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06-16-2004, 09:56 PM#1
The Gearhead
My Dimensia Defense TD is mostly done, with only minor triggering required to set up the various modes of play.

However I want races to be implemented that YOU guys want to have implemented. Before you post your ideas, remember that I will be doing the balancing, so you needn't post the gold cost, only the tech tree.




Right now I have 4 preliminary races which may be implemented, but I think we can all agree that four races isn't all that much.

So I need your help with tech trees, upgrades (ability and building), and race ideas.

My TD will be long. An infinite number of levels, with the first 50 being set in stone, and the remaining levels (51 to... well infinity) using random models from the first 50 (and some bonus ones) with different HP and stats.

I believe 16 to 20 towers will be adequate, with at least 3/4 of the towers having some sort of ability or building upgrade. If you post a race, keep that in mind.

For preliminary balancing to be done by you, the suggestion poster, I have here a list of the HPs on the first 50 levels.

Code:
Level	HP	Add Bounty?	HP in Level	(Level HP) / (HP of Levels 1-50)
1	100			4800		0.02%
2	206			9888		0.04%
3	241			11568		0.05%
4	162	yes		7776		0.03%
5	282			13536		0.06%
6	353			16944		0.07%
7	260			12480		0.05%
8	379			18192		0.08%
9	512			24576		0.10%
10	410	yes		19680		0.08%
11	504			24192		0.10%
12	735			35280		0.15%
13	637			30576		0.13%
14	664			31872		0.14%
15	1044			50112		0.21%
16	976	yes		46848		0.20%
17	861			41328		0.18%
18	1469			70512		0.30%
19	1477			70896		0.30%
20	1100			52800		0.22%
21	2044			98112		0.42%
22	2211	yes		106128		0.45%
23	1384			66432		0.28%
24	2817			135216		0.57%
25	3271			157008		0.67%
26	2214			106272		0.45%
27	3841			184368		0.78%
28	4791	yes		229968		0.97%
29	3538			169824		0.72%
30	5181			248688		1.05%
31	6943			333264		1.41%
32	5567	yes		267216		1.13%
33	6907			331536		1.40%
34	9965			478320		2.03%
35	8635			414480		1.76%
36	9100			436800		1.85%
37	14160			679680		2.88%
38	13220	yes		634560		2.69%
39	11835			568080		2.41%
40	19926			956448		4.05%
41	20000			960000		4.07%
42	15180			728640		3.09%
43	27763	yes		1332624		5.65%
44	29914			1435872		6.08%
45	19178			920544		3.90%
46	38299			1838352		7.79%
47	44265	yes		2124720		9.00%
48	30097			1444656		6.12%
49	52293			2510064		10.63%
50	64828			3111744		13.18%

Format for submitting towers (PLEASE use this):


Race name:
XMethod of Tech Tree Advancement:
Examples:
Age Tree
- An Age consists of # to # towers, and you may advance to the next Age at any time, or upon researching some number of upgrades. Describe ages!
Simple Tree
- A Skibi-like tree in which you build towers which enable other towers to be built. Describe which tower builds which!
Morphing tree
- You are given a small number of towers and a 'Base' of sorts. At the base you research things that allow your towers to upgrade into more types of towers. (Very flexible!) Describe # of towers, types of upgrades.

X Describe the tech tree as thoroughly as you can, the more easily I can implement the race, the better the game is for you the player!

Type(s) of towers:
- Examples: High splash range, weak damage. No splash, bouncing attack. Short range, long range artillery, etc.

Some names for towers:
- Examples: Archer Post, Bunker, SAM Launcher

Some upgrades for towers (ability):
- Examples: Composite Bow, Add Marine, Rocket Ballistics

Some upgrades for towers (building):
- Examples: Rifle Post, Automated Turret, Tesla Generator

Difficulty of race compared to other races: (very easy, easy, average, hard, very hard)


Example of output:

Race name: Human Race

Type of Tech Tree: Ages

Some Ages for that Tree: Dark Age, Renaissance, Imperial Age, Industrial Age, Atomic Age

Types of towers: Cannon/explosive towers with low splash, very slow attack and high damage which slowly become faster and wider splash. Lots of long range towers like Bows, Rifles, Howitzer, Cannon. Some short range towers like Tesla Generator and "Cold" Plasma Generator.

Tower Names: Bow Tower, Rifle Tower, Automated Turret, SAM Launcher, Alchemist's Tower, Howitzer, Tesla Generator.
Tower Upgrades (ability): Composite bows, lots of riflery upgrades and cannon upgrades (cheap to research but not greatly effective to buy just 1), Alchemist Tower has default 'Molten Lead' attack (very short range high damage), Tesla Generator has around 600 range and deals high damage to two or three units in a small area.

Tower Upgrades (building): Bow Tower or Archer Post upgrades into Longbow Tower if you have next age. Rifle tower upgrades to Bunker later on, and then Automated Turret. Cannons start out like Handcannons but then become Cannons, then maybe a Howitzer which does line-splash.

Difficulty of race: Easy
06-16-2004, 10:57 PM#2
th15
What I don't understand about TDs is why most of the makers don't seem to know about common denominators. Making a monster have 3111744hp first of all means that the HP value won't show up. If you really need to have such a huge increase, maybe you should try starting the first monster at 1hp. After all, damage is a real value to 1hp can essentially be 1.00hp.
06-17-2004, 12:19 AM#3
The Gearhead
He doesn't have 3111744 hp. That's the total HP of all monsters a team would fight for that ONE LEVEL.

The monsters for that level each have 64828, 3,111,744 / 64,828 = 48.

48 monsters per level.

Please read the top of each column, for the column that reads 3,111,744 it says "HP in Level", for the one that reads 64,828 it reads "HP".

Use the alt-key if you find that it is difficult to read monster HPs in TDs. The Alt-Key will reveal the hp of all units on screen as a small bar above the model. The bars will overlap any other graphics on the screen providing quick reading. By level 50 you should be capable of killing those monsters. The excel equation for HP is INT(INT(100*1.126468^(Level-1))+ABS((100*1.125^(Level-1))*SIN((Level-1))))

I chose it because it provided ups and downs, which will be balanced by movement speed and aerial levels, and the fact that it has an exponential curve which provides a high level of difficulty past level 40. Notice that level 41 is only 20,000 HP yet level 50 is over three times that.

This rate of climb will continue past level 50, because this TD has an infinite number of levels.



Edit:

If Level 1 were 1 hp, then a single attack would kill Level 1. I dont want towers to do that low of damage at the start. And you cant do decimal damage, last I checked.

And if its a real it can go lower than .0000000000001, but that is ignored by the game, it only cares about the first two decimal points.

Edit #2:

I determined that the current equation was workable for up to 50, but for only very shortly past 50. It would quickly rise beyond any concievable playability (millions and even billions) and it ruined the concept of bonus play for those players that do have an awesome setup.

So I have slowed down the increases for all levels exponentially, by making the equation exponentially less, down to a minimum value.

So, the new chart is as follows:

Code:
Level	HP	Spec	Bounty	HP of 48 Units	(Level HP) / (HP of Levels 1-50)
1	100	0	1	4,800		0.03%
2	202	0 	1	9,696		0.05%
3	243	0 	1	11,664		0.06%
4	179	1 F 	1	8,592		0.05%
5	251	2 	1	12,048		0.07%
6	348	2 	1	16,704		0.09%
7	301	3 A 	1	14,448		0.08%
8	517	3 B 	2	24,816		0.13%
9	701	4 	2	33,648		0.18%
10	702	5 	2	33,696		0.18%
11	547	5 F 	2	26,256		0.14%
12	851	6 B 	3	40,848		0.22%
13	949	6 	3	45,552		0.25%
14	734	7 F 	3	35,232		0.19%
15	1,011	8 	3	48,528		0.26%
16	1,499	8 	3	71,952		0.39%
17	1,320	9 A 	3	63,360		0.34%
18	1,383	9 	3	66,384		0.36%
19	1,908	10 	3	91,584		0.50%
20	1,857	11 	3	89,136		0.48%
21	1,493	11 A 	3	71,664		0.39%
22	2,388	12 B 	4	114,624		0.62%
23	2,611	12 	4	125,328		0.68%
24	2,116	13 A 	4	101,568		0.55%
25	3,132	14 	4	150,336		0.81%
26	3,842	14 	4	184,416		1.00%
27	3,190	15 A 	4	153,120		0.83%
28	3,637	15 	4	174,576		0.95%
29	5,120	16 	4	245,760		1.33%
30	4,798	17 A 	4	230,304		1.25%
31	4,036	17 A 	4	193,728		1.05%
32	6,868	18 B 	5	329,664		1.79%
33	7,308	18 	5	350,784		1.90%
34	4,954	19 A F 	5	237,792		1.29%
35	8,557	20 	5	410,736		2.23%
36	10,402	20 	5	499,296		2.71%
37	8,112	21 F 	5	389,376		2.11%
38	10,241	21 	5	491,568		2.66%
39	14,374	22 	5	689,952		3.74%
40	13,126	23 A 	5	630,048		3.42%
41	11,872	23 A 	5	569,856		3.09%
42	19,406	24 B 	6	931,488		5.05%
43	20,021	24 	6	961,008		5.21%
44	12,630	25 A F 	6	606,240		3.29%
45	24,829	26 	6	1,191,792		6.46%
46	29,457	26 	6	1,413,936		7.66%
47	21,626	27 F 	6	1,038,048		5.63%
48	30,603	27 	6	1,468,944		7.96%
49	41,939	28 	6	2,013,072		10.91%
50	36,021	29 A 	6	1,729,008		9.37%
51	35,472	29 	6	1,702,656		9.23%
52	56,983	30 B 	7	2,735,184		14.83%
53	56,661	30 	7	2,719,728		14.74%
54	38,503	31 A F 	7	1,848,144		10.02%
55	74,230	32 	7	3,563,040		19.32%
56	85,445	32 	7	4,101,360		22.23%
57	59,283	33 A F 	7	2,845,584		15.43%
58	92,527	33 B 	8	4,441,296		24.08%
59	122,976	34 	8	5,902,848		32.00%
60	100,863	35 A 	8	4,841,424		26.25%
61	109,034	35 	8	5,233,632		28.37%
62	169,607	36 	8	8,141,136		44.13%
63	162,123	36 	8	7,781,904		42.19%
64	120,676	37 F 	8	5,792,448		31.40%
65	224,101	38 B 	9	10,756,848	58.31%
66	248,019	38 	9	11,904,912	64.54%
67	162,420	39 A F 	9	7,796,160		42.26%
68	282,167	39 	9	13,544,016	73.42%
69	361,788	40 	9	17,365,824	94.14%
70	283,201	41 F 	9	13,593,648	73.69%
71	337,050	41 	9	16,178,400	87.70%
72	504,977	42 	9	24,238,896	131.40%
73	463,364	42 A 	9	22,241,472	120.57%
74	378,406	43 A 	9	18,163,488	98.46%
75	673,620	44 B 	10	32,333,760	175.28%

# is Armor, 80% for Fast and 65% for Air. 60% for Air and Fast.
B means Bounty Increase
A means Air
F means Fast

Notice that very rarely you will get Fast Air levels. 48 units spawn per quadrant of the map. That's 24 units per player.

Past level 50 the unit selected will be random, but for air levels it will obviously be an Air unit, for non-Air it will be a Ground unit.
06-17-2004, 03:07 PM#4
th15
Life is a real value, therefore it is possible to do decimal damage. Though damage is an integer, it is coverted to real before it is applied to a unit (because of armour and armour type reductions). I guess that's the only point of information I can give you.

At least you bothered to do the math for you unit balancing, that's already better than the standard pull-numbers-outta-your-ass method :)
06-17-2004, 04:19 PM#5
The Gearhead
I chose exponential because I want it to be hard, but still not so hard that no novice could play the game. You'll notice my first 10 levels are very easy, barely exceeding 700 hp.

The next 10 levels, and even the next 10 or so after that are also quite easy.

However past that, you get a whole lot of HP gains that are almost random every level. And the first Fast Air levels which I know will be a challenge.


For Difficulty Levels, I have Very Easy to Very Hard, with the difficulty determining unit speed. Very Hard is, I believe, 440. So if I want a Fast unit to be, well, as fast as can be, I think it's only right that it gain 72 speed. The Easiest difficulty uses either 230 or 260 as base unit speed, so in comparison it makes it far easier to maze because each tower becomes far more effective. I didn't like how TDs rarely adjusted the actual effectiveness of each tower, but simply stacked on more lives and created near-impossible 'Impossible' or 'Perfect' difficulties. In my TD the effectiveness of each tower is directly related to the difficulty mode.


However, enough about my TD.

I want to see these suggestions, come on! I'm sure you all have great ideas and as long as you are thorough, the race will likely get into my TD. I want several races to implement!
06-19-2004, 10:38 PM#6
The Gearhead
Bump! I am still, still looking for people to submit their own race ideas!


Don't you want your own ideas in a TD?
06-20-2004, 12:06 AM#7
Milkman
I do, that's why I'm making my own.
06-20-2004, 12:52 AM#8
The Gearhead
That's not very helpful, I'm trying to do this because I think that some people have genuinely good ideas, and for some reason choose not to share them.

Additionally, I am displeased with the lack of consumer participation when it comes to map releases, in fact, many authors ignore balance issues that come up when a map is released or prefer to think of their maps as 'perfect' and thus not needing a fix when it does. This has occured with Dr_Hack and his Enfo, which hasn't been updated in over 6 months. The result is that those who chose to unprotect it and fix all the errors are now more popular than him, and the game plays much better.
06-20-2004, 02:12 AM#9
DoCa-Cola
What ideas do you want exactly? I have an idea for a tower that I think would be pretty bitchin...
06-20-2004, 04:35 AM#10
The Gearhead
Doca-Cola, that is one hot babe, but that's just her face!

Edit: Now I'm confused. That's a different babe.

Ok, I digress, I am not looking for particular towers.

I am looking for race ideas. Ergo: Human, or from Skibi: Scarlet Knights.

Even if you have very broad ideas, with a little thinking you can make it from just a fuzzy idea into something I could easily implement. Just set your mind to figuring out some background and history of the 'race' and what techniques they use. List a few tower names, tower upgrades, and tower abilities. Tell me what kind of tech tree they would have, and give the race a name. And then you're set!
06-20-2004, 05:00 AM#11
DoCa-Cola
Gearhead, it's a php image script, displays a random image from my sig directory
06-20-2004, 05:38 AM#12
The Gearhead
I already looked through 1.jpg/#.jpg.

I'd prefer you replied with information about a race idea, though.
06-20-2004, 05:56 AM#13
DoCa-Cola
If I had em, I'd post em, but I only have individual tower ideas.
06-20-2004, 10:22 PM#14
The Gearhead
Post away, then. I guess nobody else feels like giving their mind.
07-21-2004, 08:41 AM#15
Beta_Tester
The Tare
Morphing Tree: [Below]

Command Space:
| A1 | B1 | C1| D1 |
| A2 | B2 | C2 | D2 |
| A3 | B3 | C3 | esc |


Morphing Tree:
A1a--> A1b--> A1c = A2a--> A2b--> A2c = A3a--> A3b--> A3c
B1a--> B1b--> B1c = B2a--> B2b--> B2c = B3a--> B3b--> B3c
C1a--> C1b--> C1c = C2a--> C2b--> C2c = C3a--> C3b--> C3c
Ultimate: A3c + B3c + C3c = D2a--> D2b--> D2c

The Tare
[+] High Splash
[+] Low Cost
[-] Low Damage
[-] Slow
[-+] Many Upgrades (Low Cost adds up but micromanagment)