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Staredit Network -> UMS Showcase -> Special Operatives vAlpha_107
Report, edit, etc...Posted by 007Torrasque on 2004-12-27 at 12:35:10
unfotuantly though i dont respawn, i get deafeat

and i played 101 special ops
Report, edit, etc...Posted by BeeR_KeG on 2004-12-27 at 12:35:35
Damn, I thought since elapsed time aws in secaonds that wait was in seconds since it really didn't say anything that it was in seconds.
lemme make Alpha_102 and you'll see how good the map is coming out.
Report, edit, etc...Posted by 007Torrasque on 2004-12-27 at 12:38:38
meh, i liked the map anyway =P
Report, edit, etc...Posted by BeeR_KeG on 2004-12-27 at 12:47:00
Alright here it is Alpha_102
The Countdown timer bug is fixed and now the map should be fully playable.
The expansion colony has issued with more units.

I suggest you use all 5 players if you want to play this.
Report, edit, etc...Posted by .Coko[CK] on 2004-12-27 at 13:18:13
Why does hte map look like a giant LotR Helm's Deep or AotR kind of game with two giant sides, and some little "ultra" units who can do "ultra" spells and kill lots...
Report, edit, etc...Posted by BeeR_KeG on 2004-12-27 at 13:51:42
Mainly because it is one but with more of a storyline to it. The storyline changes as you finish/fail some objectives.
If you do succesfully finish some objectives then in the later objectib=ves you get better prizes. If you fail the objectives then you'll get less and less money in the later objectives.

That is a true RPG, the ones where the storyline changes depending on your actions.

I wanted to do the AOTR/RPG style because I've never seen a map which blends the two. Also I wanted to test my Random System wher every time you play the map will be unique and different. I wanted it so that the player can see many big events and he can notice that the map is different every time he/she plays it.
Report, edit, etc...Posted by PwnPirate on 2004-12-27 at 18:07:59
Will your random missions have random characters?
or just the terrain change?
Report, edit, etc...Posted by greenreaper on 2004-12-27 at 18:47:57
Well, this isn't really a bug; just screenshots of overcrowded areas of enemy units(hot spots). I don't think 5 players can defeat ALL those units biggrin.gif
Report, edit, etc...Posted by Moogle on 2004-12-27 at 21:52:39
Roadblock, in a middle map. May need fix that issue by killing off some spawns till later on in map. Like if player hits a point spawns go off i guess.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-28 at 09:36:05
Is that version you guys playing Alpha_102?

It seems like the terrans(your allied comp), doesn't attack the zerg and the zerg don't attack the terran is this true?

Because I left the aliance things for last and seemed never to do them.

BTW: From now on please post screenshots. It's not obligatory but greenreapers screenshots did help alot.
Report, edit, etc...Posted by KaboomHahahein on 2004-12-28 at 10:50:52
Thats probably the older version because back then the 2 computers would not attack each other. And you fixed the spawn so it probably wont overcrowd again.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-28 at 12:20:35
Aight, since most people are testing with older versions and stuff here is my testing requirements!
You msut read this before submitting a bug.

- You must be using the most recent version of the map. you can find it in the first post.
- Please be very specific about the problem. Don't just say that this happened, say that this happened because this (insert cause)
- Screenshots will aid me much more

There are more guidelines than rules but if you follow these 3 guidelines I'll be fixing bugs much more efficiently.
Report, edit, etc...Posted by 007Torrasque on 2004-12-28 at 12:48:16
and in the screen with hydras and tanks the tanks and vulturs dont attack. these pictures are showing the massive overloads
Report, edit, etc...Posted by BeeR_KeG on 2004-12-28 at 13:04:55
What version are you using?
Report, edit, etc...Posted by 007Torrasque on 2004-12-28 at 13:06:52
version 102
Report, edit, etc...Posted by .Coko[CK] on 2004-12-28 at 13:15:35
Beer, make sure to remove all old updates and just have the current one and really make sure people update tongue.gif . What number are we on now anyway?
Report, edit, etc...Posted by BeeR_KeG on 2004-12-28 at 13:20:24
This is the release of vAlpha_103
Coko lol, you posted just when I was about to release 103. I have removed all the old updates.

vAlpha_103
- Fixed alliance status
- Now all P7 units will move/attack toward the Overmind
*Warning* Some Siege Tanks Siege Mode may un-siege and attack with the rest of the units. I intend on fixing this in a future version.
Report, edit, etc...Posted by 007Torrasque on 2004-12-28 at 13:22:19
yay, the units attack now, but unfortunatly thge map IS REALLY OVERloaded still
Report, edit, etc...Posted by BeeR_KeG on 2004-12-28 at 13:25:30
That will be a hard problem to fix, but I'll surely fix it before 105
Remember: if your map is overloaded you might be playing solo. Overloading bugs/issues should be tested with full house.(5 players).

If it still consists even thought there are 5 human players I'll do one of these.
- Make less units spawn at every time interval
- Make the time interval longer

I won't modify unit HP/attack since that will require some major modifications to the terrain since if I do modify unit HP/attack it won't be by 5HP it will be like 50%.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-29 at 09:42:56
vAlpha_104 released
This is the biggest version yet.

Also I'll be making a log of all version with changes and dates, it will be located in the first post and along with every new update will have it's log posted.

I posted the whole log this time because it is the first time i'll use it and so you dont have to go back to the first post but next times it will only include that evrsion.

QUOTE
Alpha_100 12/27/04
- Has all features except Random Events.

Alpha_101 12/27/04
- Fixed Alliance Status between Force 1 and Force 2.

Alpha_102 12/27/04
- Added more Pre-set Units to Expansion.
- Fixed Alliance status between Force 2 and Force 3.

Alpha_103 12/28/04
- Changed P7 AIScript so that all units created at buildings would attack.
- Fixed the "millisecond" to 'second" issue making units always appear.

Aplha_104 12/29/04
- Changed spawn time from 2 minutes to 5 minutes to reduce excess units
  which caused a major blockade.
- Completely fixed the Alliance status.
- Fixed Victory/Defeat Triggers.
- Fixed the Briefing Time.
- Changed Revive Location.
- Created half the triggers for the Random Times.
- Changed some of the owners of triggers to make them run more efficiently.
- Minor Terrain Modifications.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-29 at 09:57:20
Wow.... I didn't liked it soo much...

---------------------------------------------------------------
-The brief is too fast...
-There is hell'va lot of Unplacable unit at the start
-The unit color is sucky...
-were 2 in the game and we got killed in 3 minutes...
---------------------------------------------------------------
Report, edit, etc...Posted by BeeR_KeG on 2004-12-29 at 11:49:40
What version did you use?
It is supposed to be a 5 player game not 2.

QUOTE
Wait(90000);

Is 1:30 minutes too fast?

Unit color stays like that during the Alpha but I'll change it in Beta

Now people tell me about unplaceable units. Which unit appear as unplaceable?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-29 at 11:54:12
The newest Version: 1.04
And I told that we were only 2 in the game...
And yea the briefing goes too fast...
Many Unplaceable Units..
Report, edit, etc...Posted by BeeR_KeG on 2004-12-29 at 12:16:57
This is now a requirement for the bug report. You have to say which version are you using if not, I will ignore your report.

I made the briefing last 3:00 and changed most of the unplaceable units.

Once you play with more players, I finish balancing up the game and release the full version you'll like the map.
Alphas are for testing and fixing bugs not for fun.

Alpha_105 12/29/04
- Fixed some unplaceable Units.
- Made Briefing longer.
Report, edit, etc...Posted by Moogle on 2004-12-29 at 12:38:08
I just got filename is to long invaild crap =/
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