| 07-29-2003, 12:15 AM | #1 |
Ok, I've recently been working on, what is probably going to be a pretty bad map, but the spells are the most interesting part. Essentially it's like dota, but set in the universe of 'Syndicate' and 'Syndicate Wars', two games I really enjoyed when I was younger. Anyone who don't know, the games are based in the future where two global economic powers are against each other and both utilise terrorism tactics to battle. You may be wondering why I added the 11 hero abilities in the title. Well, I've sort of achieved that. When I first designed the map I designed it with 11 hero abilities for the heroes that everyone controls. Much to my dismay I discovered the 5 hero spell limit could not be broken. But now with the release of TFT, we can add abilities ingame. Normal abilities only though, so essentially when my hero levels up, it adds to a variable which keeps track of his available skill points. He has no hero abilities tab and instead, upon pressing the escape key, a dialog box opens, allowing him to choose out of his 11 abilities where he wishes to invest his points. Going from level 1 to level 2 of a skill simply removes the level 1 skill from the hero and adds the level 2 version. So every hero skill is divided into 3 normal skills. So far my map works like a charm, however I do have one problem which I'm hoping someone can help me with, you may've realised that what with all the different actions a unit can do, there aren't enough spaces for 11 spells, so only 6 spells are actively used while 5 are passive abilities, this works fine, except that two of the passive abilities' icons still show up in my command box. I have NO idea how to remove abilities from being displayed in a command box. The only reason the other 3 don't show up is because they're based off item abilities, which as we know, can't be displayed in the command box anyway. So if someone could perhaps lend a suggest as to how to overcome this problem, then I'd be very much obliged, thanks in advance. |
| 07-29-2003, 12:36 AM | #2 |
I don't suppose that you could base those last 2 passive abilities off of items, as well? There might be items that echo the ability you're interested in. If not, set the icon position of both of those passive abilities as 3,2 and hope that they get bumped off the command card by an active ability in that position. |
| 07-29-2003, 02:19 AM | #3 |
use a spellbook ability... or if someone finds out how remove patrol and stop... that will give you 10. |
| 07-29-2003, 05:24 AM | #4 |
Syndicate wars? That was an awsome game, still have it. Very fun... |
| 07-29-2003, 05:41 AM | #5 |
The spellbook idea will probably work, thanks piro-pion. If that fails I suppose I'll follow Panto's idea. I'll try to post a beta version of my map soon. But I usually miss crucial bugs when testing on my own. Anyway, I plan to release this map and then make another map with the same spell system. But medieval or something. If you're interested, the list of abilities are... Flamer: short range multi target ability. Shot Gun: medium range limited targets ability. Gauss Gun: long range, low damage set targets ability. Persuadertron: converts a basic unit to your control. Conceal: renders your hero invisible for a short time. Medikit: heals yourself or a friendly unit for some low hp. Eye Implants: increases chance to deal double damage. Luck Implant: increases chance to dodge enemy attacks. Heart Implant: increases hp regen Brain Implant: increases mana regen Feet Implants: increases movement rate In Syndicate, you were able to research upgrades for weapons and research different implants between missions. Although there won't be any in between mission parts to the game, you are able to invest your experience points as a substitute of researching. The eye and luck implants are the ones giving me trouble, since they are based off critical strike and evasion, I tried using item like abilities of them, however they must've been based off the hero versions themselves, because they still didn't help. |
