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Staredit Network -> UMS Production -> GENERALS PRODUCTION THREAD v0.6+
Report, edit, etc...Posted by Psi on 2005-07-08 at 05:56:04
Major Additions:

- Change Orders Ability. This is a free ability, that toggles your troops' spawning orders from "stay on the drop pad" to "attack towards my General." You can step on the beacon to switch it back again. To avoid technicalities, if you go inside a building, the orders are cancelled. The ability continues to work if your troops spawn on a command point instead of your base's drop pad.
- Began adding computer spawns at command points. Current count: 1 Omega and 1 Epsilon [2]. Each spawn is unique to the command point, and some command points don't spawn at all. The standard spawn I use is 6 marines, 4 zerglings. The spawned units attack towards the enemy computer's base/HQ.

Minor Addition:

- Generals' HP about doubled. It's not realistic however it makes gameplay much better.

user posted image

Here's a screenshot of the Disease General in action. His ability can be used in a variety of strategical ways.
Report, edit, etc...Posted by slayer766 on 2005-07-08 at 11:57:00
LOL. That Disease ability will be very useful when it comes to large groups of enemies. biggrin.gif
Report, edit, etc...Posted by 007Torrasque on 2005-07-08 at 12:03:13
Nice job Psi! Right now my only complaint is that the abillity could become rigged, esecially if a unit becomes "hung up" on something and makes a huge Roadblock.
Report, edit, etc...Posted by Psi on 2005-07-08 at 17:32:52
You mean if a group of units accidentally collect together on a blockage, and then the Disease General comes along and destroys them? I don't see a problem with that.

Keep in mind that the Disease General can be easily defeated with non-organic units. I will not list which units are organic, but you can see one example in the screenshot above (Goliath).

Abilities in this game are designed to be extreme, even "rigged," on purpose. It provides for a more intense gameplay where the players need to think about their opponents' capabilities and how they can counteract them to achieve victory.
Report, edit, etc...Posted by slayer766 on 2005-07-08 at 20:14:12
Yeah especially once your teamate is surrounded by enemies and then the Disease General shows up and kills all of them for you. biggrin.gif That would kind of be kill stealing but is it worth dying over. Yes. So the Disease General cannot harm a Goliath and or other mechanical unit's with it's special ability?
Report, edit, etc...Posted by 007Torrasque on 2005-07-08 at 22:48:04
Well, thats true, but, maybe you should add a feature that for a certain amount of Gas (...Which i think is Access?) You could change what General you have that could maybe counteract the abillities of some Generals..

Are the generals that are organic affected by the disease general?
Report, edit, etc...Posted by iamandragon on 2005-07-08 at 22:58:01
Where can you download version 0.6?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-07-08 at 23:41:59
He's not making a 0.6 I don't think; I think he's going to stay on course to 1.0! biggrin.gif
QUOTE(Psi)
Disease General (Defiler)'s main ability added. It's wicked sick. All organic units that the Disease General touches instantly die in a violent reaction to his inbred virus strain. But it doesn't stop there. Any organic units touching that guy who just exploded get the virus too. Then the next guy. And the next. Until they're all dead. In addition, you get paid for their deaths like any other kill
DON'T YOU EVEN THINK OF HYPERTRIGGERING THAT! ranting.gif
err.. yeah.. Basically, can you make it that it is possible to save your army from the infection by running? How fast does the infection spread? confused.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-09 at 01:07:13
How much of this map has been done already? This map has been in production for a long time tongue.gif it better get done.

Kirby he could hyper trigger that, but just add a pause like a death counter or something tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-09 at 01:51:44
Wow Psy, you still got, It's Look Sexier than ever. I Just loved the demo, So i can imagine a bit the final work.

It took long, but the quality will be here ^_^d
Report, edit, etc...Posted by Psi on 2005-07-09 at 05:52:25
Kirby- The map is hyper triggered but the disease kills only fire once every 1.5 seconds, and do not affect Generals. If you overwhelm the Disease General with a mediumish squad of troops, then a significant number of the troops will die but the Disease General will lose the battle. This is especially true with a combination of long and melee range units.
Report, edit, etc...Posted by 007Torrasque on 2005-07-09 at 09:47:03
Psi, do you want me to post a list of organic units?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-07-09 at 15:56:34
QUOTE(Psi @ Jul 9 2005, 02:52 AM)
Kirby- The map is hyper triggered but the disease kills only fire once every 1.5 seconds, and do not affect Generals.  If you overwhelm the Disease General with a mediumish squad of troops, then a significant number of the troops will die but the Disease General will lose the battle.  This is especially true with a combination of long and melee range units.

*breathes a sigh of relief
I meant as in without any restrictions to the hyper trigger. You do realize how fast a squadron of marines would die if the full extent of the hyper trigger was in effect right?

At least it doesn't damage mechanical units
*thinks about trapping the disease general between 10 goliaths
MUWAHAHAHAHAHAH.... er... whistling.gif

PS: Don't forget the main ability of the infantry general!
Report, edit, etc...Posted by Psi on 2005-07-09 at 17:02:18
QUOTE(007Torrasque @ Jul 9 2005, 08:47 AM)
Psi, do you want me to post a list of organic units?
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No. smile.gif

QUOTE(Mr.Kirbycode774 @ Jul 9 2005, 02:56 PM)
PS: Don't forget the main ability of the infantry general!
[right][snapback]258601[/snapback][/right]

Did you have something in mind?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-07-10 at 01:26:35
Oh come now, don't forget what I told you about that... You know.. how the infantry general is a great fighter. And that, although he has generic special abilities, or maybe none at all, he has upgraded NORMAL abilities, such as more efficient use of the medipack and better reinforcement skills.

You really should old thread Psi. Go to the 2nd to last page and you'll find a link to my summary of your posts; it also has my "ideas" for some of the generals, and if you look further down you will see that you agreed with my infantry general idea.

*gets the exact post*
CLICK HERE FOR A SUMMARY OF THE FIRST HALF OF 0.1-0.5!
Report, edit, etc...Posted by Stilth on 2005-07-10 at 08:18:26
When I first played version 0.2a I thought this map would be really hard, but since I've been helping you test 0.6 I've been addicted. Great map Psi, I can't wait till 1.0 so I can cannon blast you muahah
Report, edit, etc...Posted by Psi on 2005-07-10 at 22:28:36
QUOTE(Mr.Kirbycode774 @ Jul 10 2005, 12:26 AM)
Oh come now, don't forget what I told you about that... You know.. how the infantry general is a great fighter. And that, although he has generic special abilities, or maybe none at all, he has upgraded NORMAL abilities, such as more efficient use of the medipack and better reinforcement skills.

You really should old thread Psi. Go to the 2nd to last page and you'll find a link to my summary of your posts; it also has my "ideas" for some of the generals, and if you look further down you will see that you agreed with my infantry general idea.

*gets the exact post*
CLICK HERE FOR A SUMMARY OF THE FIRST HALF OF 0.1-0.5!
[right][snapback]259203[/snapback][/right]

I agree it is a good idea to give him upgraded normal abilities; in fact, I already did. He has a med-kit range boost, roughly double. However that's all I'm upgrading and I want to give him 4 unique abilities just like any other General, and a good field ability.

QUOTE(Stilth @ Jul 10 2005, 07:18 AM)
When I first played version 0.2a I thought this map would be really hard, but since I've been helping you test 0.6 I've been addicted. Great map Psi, I can't wait till 1.0 so I can cannon blast you muahah
[right][snapback]259331[/snapback][/right]

Bring it on, Stilth. lol
Report, edit, etc...Posted by 007Torrasque on 2005-07-10 at 23:00:08
Psi, is this still version 0.6? But anyways, won't the Defiler General become a little to much of a devestating unit compared to the medic general (the one who can summon Zerglings, and other zerg units)
Report, edit, etc...Posted by Psi on 2005-07-11 at 04:33:44
No, not really. I've tested him many times now and it's not as rigged as it sounds. Trust me. Maybe I should release another demo? *Ponders*
Report, edit, etc...Posted by Stilth on 2005-07-11 at 04:46:18
Mabey you should put 3 units in bunkers instead of 2 happy.gif
Report, edit, etc...Posted by Psi on 2005-07-11 at 05:03:10
Um... most the bunkers have four.
Report, edit, etc...Posted by Stilth on 2005-07-11 at 05:06:13
Well that beam cannon place only had two each ( my defiler only made two blood splashs) and im guessing not that many have 4. you should make some command points harder to take, and make the urban district not say gay when somone takes it over.
Report, edit, etc...Posted by Psi on 2005-07-14 at 17:45:56
QUOTE(Stilth @ Jul 11 2005, 04:06 AM)
Well that beam cannon place only had two each ( my defiler only made two blood splashs) and im guessing not that many have 4. you should make some command points harder to take, and make the urban district not say  censored.gif  when somone takes it over.
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- The bunkers at that command point now have 4 people each, in addition to more defenses.
- I've expanded the urban district to almost twice the size and added a new "Mercenary HQ" building which you can enter; these two additions should make it harder to take over the urban district, because while one person is taking over the mall, the other could be taking over the mercenary encampment.

------------------

Major Additions:

- In testing the game, a few of us began to get irritated that we were forced to use whatever units our level determined (EX. level 5 is forced to use SCVs, DTs, and firebats). The combinations were just ridiculous and made it hard to strategize. To correct this imbalance, I have created a "Reinforcements Selection Area." Every reinforcement unit from levels 1 to 30 have a beacon, and each player has 3 selectors. Put your selector on a unit's beacon, and IF YOU ARE THAT LEVEL OR BELOW, you will recieve that unit in your next reinforcement drop. You cannot "stack" selectors to get 2 or 3 of the same unit; you can only recieve one of that unit (there are exceptions, like zerglings, which come in pairs).
- If you're too lazy to configure your reinforcements, you can use the "auto" beacon to get whatever pathetic configurations I feel like throwing in there. wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-14 at 19:12:42
Hey Psi is the lag going to be the same for every other version of the map?
P.S. THE LAG IS HORRIBLE
Report, edit, etc...Posted by The_Shattered_moose on 2005-07-14 at 19:51:59
Really, read the thread, he clearly stated that several things had been removed in order to minimize the lag.
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