Defense project (was Battleship project)

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IskatuMesk
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Re: A battleships project

Post by IskatuMesk »

Make a hellion that launches hellions.
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Mucky
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Re: A battleships project

Post by Mucky »

Make a hellion that launches command centers.
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mAc Chaos
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Re: A battleships project

Post by mAc Chaos »

Make a hellion that launches carriers.
http://sanctuary-inc.net/
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Alevice
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Re: A battleships project

Post by Alevice »

make a dogship that barks bees
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Pr0nogo
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Re: A battleships project

Post by Pr0nogo »

make a baneling that doesn't die upon explosion
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Xenon
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Re: A battleships project

Post by Xenon »

Pr0nogo wrote:make a baneling that doesn't die upon explosion
Where have I seen that before?
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Pr0nogo
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Re: A battleships project

Post by Pr0nogo »

Xenon wrote:Where have I seen that before?
http://forums.starcraft.org/threads/465 ... post748578
Pr0nogo wrote:- Banelings no longer die upon explosion.
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Xenon
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Re: A battleships project

Post by Xenon »

I thought there was a video or something of that, and for whatever reason the Banelings wouldn't even die if shot to death.
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Pr0nogo
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Re: A battleships project

Post by Pr0nogo »

Oh I have no idea. I thought that up a while back, though.
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Ricky_Honejasi
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Re: A battleships project

Post by Ricky_Honejasi »

Added "Overcharging abilities" and "Armor" sections.

Feel free to discuss stuff, make suggestions, etc ... especially if you feel that I am going the really wrong way in something.
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Lavarinth
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Re: A battleships project

Post by Lavarinth »

We're talking about this, right?

Image

:D
- - Lavarinth
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Eredalis
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Re: A battleships project

Post by Eredalis »

Can you add this file in your project?
You do not have the required permissions to view the files attached to this post.
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Ricky_Honejasi
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Re: A battleships project

Post by Ricky_Honejasi »

Lavarinth wrote:We're talking about this, right?

Image

:D
A clearly more evolved form, yes.
Can you add this file in your project?
Considering there is clearly copyright stuff in it and Blizzard tend to be too serious about copyright and censoring, I prefer to not take any chances just for that. Otherwise I would have said yes.
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Ricky_Honejasi
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Re: A battleships project

Post by Ricky_Honejasi »

Added "Research time flexibility & Un-upgrading & Re-spec'ing" in my first pages.

I did some minor progress so far. I am mostly concentrating on making key aspects of the map work.

For example, for the latest section I wrote, I already got a working first version of keeping unspent time for upgrade to boost research the next one. I have an idea to make the code much less consuming globally but I prefer to focus on the other aspects first.

I also have a first version of the Scout being able to "radar-ping" enemy capital ships both on the mini-map and in the game itself.

My next move would to poke a first version of the Overcharge. It will somewhat differ from the original texts which you will have an auto-cast "Overcharge" (Self Instant) that creates a 8-10 sec behavior that when it expires, you gain +5% Overcharge (thus the next casted spell on Overcharge works +5% better, etc.)

There is also the aspect of showing the Overcharge % somehow (probably on the ship as a texttag only seen by allies) and affecting the damage values correctly (for real casts and in ability tooltips).

Since each increment of Overcharge costs energy, the next step would be to make a validator that ensures you cannot spend more energy than the spell that cost the most mana yet uses Overcharge (otherwise Overcharging is pointless if you can easily be "locked" from using that spell).
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Krazy
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Re: A battleships project

Post by Krazy »

Make a mutalisk that shoots Leviathans.
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