Ok, im not home yet but im at my grandmas house in colorado and i should b back tommorow night, (tuesday night), thx tass for bumping it once, although it did drop to the bottom a lil, ok i think demonmarine was working on the terrain, and after he was finished doing that, xorcist was going to touch it up and just make it look better, add a few doodads i guess.
If you are working on the map, it would be wise to read all of this, because some of it prolly has to do with you.
GuitarMonkey, any skin you use i would put on there, so whichever would b easier for you, if you skinned a BM then he would be on there, you could skin the stupidest unit in the game but he would still prob b on there, just so it wasnt a waste of time for u, So choose whichever unit you want, and make whatever you want.
Ummm, im trying to remember the other stuff u guyz were talking about and ill prolly miss some stuff
Custom spells, I explained this to kaldaris, so i hope i can remember what i told him.
Each team will have a main castle, that like any AoS produces a spawn with a timer and moves to an area, the castles units can be upgraded for a price, and the castle units will be allowed to upgrade 5 times. (5 upgrades) each upgrade giving better and stronger units with the price going up for the upgrade each time.
With each town that a player can control the same with the castle applies, except towns can only be upgraded 3 times. But are lower in cost and alot less important since you get less units from ur town. (the units in the town are AI controlled but there will be a chooser so you can tell them which slot to go in, as well as the castles except the castles has the spread out, which sends units all to different paths. Which means you could send everyone of ur castles spawned units into one of the 3 paths if you wanted to overpower it or something.)
Each town will be a different type. Each side, (the light the dark, whatever theme it will be, prolly light and dark due to undead and things) will have the same TYPES not units. As in each side will have a melee town, one will produce footies, and upgrades will be whatever the humans ally is, and eventually probably turn into knights once upgraded, and so on with each town, except ranged, magic, flying, and things like that. You wont get gold for your towns units kill though.
Im not sure how many heroes there will be, but each hero will upgrade twice, so you have the beginning form, at level ten that goes to a next form, and when the second form reaches level ten, then it goes to the 3rd form.
Each upgrade will be about 10 above the stats that the level 10 form before it had. So if the rifleman hero has 50 in every stat at level ten, its new form would have 60, This is without any tomes he bought. Unless there is a way to save the stats with the tomes he bought and still add ten to those with the tomes, then the players will have to wait til the 3rd and final form to buy tomes and things unless they just want to b stronger at the earlier forms, yet it would be a waste of money.
Also, i dont know if theres a way,to keep the inventory when upgrading, so genki, if you could find some ways to do that stuff, with the keeping stats and items tell me. Because then the players would have to drop there inventory and some players might be mean and pick it up or something.
Now for what i started with spells!
Every single hero will have custom spells. Unless you cant create new ones instead of editing the already inserted ones. Then maybe some people will haave the same custom spells as other heroes, but still following that heroes type. Also each new upgrade will have 1 or 2 new spells, but still keeping 2 or 3 of the old forms. (you dont get to choose, it does it automatically, we just haveto make the upgrade with the newer spells), and the 3rd form will overwrite new spells also, with stronger ones or something. If you dont understand; post here, and ill cover it in more detail.
As for buttons, MAYBE, i might b able to use icons for upgrades and stuff, but i would prolly need some ones because there will be spells that look nothing like an upgrade. But, until i figure out which spells we are going to have, lets keep that part on hold.
Trigers probably will be used for spells, because i expect that i will make some towns like necros and priests, and unless i can find a way for them to raise skeles and heal without triggers, or even with triggers, automatically, because i dont think you just turn on autocast and the AI does it auto. But im not sure, so i guess thats a question, if some1 can answer?
Terrain, just pass the map around, and have demonmarine explain what i wanted, As i just told him the basis of the main part of terrain, i will cover the rest here.
I know most of you hate DOTA, as do I, sometimes due to the fact that its just like any other AoS except with new spells. But the terrain it very good and is alot like i need.
In the bottom right and top left, (or visa-versa) Will be instead of forest things, a castle, the castle isnt a square or rectangle, it will stretch diagonally, with 3 spaces for the men to come out, along with walls and things. The walls are for archers, that with that chooser where you choose ur men you can order ur castles archers to go on the walls and defend. But back to the terrain, inside the castle will have the normal stuff, but like DOTA, have the buildings like the stuff really is there, to make it more realistic.
Including the merchant buildings and fountains. Not just 1 fountain about 2 or 3 in each castle. Along with a castle or something blah blah blah, thats the objective to destroy. You know the story.
Along the other parts, of the map, will be towns, just small towns, that look like tribal, i guess indian towns, except with modern buildings. They will have a fountain, (1), and potion shop, and a library, (tome shop), and a town shop, i guess you would call it, for upgrading your troops, and other things with the town that i will think of. In the town will have normal buildings, a few houses, a barracks of some sort, just make it look like a real town that has troops coming from it. (for example, dont make the troops come out of a house or something)
Around each town will be cliff walls, along the sides of it, so its not touching the other towns. The front of the town wont have anything, unless maybe a cliff that will protect it, but still with the space where the troops come out.
Almost the whole map will be full of towns, ecept a few spots, that will have special event areas of some sort, with special merchants or something. The rest is up to you guyz, the treez, the river, the rest of the doodads, wherever you want, up to the terrainers.
Ok, almost done.
Im not sure yet, but will this be a 5v5 AoS, or 6v6? The reason i ask that, is for the towns, I dont think there will be room for extra towns. There will be enough towns for a full house. Which means, if theres 5v5, there will be 5 towns on each side. Or 6v6, with 6 towns. I think personally 5v5 due to the already size of the map and triggers and the dling that would take so long. And that would leave a little extra room for more special events.
Ok, Genki, this parts for u. I think your doing the dialog, if im wrong hopefully whoever is, will read this.
Each team will have a different dialog. The dialog will contain which town the player can choose. You can make up names for the towns. Just no stupid ones. They can be subject to change. If its 5v5 each player, at the beginning of the game, will be able to choose their town, according the which side there on, so each team dialog will only have the towns on there side. That should b ez to understand but heres the difficult part...
How can you make a dialog button disapear, after a person has already clicked it, im thinking maybe a disable trigger button, but that would disable the whole dialog unless somehow you could make them in seperate triggers, your alot better at triggers than me, so hopefully you know a way. Because then, if a player chose the same town as his teammate what would happen? Everything would get screwed up and the guy that picked the town last would have it, and another person would be left without a town and that team would be a town short. Making them alot weaker.
You could do it with merc camps, but then some people may forget, or if a guyz not paying attention the whole things is screwed, and a dialog would look alot better.
This is how it will work....
All the towns, doodads will already be placed, and if a player does not choose that town once all people are done choosing town, then the town is destroyed as well as its spawning trigger.'
Now, im not sure, if we should do a change possesion trigger for the town, or leave it just AI, the units will be AI, but it maybe better so you can know which town is owned by who.
I dont know how i would make this trigger either. Because how would it know to destroy that town, when all the people are done choosing. I guess i could make a trigger where if town not owned by any player beside AI after 60 game elapsed time, destroy all things in [area] and make the region around that town. Thats the only way i can think of, by using a time and if a person hasnt chosen town by then, its his fault.
I think thats all i needed to tell you guitar.
I made the message to long so the next part will be on another post right after this one.