| 07-18-2002, 01:25 AM | #1 |
Guest | hey guys, just an announcement: i managed to create a full 5th race! Triggers, for the most part, are finished, and all units have been added. Unit training, building, tech tree, and triggers all work properly. I intend to release a protected (if popular demand is really THAT great i'll release the added code) version of lost temple with the plug in that you guys can test. the beta period will run until i get like a 75% approval in terms of balance. Here are some hints into the plug-in's specifics: -17 different units split across 7 different unit types -8 super powerful, high damage, high HP, one-time "Guardian" class heroes each possessing up to 3 spells. -A simple, linear "Terran-like" tech tree composing of 10 buildings -Fight with your own army of powerful pandas! -NO upgrades or researches required! -Ability to choose to play as the creep race during an allocated "grace period"! issues to be addressed in beta: -unit and building gold / lumber costs -unit and building stats -unit and building build times -a few bugs related to building placement |
| 07-18-2002, 01:40 AM | #2 |
Sounds cool...I'll look foward to it :) |
| 07-18-2002, 02:39 AM | #3 |
Guest | I'd love to help test this! I was working on a similar concept before I got lazy. Very easy to do, though balance could be pretty difficult. I had an interesting premise, going with an INCREDIBLY fast expansion race, with poor mining abilities (so basically, you would need to spread everywhere and instead of bases, the concept would encourage small camps). All units were going to have an innate pillage ability, which would help offset the mining penalty a bit (while encouraging a constant offense). Overall, I envisioned it to be a "raider" type race: fast expand, hit and run tactics, and expendable buildings. But anyway, enough about my idea, lemme know if you need a tester :) [email protected] |
| 07-18-2002, 03:34 AM | #4 |
I'd love to Beta Test! Unfortunately, I am doing a similiar project: Rising of the Tide MOD with Murlocs. If there are any Murloc units in there I'd like us to work something out storyline and gameplay-wise. Anyway, count me in for betatester! E-mail any important information to [email protected] |
| 07-18-2002, 05:30 AM | #5 |
I'll test too, [email protected] |
| 07-18-2002, 06:00 AM | #6 |
Guest | id love to beta test this too.... [email protected] |
| 07-18-2002, 10:17 AM | #7 |
Guest | cool, gimme gimme gimme :) [email protected] |
| 07-18-2002, 11:21 AM | #8 |
| 07-18-2002, 11:46 AM | #9 |
Guest | =) just working on correcting a few bugs, should be released in a day or two. |
| 07-18-2002, 01:03 PM | #10 |
Guest | well, [email protected] is always open for stress tests... |
| 07-18-2002, 03:11 PM | #11 |
CHSN, what kind of Neutrals are in this race? Cause if its Murlocs, we need to work things out as two MODs can't have the same units and/or idea. |
| 07-18-2002, 03:50 PM | #12 |
And I'd like to break the protection method only becuase I can :) |
| 07-18-2002, 06:22 PM | #13 |
Guest | sorry no murlocs. everything BUT centaurs and merlocs. Murlocs were dumped because of the fact that including them would result in two different unit groups having the spell ensnare, making them too powerful. =( |
| 07-18-2002, 06:24 PM | #14 |
Guest | few issues: 1) i need the MPQ2k package, apparently it's been taken off this site 2) due to my inherent laziness, i've decided instead of mass emailing this thing i'm just going to email it to only the people who can mirror it and have everyone else d/l off them. |
| 07-18-2002, 06:48 PM | #15 |
Guest | shoot i just discovered a fix that would reduce a lot of bugs. unfortunately, this fix demands that i revamp about 6 buildings =( will take 1 or 2 more days... |
