Staredit Network

Staredit Network -> UMS Production -> The Avarian Chronicles Demo
Report, edit, etc...Posted by VoidArchon(MC) on 2005-01-30 at 21:46:26
QUOTE
Post some feedback on ERPG:TAC 1.1?

Lol ok, anyways i really liked the boss battle, i'm glad you changed the Queens Hive's HP, when i was helping test it...let's just say with the bosses Regeneration ability...i gave up instantly.
Report, edit, etc...Posted by ub3rn3wb on 2005-01-30 at 21:58:11
So, What will be in the next Ovarian Cancer Demo?
Report, edit, etc...Posted by Tdnfthe1 on 2005-01-30 at 22:16:25
QUOTE(Mp)3 @ Jan 30 2005, 08:40 PM)
Post some feedback on ERPG:TAC 1.1?
[right][snapback]135615[/snapback][/right]

ok I really think i dled the wrong map, becuz i dled it 3 times. And there arn't any of the things there are in your screenshots, your waterfall looks incomplete and there're glitches you said you fixed. I'm totally confused, and i cant get past the first battle at the bridge cuz it keeps glitchin.
I'll try to get a rep for u, but im too pissed to try to play the game again. Tell me if i have the wrong version? crazy.gif
Report, edit, etc...Posted by VoidArchon(MC) on 2005-01-30 at 22:55:45
QUOTE
ok I really think i dled the wrong map, becuz i dled it 3 times. And there arn't any of the things there are in your screenshots, your waterfall looks incomplete and there're glitches you said you fixed. I'm totally confused, and i cant get past the first battle at the bridge cuz it keeps glitchin.
I'll try to get a rep for u, but im too pissed to try to play the game again. Tell me if i have the wrong version? crazy.gif

I never got any glitches other then when i killed the hydra is wouldnt let me battle the last zergling (where the guards are)...so i was stuck in the game and couldn't do anything more...
Report, edit, etc...Posted by ub3rn3wb on 2005-01-30 at 23:10:58
When I like just finished off the hydra, my SC crashed for some censored.gif in reason, but anyway, its a pretty good map, other than filesize, so freaking compress your sounds dammit!
Report, edit, etc...Posted by Phyrion on 2005-01-31 at 02:47:06
Updated version is MUCH better than the last!

Some quick suggestions:
-Decrease the unit stat text, it stays there for like 30 secs it seems like and doing that for every enemy you fight just drags it out. Make it quick like 3 secs, people playing the map will get to know each unit just by playing anyway.

-This might be an engine overhaul, but why in God's name are you making the actions dependant on walking up to another character? Just make a simple choice system using siege tanks, or by making units out of the gateway. There were a few times when two characters would attack inna row, then when their turn came up again, their action was automatically selected because he was standing right next to another party member.

-Make the enemy stand still when you are attacking it, running after your enemy doesn't really add much flavor to the game, actually it's pretty annoying just clicking to chase your enemy, since it's really boring because all you are doing is just clicking mindlessly to catch up to your enemy and doing that for the length of the game will be mind numbing.

-In the intro, make it so you only fight one or two zerglings, I played for 20 minutes and didn't even reach the town, before having to quit because I had plans. The story shouldn't take that long to start. Having the guards help is a censored.gif ing awesome idea though!

-Not sure how the party HP works. I know the enemies' life is vespene, but the party's HP is a bit of mystery. So when it hits zero do they all die? Or when the hero unit dies by getting attacked it stays dead or what? That said, it seems like each char doesn't have his own hp, but what about party heal items? Explain!
Report, edit, etc...Posted by Mp)3 on 2005-01-31 at 15:34:20
QUOTE(Phyrion @ Jan 31 2005, 02:47 AM)
Updated version is MUCH better than the last!

finally. SOMEONE NOTICES.

QUOTE
Some quick suggestions:
-Decrease the unit stat text, it stays there for like 30 secs it seems like and doing that for every enemy you fight just drags it out.  Make it quick like 3 secs, people playing the map will get to know each unit just by playing anyway.

Actually a lot of them SHOULD be 3 seconds. *Puts on list of things-to-do*

QUOTE
-This might be an engine overhaul, but why in God's name are you making the actions dependant on walking up to another character?  Just make a simple choice system using siege tanks, or by making units out of the gateway.  There were a few times when two characters would attack inna row, then when their turn came up again, their action was automatically selected because he was standing right next to another party member.

Good point. Lots of people have asked me this and I finally think I should give an answer. Basically and originally, this was meant to be a 4 player game (each person commands one character) and it would develop team work. I also wanted to make it so that RPG commands are not so cliched to "MOVE YOUR CIVILIAN THIS BEACON AND GO KABOOM BLAH BLAH". I wanted to do something different. This is my solution. I'm trying to patch it AS MUCH as possible. This is probably the hardest thing about this map: effeciency.

QUOTE
-Make the enemy stand still when you are attacking it, running after your enemy doesn't really add much flavor to the game, actually it's pretty annoying just clicking to chase your enemy, since it's really boring because all you are doing is just clicking mindlessly to catch up to your enemy and doing that for the length of the game will be mind numbing.

That's true, it does get really annoying. However, as you will see in later versions, that there is a point in the game where you will level and be able to attack and kill them instantly, without the running around. I'll maybe make it just so that they don't run around "as much". Plus, it would be more boring if the enemy's position was static the ENTIRE battle.

QUOTE
-In the intro, make it so you only fight one or two zerglings, I played for 20 minutes and didn't even reach the town, before having to quit because I had plans.  The story shouldn't take that long to start.  Having the guards help is a  censored.gif ing awesome idea though!

Again, I will try to make battles shorter.

QUOTE
-Not sure how the party HP works.  I know the enemies' life is vespene, but the party's HP is a bit of mystery.  So when it hits zero do they all die?  Or when the hero unit dies by getting attacked it stays dead or what?  That said, it seems like each char doesn't have his own hp, but what about party heal items?  Explain!

Okay. Let me say this again. Minerals are your Active Character's HP. That means the one you can move around and issue a command. Each character has his/her own amount of HP, which is shown as minerals when it is that character's turn. Got it? PARTY HP simply means that "This amount of HP" is distributed evenly throughout ALL the living members of the Party. Like Mega-Potion, which gives 1000 Party HP, would give 250 HP to each character if there are 4 alive, 333 if there are 3, 500 if 2, and 1000 if only one. Understood? Yeah.

I'll make a list of bugs that I need to fix soon and post it here.
Report, edit, etc...Posted by ub3rn3wb on 2005-01-31 at 15:45:35
ranting.gif Still need to get rid of all the bugs! ranting.gif
But the map is definitely awesome, you should make the waterfall better though, use the Unknown 3 sprite, It would look really good.
Report, edit, etc...Posted by Mp)3 on 2005-01-31 at 21:26:53
[CENTER]BUG LIST

HYDRA CRASH BUG
This actually NOT a bug. I repeat this is NOT a bug. What I think
happened was that people died of Poison.
Remember, there is an ailment called Poison that removes 10 HP from each character. What happened was is that all
your characters died of poison and TA DA! Boom! Game Over. What I'll do is decrease the Damage done by poison.

MELEE ATTACKER PATROL
This is something I need to work on. Possibly, I would use the "Random Suicide
Missions" Script, but I don't know how to control that yet. So this is a work in
progress for sure.

AUTO-COMMANDS
Since all of you can't seem to think about moving your characters AWAY from
each other, I guess I'll do something like an Enter Button or something. Just so
that you know for SURE what you want to do. Jeesh.

BATTLE TIME MANAGEMENT
Now, there is this little dilemma here. First of all, too many of you complain that
the commands take too quick to show and you issue a command too quickly.
Second: BATTLES ARE WAY TOO LONG AND ARE A DRAG. Okay. I get it. I'll do
something about it. Maybe make attack time intervals, like, 10 seconds. Happy?

TERRAIN QUALITY
Here: This wasn't exactly a matter of just doing it and making it look pretty. There
was one huge, problem with this. Since I wanted to implement sound and sprites
in here, and since SCM2 AND SF will delete sounds automatically.
So, I have to use SCXE to import sounds correctly. And since SCXE won't have sprites...BLEH.
Thereto: it looks ugly. Wait for the next one to come out.

SOUND COMPRESSION/MAP TOO BIG
ALL MY MAPS ARE BIG
[/CENTER]
Report, edit, etc...Posted by Neiji on 2005-01-31 at 21:45:22
It was my birthday on Saturday, so i had to go out for dinner so i had no time for map night...can you pm me the file? plz?
Report, edit, etc...Posted by Mp)3 on 2005-02-01 at 01:16:43
QUOTE(Johnznothere78 @ Jan 31 2005, 09:45 PM)
It was my birthday on Saturday, so i had to go out for dinner so i had no time for map night...can you pm me the file? plz?
[right][snapback]136206[/snapback][/right]

It's updated on the DLDB.
Report, edit, etc...Posted by Vibrator on 2005-02-01 at 23:38:40
Wow, incredibly glitchy. The siege tank unsieged blink.gif and after battle finished it said game over and crashed disgust.gif
Report, edit, etc...Posted by Mp)3 on 2005-02-02 at 01:03:09
QUOTE(Temp @ Feb 1 2005, 11:38 PM)
Wow, incredibly glitchy. The siege tank unsieged  blink.gif

That's normal.

QUOTE
and after battle finished it said game over and crashed  disgust.gif

You just died.
Report, edit, etc...Posted by RexyRex on 2005-02-02 at 01:17:07
*Sigh*
I don't think crashing is the right way to say you lose.
Report, edit, etc...Posted by dust_core on 2005-02-02 at 07:57:38
I just had a lot of problem regarding your map.
Well, it doesn't works fine on me
Report, edit, etc...Posted by Nozomu on 2005-02-02 at 09:24:25
How incredibly helpful, dusty. Do you have any comments that might actually help Mp)3 fix the bugs instead of worry about them?
Report, edit, etc...Posted by 007Torrasque on 2005-02-06 at 14:08:38
this map is incredible, but i see that everyone is complaining about the battle lengths. but you said you will decrease the time you have to attack *007Torrasque thinks about it*
Did you realize that by doing this, that you will only INCREASE the lengths of battles, not Decrease, since you only have 10 seconds to attack, this means mopre selection, more waiting etc.etc. and player will get tired of this. My guess is that you should make the carachters have less health OR you should decrease the amount of enemies

P.s[i know you still hate me but you WANTED constructive criticsism]
Report, edit, etc...Posted by Mp)3 on 2005-02-06 at 23:15:37
QUOTE(007Torrasque @ Feb 6 2005, 02:08 PM)
this map is incredible, but i see that everyone is complaining about the battle lengths. but you said you will decrease the time you have to attack *007Torrasque thinks about it*
Did you realize that by doing this, that you will only INCREASE the lengths of battles, not Decrease, since you only have 10 seconds to attack, this means mopre selection, more waiting etc.etc. and player will get tired of this. My guess is that you should make the carachters have less health OR you should decrease the amount of enemies

P.s[i know you still hate me but you WANTED constructive criticsism]
[right][snapback]139738[/snapback][/right]

like I said. I don't hate you. You should get that by now. And thanks. For the criticism.
Report, edit, etc...Posted by Neiji on 2005-02-11 at 19:11:43
I don't like how zergling ALWAYS uses rot. It should be random...
Report, edit, etc...Posted by sckor on 2005-02-15 at 03:42:50
Nice Music.. Just the fact, that I didn't get to know how to use the system (moving a character up to another one). Why not try a gateway system? (although this would be bothering because you have to redo the whole thing again...) Or shuttle like Loony Defense. Yea, like johnnotthere said, I think it should be random.... You basically cannot escape poison..
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-15 at 04:06:52
Love this RPG, but the only thing i cant take is the time a battle takes. Everything else is very good. w00t.gif
Report, edit, etc...Posted by Fortune on 2005-02-15 at 11:27:04
QUOTE(Peazel @ Feb 15 2005, 04:06 AM)
Love this RPG, but the only thing i cant take is the time a battle takes. Everything else is very good.  w00t.gif
[right][snapback]145833[/snapback][/right]


"Patience is a virtue, but I'm all about vices."
Report, edit, etc...Posted by Mp)3 on 2005-02-15 at 20:14:27
Alright, I've made Rot random, and the battle times, I'm working on. Unfortunately, I can't really decide what to change. Either make the attack times shorter (which might risk making them even LONGER because you can't kill them) or scale down all the characters (which would make spells way way too strong). Sooo...any suggestions as to how this could be solved would help.
Report, edit, etc...Posted by sckor on 2005-02-16 at 05:16:48
spells own. Whirpool killed meta claw in one hit.
Report, edit, etc...Posted by TheOddAngel on 2005-02-16 at 13:12:48
Raise the attack of the players could lower battle time...
You should use a Dropship system for the attack,item,spell because once i had my character that kept going traped inbetween all my other characters resulting in me not being able to go... Dop ship system would be WAY better.

Keep Up The Hard Work
Next Page (3)