| 06-29-2003, 08:52 PM | #1 |
Filesize: 4,433KB Updated: July 9th, 2003 Version: 1.0 Beta (PreRelease) PRERELEASE WARNING: The limits that keep you from saving are still there in prerelease, stoned hasn't compiled it yet. UPDATE: 1.0BETA - July 4, 2003 Max upgrade/ability level is 12960 Unit models can be scaled from 0.01-100 from 0.1-10 Items can have a max use, stock, delay and start delay of 12960 Heroes can now have a minimum value for STR/INT/DEX of 0 STR/INT/DEX max value 12960 Heroes can get to level 12960 Maximum unit speed increased past 400 (Doesn't actually go to the max value, and it is buggy sometimes) Max HP is now 839808 (from 500000) Missile Speed upped to 12960 from 10000 Bounty dice is now 504 (100), bounty plus is now 12960 (10000), bounty sides is now 504 (100) Defence upped to 12960 HP/MP regen upped to 1296 (1000) Max Sight Radius is now 99999 Aquisition Range upped to 99999 Cooldown upped to 12960 Unit levels changed to 1-1296 from 10-100 Turn rate changed to 0.01-10 from 0.1-3 Organized the Object Editor fields (Thanks to RodOfNOD) Max Attack Speed set to 12960 Added a TFTWE splash screen TFTWE is now a .exe (Thanks to StonedStoopid) Level Skip is now up to 1296 from 5 (Thanks to Zero) Level Requirement up to 12960 from 10 Ability Cast, Dur, HeroDur, Cool and Cost changed to 1296 Jumped to version 1.0 because it is a major update Added in StonedStoopid's WE-No Limits This mod will allow you to: -Create steep hills -Allow you to use more than 2 cliffs in your maps -All doodads and non-tileset specific -All doodads can be resized from extra tiny to extra huge -Allows all tiles to be built on -Has 2 files in the "Tiles Cliffs" folder, defining each tile and cliff name and a file in the "Colors" folder with a list of player colors in HEX -Correctly utilizes water for custom tilesets with 16 tiles -No doodads have fixed rotation (270 is default for some) -Doodads can be placed on cliffs -Doodads can be placed in water -Enables Sentry Ward, Entangled Gold Mine, Locusts, An Arachnathid, Monster Lure, Tornado, Morphed Illidan, Kobold and Sammy Cube -The "Campaign" units are combined with "Melee" ones for ease of use -Units are not tileset specific -Units can walk in somewhat deeper water -Day and Night cycles can now be changed in a wider variety -Upgrades and abilities can be maxxed out at level 12960 -Unit models can be made smaller and larger -Items have a max use, max stock, max delay and max start delay of 12960 -STR/INT/DEX can be set to 0-12960 -Heroes can hit level 12960 -Movement speed can go above 400 (Buggy) -Max HP is now 839808 -Max missile speed set to 12960 -HP/MP regen upped to 1296 -Max sight radius and aquisition range is 999999 -Cooldown set to 12960 -Units can be up to level 1296 -Turn rate adjusted to 0.01-10 -Object editor is now organized better -Max attack speed is 12960 -Level Skip is up to 1296 -Level Requirement is up to 12960 -Ability Cast, Dur, HeroDur, Cool and Cost are now 1296 -The limits that keep you from saving are removed (IE. Unlimited Doodads) Download Here JULY26, 2003: Download Patch Extract everything to you Warcraft 3 root folder. |
| 06-29-2003, 10:07 PM | #2 |
1 problem i cant find a way to add new cliffs still wont let me. |
| 06-30-2003, 10:51 AM | #3 |
Guest | Great :D One thing... 1: As above I cant find how to add more cliffs :bgrun: Other then that i cant find any faults... |
| 06-30-2003, 08:30 PM | #4 |
You need to use another editor like Zepir's, but when you use that to add the extra tiles or cliffs you will be able to use it properly in the regular WE (aslong as you have the cliff tiles[s]) |
| 06-30-2003, 08:57 PM | #5 |
Guest | It works :ggani: Atlast i can have Dalaran Walls and Snow ![]() Now i will begin mapping... |
| 07-01-2003, 08:08 PM | #6 |
Since TFT is released, this deserves a bump. |
| 07-01-2003, 09:19 PM | #7 |
oh why'd they release it on Canada day... |
| 07-01-2003, 09:21 PM | #8 | |
Quote:
That's what I want to know. Because BLIZZARD hates CANADA! |
| 07-02-2003, 11:15 AM | #9 |
Futureshop has it! So I got it yesterday (which was Canada Day, it's now 6:13AM) but I can't get on Bnet. Anyways, any comments on the mod? |
| 07-02-2003, 12:44 PM | #10 |
Doodads I try to place start out huge.. and i mean really huge, making them unusable =| Never mind was a bug. Restarted editor, working fine now. Nice addon ^^ |
| 07-02-2003, 03:30 PM | #11 |
Seems good. So all I have to do to get this stuff is to get TFT, install and extract into the WC3 folder (In my case C:/Spel/Warcraft 3, Spel is Game(s) in swedish) |
| 07-02-2003, 03:44 PM | #12 |
In Zepir's, to add new cliff tiles, do you use the Map Proporties thing to change them? |
| 07-03-2003, 01:59 AM | #13 |
Yes, make sure you get Zepir's new one that is compatible with TFT. Yes the doodads in random scale can be extremely large or disturbingly tiny, but you can change each one individually in the Object editor. |
| 07-03-2003, 02:49 AM | #14 |
Got it...very cool!!! One thing - when I make a giant smoke smudge, it shows up in the WE, but is tiny again in the map. How do I fix this? Another question....I don't know if this really applies, but I'm using a custom unit with a very large size, and a spell model, creating a huge spell effect. However, certain things in the spells (namely The clouds in Unholy Frenzy and others) won't grow larger. Is there any way to make them larger in an Editor add on such as this? Is it even possible? Thanks for the editor FyreDaug. :D |
| 07-03-2003, 03:02 AM | #15 |
For the giant smoke smudge, import the doodads/destructable doodads.slk into your map. That's all I can think of right now. I wish blizz would allow more flexibility. |
