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Post by Perhaps on Oct 2, 2008 13:51:29 GMT -5
I've noticed that upgrade building has more than 12 upgrades which means people have to have an upgrade in progress to be able to access another.
Obviously an easy fix which is add more upgrade buildings so that all upgrades can be displayed at once. And of course a cleaner solution, stackable buildings with no model applied. Where the first one has a model and free abilities/item purchases/unit purchases (which ever you prefer) as triggers to change selection to the modeless buildings behind the first.
While I'm yabbering on about upgrades, I'd like to suggest a magic defense upgrade. Unless it's already there and it's stuffed behind like other spells are, then doing the above would satisfy this suggestion.
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Post by Burning Rose on Oct 2, 2008 17:49:19 GMT -5
Actually there are only twelve upgrades. They move around after you select one, however, because one has to move to make way for the Cancel Button on the command card.
When you say magic defense, do you mean give caster creeps armor, or make creeps take less from spells? If it's spells, well, none of the creeps have damaging spells and Anti-Hero upgrades aren't much of the point.
However, on the subject of Anti-Hero Creeps, I have been looking into a replacement for the War Machine. If you can come up with a good way of dealing with Heroes for a creep (Other than just, "Deals extra damage to heroes"), that would be fantastic (Anyone who has an idea, feel free to suggest it). Keep in mind though that Creeps won't automatically attack heroes over other creeps, and that the replacement should be a melee creep.
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Post by Perhaps on Oct 2, 2008 18:56:24 GMT -5
I mean army units recieving less from magic damge. I really wouldn't consider it as "anti-hero" though. Anything can be pretty much taken as anti-hero. Armor upgrades reducing physical, I know the map has at least one summon hero, and all heroes tend to attack. Higher range/attack speed/greater damage etc, well those will cause a hero to take more damage when attacked by them. I just find it would be more fair to offer both a physical reduction upgrade and magical damage reduction upgrade, since magical classes already tend to have the upper hand on physical oriented via superior farming.
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Post by Burning Rose on Oct 2, 2008 19:21:45 GMT -5
Yes, but the physical oriented are more benefitted from Items.
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Post by Perhaps on Oct 2, 2008 21:25:13 GMT -5
Not summoning classes like the captain dude and the necro guy. You could also make it so magical classes benifit from items too like EotA does, "blah does 100 + 2 * (int) and bounces .1 * (agility) times onto other targets for the same damage.
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Post by Burning Rose on Oct 2, 2008 22:54:52 GMT -5
Yes, but that would require me to code every last ability entirely with JASS, and there are somethings you just can't do with that (I'm looking at you, attack detection!). However I have been experimenting with Items for Summoner heroes as you're right, they are lacking, and there's a lot of summoning in this map.
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Post by perhaps on Oct 14, 2008 2:13:43 GMT -5
I'm really not sure what you mean you need to make every ability in JASS for that. Why not GUI? I'd also like to point out that Arcanist's innate's potential damage is affected by max mana.
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Post by Burning Rose on Oct 14, 2008 18:05:46 GMT -5
Well, GUI or JASS, It's still a bitch.
And yeah, she is... But then, she also gets almost no benefit from anything besides mana.
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