| 05-16-2005, 03:17 PM | #1681 |
make your own creeps in your own map, then I'll copy them ;P |
| 05-16-2005, 03:23 PM | #1682 |
Guest | Cool, I'm gonna make a creep tester map: It will have different heros that you can choose to play, and commands to spawn the creeps I am testing and commands to level the hero up. I'm probably going to have it so you could kill a creep 2 lvls above your hero (using spells) and just be able to kill it? (It's like that in WoW.) Should I make Mulgore and Durotar creeps right now? I'm gonna make the appropriate creeps only attack when you attack. (Example: Mottled Boars in VoT aren't openly hostile, but Vile Familiars attack if you get too close.) |
| 05-16-2005, 03:43 PM | #1683 |
-.- Mulgore and Durotar creeps level is enough... I just need you to make a standard of unit for each unit's level. example: unit lv 2, for normal attack-type unit, damage 2-8, life 100-200, defense 1-3, etc... for pierce attack-type unit, damage 3-11, life 80-160, defense 0-2, etc... unit lv 3.. blabla, make about 4-5 variaties for each attack-type per unit level :P I'll use them as a base for making creeps. Oh yes, there's no lv1 creeps ^^ |
| 05-16-2005, 03:54 PM | #1684 |
Guest | Okay. Should I still make a map with the creeps or put them in a list like you did for that last post? Btw, Use Outland Tileset for Durotar. Geez, I'm testing by making lvl 2 creeps (with a warrior and a priest) and the lvl 2 creep barely takes a chunk out of the warrior, but almost kills the priest. I'm gonna have to balance the Heros too. Is that okay? I'm gonna make them all have the same starting health and damage like in WoW, and the player can allocate the stats accordingly (for more customizability) (Strength - More hit points and dmg, etc.) Dang, Everything has to be rebalanced for my more WoW-like balancing (even spells). Here is my map with lvl 2 - 5 creeps. Please tell me what to fix. You will have to use my rebalanced Warrior and Priest (with no spells) in the map to test it. I don't know how spells will effect the balancing (the spells will probably have to be rebalanced). |
| 05-17-2005, 02:30 AM | #1685 |
-.-' fets, please don't touch the heroes... I've set the some starting status equal for each races and for each classes. Same goes with the spell, because I can't just copy the spell data to the campaign. The triggers somehow are conneted to spell's id -.- anyway, I'll see your creeps today, not now - later :P @All: I'm starting Theramore terrain now. This place will be the main town for human, gnome, and dwarf for the kalimdor release. |
| 05-17-2005, 01:23 PM | #1686 |
Guest | I know, I'll base my first 5 levels off of enemies from Mulgore and Durotar, and then just expand on that and get the rest of the levels. Next Version (has it based off of your Mulgore and Durotar creeps): |
| 05-17-2005, 02:25 PM | #1687 | |
Guest | Quote:
Ah, so you finished Thunderbluff already? ^_^ |
| 05-17-2005, 02:28 PM | #1688 |
Guest | nice pics of mulgore. Soon, in a few days i get WoW (proparly), so i can give you advices for mulgore, ok? Well, you did a good job everybody with making this and i think you all really must be rewarded with an award ore something. Nazghul_Master ;) :) |
| 05-17-2005, 04:09 PM | #1689 | |
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| 05-17-2005, 05:09 PM | #1690 |
NAZ COOL! Join to Argent Dawn (RP) and ye can get into my guild ^^ HORDE! I am Darkoll (Wolfgrim) and my guild is Sons of Gul'dan. As the name says, its like the good old demonic horde, not shamanistic bunch of crapbags >=D I and my friend Ogroth (the Raider) are leading the guild equally. |
| 05-17-2005, 11:26 PM | #1691 |
Guest | Beantony: I think that you should have the trainers in the starting area sell basic spells/attacks (maybe up to (hero) lvl 12 abilities). Bugs: Whenever I load a game (using your saving system) my hero dies (now I use standard WarIII saving). You cannot change your class after you select a class. Seer- I think I might have my Tauren Hunter (once I get WoW) in your guild. "Bunch of shamanistic crapbags" lol! |
| 05-18-2005, 03:13 AM | #1692 | |||
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now, you may not change your class after you select a class. Only "novice" may choose a class. In the starting area, you should find all available classes trainer for the race's available classes. |
| 05-18-2005, 01:28 PM | #1693 |
Guest | Okay. The only problem with warIII saving is that it won't save the spells that you have bought until you get the the main city. Then all the spells apear in your spellbook. |
| 05-18-2005, 03:47 PM | #1694 |
so, the save is still needed then... I'll fix the save bug rightaway. anyway, I need suggestion for this: the human-gnome-dwarf maintown in this kalimdor version is Theramore Island. The problem is... their starting area. Any ideas? My idea for their starting town is "Northwatch Hold" in border area between barrens and dustwallow marsh. (This means, I have to set the northern area of Dustwallow with low-level creeps.) Mu current task: - Debugging trigger - Retouching mulgore |
| 05-18-2005, 05:47 PM | #1695 |
I'm back!!! I'l post 1000 Needles on friday or saturday, btw you updated the demo?? Awsome, could you link me? |
