The thing is textboxes (as in click in & write) still don't work as far I know and I am not going to wait for Blizzard to change them as it can potentially take forever.Alevice wrote:Actually the display doesnt necessarily have to be a grid, nor it really has to differ much from your current design to preserve the same design focus and functionality. Here is a somewhat compromised layout that could actually be more efficient at the task:
***Picture**
The goal with the wares filter is thatif you don't feel like sailing across seas of pages, you could type ultralisk and it would display all the wares of the current tab type (units/researches/etc) that had the word ultralisk in it (maybe also a check box that allows to filter via unit description too?).
If you know a merch has consistently good prices and shit, picking him/her on the Prefered Merchant would show his wares on top and having him preselected in the merchant comboboxes, while still displaying other merch wares eblow the prefered merch's ones.
Personally, I rather prefer to fit them into some kind of "grid" or "line". With my personal layouts based on yours, I would have them have an unit icon then the name in short then a 2-line listbox to properly everything on a merchant-basis.
Unfortunately, I quickly tested it on a map and it only shows a single line for selection thus I would be kind of forced to keep it on a line-basis like how the current interface is.
Thus, I am rethinking again for the whole thing although ill also think about that newest picture too.
For ultimate limits, Ill change it to 499% (could be logical for greedy research merchants for key researches).HunterKillers wrote:There is always limiting it to 200% of the price, still if you were going to set the price to 999% you shouldn't be playing with us anymore.
An instant mouseover isn't exactly hidden either, I'm talking about using tooltips.
Personally, I don't intend to put my prices as merchant to 999% or even 499%. I do have faith that none of us would seriously do it. However, since I am considering having this map publicly over battle.net eventually, I do have to consider it for public games.
Totally denied. Pretty much for the same reasons stated by Xenon.Krazy wrote:Want a faster game, then remove the "Warlord Guardians" so someone can actually die before half an hour in to the game.
The real idea behind making it finite is to avoid staying 3 hours in your main still mining those same resources.Xenon wrote:if the resources are also made finite it may make the game longer due to having fewer players to mine out the map.
Thus when the main no longer have resources (and probably soon any early expansions), that's when either more players start to be more aggressive to conquer what's remains (and usually defeat their competitors on the way) or plain out starve financially so they don't stay alive forever. Either way, ultimately leading quicker to the game's end.
For that Yamato splash line cruiser, I still didn't find out how to deal a line splash that 1) Show the graphic right, 2) Doesn't multiply its damage to even instant-kill an Odin (when it's supposed to do 300 damage per target) due to how the damn search (for AoE stuff) works.Mesk wrote:how about you add those special siege units I suggested ages ago instead of pussyfooting around it?
So in terms of any early siege units (as in easily feasible), it would be either some ship with Yamato modified to do splash on hit (rather than line) or maybe some siege tank with even more range or something easy to add up.
Also it doesn't look like it, but last week I did put like 15 hours of work into W&M (unlike the usual 4-8 hours per week). As you are aware, it does take forever to do anything in the SC2 Editor and in a map like W&M, there is always a little something to fix/change some way or another.
However, as homework and exams are arriving, ill have less time to do stuff for W&M.
So the best way to get them faster in W&M would for you to actually make them then send me the map to fuse it into W&M. All with credits to you. Just try to rename custom's internal names (actors, new abilities, etc.) so that it don't accidentally conflict with melee units or with W&M stuff.
Same offer to pretty much everyone else including HKS. Otherwise, you will have to wait until ill bother about it.
If you want to make it ... as long those immortals are "mini" immortals (about like 1/4 hp, 1/4 shields and about 1/4 damage while keeping Hardened Shields) + more or less the same duration as Moustaches, I would actually be willing to add it as a Combo Lv3 to Lv5 unit.HunterKillers wrote:Moustache Lords that shoot Immortals ogogogogog
I could make it but my mind is much more set into changing the current interface to show all unit types of a same merchant for this week (and possibly next week too). That's unless, I have less time and/or feel much more willing to do smaller stuff such as that Guardian when it comes to actually do something in W&M.
EDIT : ***Extra***
Oh yes, about Tipereth's suggestion, I rethought about it and I might manage to do something about it in the end.
Basically I could have a "request" dialog where the various unit buttons shows up and you can click on them. Clicking on them will show up "(Player Name) requests (Unit Name)" to all merchants.
Normally that would take forever to do such thing. However, I did get more experience with catalog triggers, I can actually just "loop read" the specific merchant training abilities to fetch out all unit types to add on buttons and just keeping their unit names to pop up.
The advantages would be :
1) That merchants can feel safe to click on them without asking to reveal their plans.
2) If I show every unit type, it also means that I can show up the list of combo units which the common player would have no clue other than what those the merchants would actually make.
However beyond that, I don't intend to make any advanced stuff off this specific idea. So no "auto-buy" when the first merchant makes X units of the requested type and so on.