change it to hero skill.
example: spellbook skill lv1 contains: +Skill A - lv1 spellbook skill lv2 contains: +Skill A - lv2 +Skill B - lv1 spellbook skill lv3 contains: +skill A - lv2 +skill B - lv2 +skill C - lv1
you may put more than one spellbook ability to unit, just make sure not to put same spellbook ability with same "Base Order ID" at a single unit.
131ueDragonHeres the updated types. These are the official classes as well. All units will be one of these classes. (All classes start out as noobs, advance to first class at lvl 10, second class at lvl 25 and able to do the final class at lvl 60)
*Fighter - Barbarian - Chaos Barbarian *Fighter - Barbarian - Blademaster *Fighter - Warrior - Elite Warrior *Fighter - Knight - Knight Templar *Fighter - Knight - Defender *Rogue - Hunter - Assasin *Rogue - Hunter - Thief *Rogue - Archer - Elite Archer (Dwarves will not use bows, but guns instead.) *Rogue - Archer - Sharpshooter (Dwarves will not use bows, but guns instead.) *Rogue - Archer - Ranger (Only availuable for night elves) *Acolyte - Mage - Sage *Acolyte - Mage - Healer *Acolyte - Mage - Summoner *Druid - Master Druid (For the horde, this maybe shamans) *Warlock - Master Warlock (Only availuable for undead and demons)
Quite a number of classes you have there. Be sure to have tons of ability ideas, Blue In wc3 wow, I had a problem with abilities, even there were only 9 classes. or the 2nd choice, reduce the classes a little. just a suggestion from me
kk, i was correct about my present, it is a sound recorder(a very nice one too), but if possible, could someone give me a link to a sound editor if there is one? And 131ue, we need a game oplan so we can get this on a role
Step one - Click on Start Step two - Move your mouse to highlight All Programs Step three - highlight Accessories Step Four - highlight Entertainment Step five - click on sound recorder
Hmmmmm spellbook seems interesting I'll mess around with it.
@Beantony: Some races will not support some classes. Ex: Humans will not support druids. Besides to begin with we'll have basic ones first, and add them gradually. Also you thought the 5 maps created was quite quick heres why. I was playing wc wow couple of days ago. And then I went, 'hmmm the maps take an awful long time to load, hard to move back and forth.' So my maps are significantly smaller, broken up into smaller parts. Some large regions and cities may contain up to about 4 maps, reducing the loading time and allowing more free movements between maps without staring at a loading screen. Thx for your ideas. You are great.
@Development Team: Lets get this thing moving. Anyone really good at hosting webpages? becuz I am not. We need some sort of free hosting pages that will allow us to give downloads and stuff, but has to be kept private from other people download wise. This makes it much easier then trying to find times for the online timing to transfer data. If anyone can figure it out so we can upload stuff, itd be great. Thx
Currently I am reworking on the *Daelon Dreaded Swamps *Stromgoth *Underground Mines
Once I get to a certain point, I'll start the cities for the undead. Thx
Interesting... I was messing around with the spell book. Is there a way to change the levels of the spells them selves? It looks like I cant just make the skill inside increase, I have to update the skillbook level, and have all sorts of different levels to make the inside skills different too. Thx -Blue
*EDIT: Found a second error thing or possibly answering my previous one. Spellbook, even if changed to hero skills cannot use hero skills, only unit and item skills. Thx for the idea anyways
*EDIT EDIT: (lol) I found a flaw in my own system. In order for the skill books to fly around, I need to make it through trigger for the bag to follow the unit every x seconds. Well that also stops the unit from casting an ability. You could be in the middle of casting, and the trigger tells the skillbook to move toward ur hero, causing the skill to be stopped, but still losing your mana. I really need to figure out Vex's System. Thx -Blue
Here are the skill ideas for the first availuable hero, the Human Warrior.
Human Warrior:
1. Mark of a Master: When an enemy comes near the hero, it will recognize the hero's strength, and its willingness to fight will decrease, lowering the attack damage. (Some sort of aura, I dont know what yet.)
2. Quick Reflexes: The hero is able to move faster than many who are near. Once an enemy comes near the hero, the warrior's fast speed makes that of the enemie's look slow. (Some sort of endurance aura to slow down movement and attack rates to enemies near by)
3. Evasion: Lets the hero evade incoming attacks. (This will have to be activated, not the plain old evasion where it dodges by itself.)
4. Fist of Fury: The hero punches an enemy with all his might, throwing the unit back and stunning it for a short amount of time. (Modifed Storm Bolt and custom triggers...)
5. Mirror Illusion: The hero moves so fast that it creates an illusion that there are multiples of him, confusing the enemy. (Modified Mirror Image)
6. ???? (Need a name): The hero moved quickly out of an enemie's reach. (Modified Blink)
7. Deadly Blow: Able to deal heavy damage (critical strike)
8. Battle Cry: (Deciding whether to increase ur ability to fight, or decrease the enemie's. Modified Roar)
9. Increased Health: Increased health regenaration rate.
10. ????? (Need a name): Increased attack speed. (Glove of haste)
131ueDragonHmmmmm spellbook seems interesting I'll mess around with it.
@Beantony: Some races will not support some classes. Ex: Humans will not support druids. Besides to begin with we'll have basic ones first, and add them gradually. Also you thought the 5 maps created was quite quick heres why. I was playing wc wow couple of days ago. And then I went, 'hmmm the maps take an awful long time to load, hard to move back and forth.' So my maps are significantly smaller, broken up into smaller parts. Some large regions and cities may contain up to about 4 maps, reducing the loading time and allowing more free movements between maps without staring at a loading screen. Thx for your ideas. You are great.
-Blue
Yeah, I figured it out. To reduce the loading time, make sure don't put to many object data on the campaign editor.
I created a singlemap unit (example: NPC A, B, n C just for map A) in campaign editor because I think it's faster to make unit using the campaign editor (When WE doesn't load any map). But everytime you load a map in war3, wc3 exe will load all the object data from campaign object data, which if you put too many custom units and abilities, would make your loading time longer.
My advice: - Don't put map-specific unit data on campaign object editor. - Epic size map isn't really a problem for war3. Try to load an empty epic-sized map and small-sized map, compare the loading time, the differece still can be tolerated, I think. - forgot to tell you, don't put passive abilities on spellbook ability