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DoW 2 Dota - Dawn of Might

  1. #51
    @Barisaxblue Sure, what time is it where you are?


    There's tonnes of changes coming with the next version. It'll have all the changes I said before, including levels up to 25 using the same stat increase per level.

    Also I've changed the creep waves to:
    Scourge: Hormagaunts (melee creeps), termagaunts (ranged creeps) and zoanthropes (anti tower)

    Sentinel: Banshees, guardians, and brightlance platform.

    I will balance each creep so they are exactly the same as the oppositions creeps.

    Thanks for the feedback. I though vehicles would be way to big, and would block up the lanes. I might add them as the equivalent of Super Creeps in DotA. Its crazy.
    Last edited by Miguel; 24th Sep 09 at 5:37 PM.

  2. #52
    Member Dodddy's Avatar
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    Woooo might want to make the enemies a bit stronger as well since new top lvl is 25 ?

    And i dont know what super creeps are but perhaps carnifexes as the enemy strong/boss units.

  3. #53
    super creeps sound fun, its the only mode i play nowdays Carnifex and avatar sound like a good match... although you'd probably want to remove the abilities from each of them.

    the mod looks good, but i'm afraid my PC keeps crashing when i'm playing, i'm looking into it to see if its a DoM related problem or not, since the PC is quite tempremental at the best of times.

    just one suggestion (maybe i missed it in the UI) but how do you tell what stats your hero has, or what sort of damage they do? it could be useful, especially when you're deciding what upgrade path to go on...

  4. #54
    @Dodddy I plan to copy DotA by having the creeps improve over time, so that should be fine.

    @uniforce Super creeps seems possible, but its not a priority. Though I agree a carnifex and an avatar would work better than vehicles.

    Regarding the crashing, it could be my mod, the only cause I can think is that there's some inefficient SCAR code for certain things, but I don't see how that would cause a crash, only lag...

    The UI issue is a problem. Normal DoW 2 doesn't show any stats besides HP and energy. I might deal with it later, but currently you just have to believe the tooltips and follow what you think would work best for each hero.

  5. #55
    LOL, I just noticed that this topic had reached 2 pages XD. I'm central time Miguel. It's nearly 11:00 PM atm though, so I'm bout to hit the hay. Man I feel stupid for not noticing that this went to 2 pages. I had thought you had givin up on the mod or something bad happened irl cause it looked like it had been like 2-3 days since last you posted XD.

  6. #56
    Holy cow , just noticed this . Nice job Miguel . I always thought DOW/DOW2 would be a perfect game to add this type of mode/mod .

    This makes me want to buy DOW2 , haven't got it yet due to no necrons yet .

  7. #57
    @ cattlekiller Thanks, it proves that there could be a community if I made the mod well enough.

    @ Barisaxblue No, I haven't given up yet. So which central time? Apparently there's one is America, Europe and Australia.

  8. #58
    Banned Mormoran's Avatar
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    This makes me want to buy DOW2 , haven't got it yet due to no necrons yet .
    I know right? I miss my little metal zombies

    It has actually put me off the game, I even reinstalled DC.

  9. #59
    Tried this out vs the AI. The lower HQ doesn't heal at all. I was warlock and farseer in the bottom of the 2p version, then warboss on the top. Top base healed fine, bottom (eldar) bases didn't.

    Might want to take a page from UnusualFashion's book and mod the heroes' wargears also. For example, for WSE he made phase shift work in a radius of 5, and kill every "creep" unit caught in it after 10 seconds. Power blades granted the teleport strike which causes melee damage in the location he teleports to. Entangle became a passive ability that slowed whatever unit he hit with his deathspinners. And so on. Every wargear has been modded.

    Needs more fodder. With less heroes to make the game mroe dynamic, the fodder units should make up for the lack of activity on the map. Also, the banshees are sooo much better vs the towers than the sluggas, bc of their power swords. But since you're changing the creeps, I guess that's a moot point.

    Warrior Brood creeps need to give more exp points.

    Heroes need to level much slower. And yay for a higher level cap

    You could also add auras to wargears, and decorators are easy enough to code in iirc.

    Heroes' movement speeds could do with some adjusting, considering that there are a max of 4 players and rather large maps, it takes forever to get abck to base to heal and purchase wargears, etc. Perhaps make retreat increase speed by 3, but disable weapons, abilities, and armor effects until the hero arrives at base. Unless you plan to implement the teleporter system from DoTA.

    That's all I can think of atm. Good work getting this started though, i was wondering how long it would take to get a DoTA type mod into DoW2.

  10. #60
    @ Compeador Thanks for the feedback. Firstly with the fountain, are you sure you went close to the stone pillar? And was there the yellow glow?

    With items, I'm still considering them, but since I've decided to have items as the primary ability-granting method, I am waiting until the DLC comes out as it may have far better wargear to base the abilities on.

    Regarding creeps, yes, I have made them balanced for the next version, but what do you mean by making up the lack of activity? Do you mean they should have AI?

    Warrior XP will be changed in addition to all the other creeps, so that's being dealt with.

    I changed the leveling system so that not only does it take longer to level, but it takes longer exponentially: I took the exact numbers from DotA for XP required for levels.

    As for move speed, currently I think the distance/time ratio is quite good now. If you think about DotA, it takes ages to return to base, which is exactly why the TP system is there. As for actual teleporting, I'm considering adding an ability to all heroes that rather being a consumable, costs gold/requisition (but not for next version, since I know I'm taking a while).


    To everyone else, since I'm trying to limit the number of features for the next release (and its almost done, I'm just balancing lane creeps and then I'll release), I won't release it with 0.7, however I'd like to know if everyone thinks I should only have 2 lanes, and therefore increase the size of the jungle, allowing for more flanking. This is because I'm told more than 2v2 is actually impossible.

  11. #61
    Learn sumtin new everyday I suppose XD. Central in the USA ;p. I think it's -6 GMT iirc.

  12. #62
    Quote Originally Posted by Miguel
    I'm told more than 2v2 is actually impossible.
    Unless an actual Relic dev told you that, I suspect it's a matter of finding out how to do it. First of all, it was assumed that 3v3 in MP was the max amount of players the engine would allow but then Relic opened extra slots for observers. My suspicion is that no one but Relic knows for certain whether those extra slots can actually be player controlled (rather than plain observer mode) or even if they can control the AI (making 3v3 mode possible) or if even more slots can be opened (perhaps making 5v5 possible).

    So far the only thing we know is that 3v3 in MP seems to have been a design choice rather than an engine limitation much like lack of persistent bodies was a choice to ensure max playability rather than an engine limitation.
    Space Hulk (1-5 player co-op)
    http://steamcommunity.com/groups/DoW2-SH

    Codex Edition (Fluff based MP skirmish)
    http://steamcommunity.com/groups/DoW2-CE

  13. #63
    Well its possible for 8 players. Those players can be observers or players. However if the map has specified 8 players, then I think the observer slots disappear, and all the player slots become stacked on top of each other. So either I find a way to rewrite the files that co-ordinate the slots (and the slots do work, all 8 of them, you just can't access some of the ones behind others) or I stick with 2v2.

    I'm fairly sure 8 players is a hardcoded limit, but I could be wrong.

  14. #64
    Version 0.70 finally released! Here's a link

    Changes include:
    • Added more XP required as a hero levels up
    • Added levels up to 25 for all heroes
    • Completely changed the creep system
    • Added more/different "neuts" (jungle creeps)
    • Made no weapons outrange a tower
    • Players now get gold on kills and lose it on deaths
    • When neuts are attacked, they receive a sight buff to counteract the necessary low normal sight
    • Changed respawn times/costs to be closer to DotA
    • Changed the walls in each base
    • Removed warrior neut keen sensing
    • Removed auto attacking on fountains and hero "circles"
    • Added a mod icon
    • Modified the tips to be more mod appropriate (and hero
    • orientated)
    • Set the camera to default to minimum zoom
    • Fixed a player losing gold on a kill
    Last edited by Miguel; 28th Sep 09 at 3:42 AM.

  15. #65
    Awww crude, I forgot to mention this earlier...there's been a couple of times I ended up going into the negatives with req. My hero dies and I can't rez him till my req slowly gets back to 0 : (. -350 is less than 0 XD.

    Btw, my tag for DoW2 is the same as it is here, Barisaxblue ;p.

    Edit: I just played a game of the newest ver and from lvl 1-10 it seemed I breezed right through those lvls. I also played as the Ork Kommando and it seemed like there were some pathing issues on the bottem lane on the Scourge side. I kept tellin him to atk the 2nd tower and he'd go off like he's makin a detour XD. Them nids were pretty tough too. They managed to push nearly all the way to my base. Don't those ranged guy's (Hourmagaunts?) have a debuff were every time they hit something with their atk that something takes more dmg from any more atks, and said debuff also stacks? Also, by the end of the game I had over 10k req XD.

    It's still a fun map, even to play by myself ;p.
    Last edited by Barisaxblue; 28th Sep 09 at 11:06 AM. Reason: About the new ver...

  16. #66
    Awww crude, I forgot to mention this earlier...there's been a couple of times I ended up going into the negatives with req. My hero dies and I can't rez him till my req slowly gets back to 0 : (. -350 is less than 0 XD.
    Don't worry, I already fixed that, its in the changelog.

    Also I'll be sure to make sure the later levels aren't so easy and I'll have a look at the pathfinding.

    Regarding the 'nids pushing, was it because of an AI player? They randomly push quite hard.

    Also yes, termagaunts did have a debuff, but I removed that, however the animation on the target still makes it look like its there. All creeps should be exactly equal, including the zoathrope/brightlance that you might think are different based on normal DoW 2.

  17. #67
    I just saw you add me on Steam Miguel but I've no clue on how to add you or accept your friend request or w/e. Why do some companies have to make such a simple so damn hard to figure out? *sigh*

  18. #68
    Open steam, go community, go my control panel up the top, and click invitations.

    Also how did you know, its says you're offline.

  19. #69
    Member Crandoman345's Avatar
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    Hey for everyone who likes Miguel's DOTA mod; I made a steam group for Dawn of Might - http://steamcommunity.com/groups/dawnofmight
    If anyone wants Admin rights - for announcements and events - feel free to ask
    "Thou shalt not tap the small glass panel on the dreadnought"
    - Rules of the Imperium #109

  20. #70
    Well dat was a fun lil romp through a couple of matches wit ya Miguel. Problem is, that when you left I believe the AI freaked out. They all but quit properly following the middle lane, there were orks jump packing on top of me and my creeps...it was crazy XD. Wish I had thought of makin a replay of it, oh well. Was still fun and I hope ta do it again sometime ;p. Maybe we'll get enough to possibly do a 2v2?
    Last edited by Barisaxblue; 28th Sep 09 at 10:35 PM. Reason: Spelling

  21. #71
    Yeah thanks Barisax, that proved that the mod had a huge potential to be fun. I'm not sure about the AI though. I reckon the scar script that disabled that AI was reset when AI took over my player.

    If anyone feels like a game of Dawn of Might, please tell me, and I'll add you to my GFWL friends.

    Now for the next version, besides bugfixes, I think I'll add some features. One thing I'm considering is adding more stats. While this of course means that more screen space is taken up, it means more character customization. Currently I have the same 4 stats that are in the campaign. I was considering splitting strength into one stat for melee damage, and one for special attack change (melee skill). In the same way I was thinking of splitting Stamina into health, and a seperate one for health regeneration. Will would be mana and mana regeneration, and Ranged would be ranged damage and accuracy.

    However I could keep the current stats as they are, but add new ones, such as movement speed, attack speed, sight range and detection, and maybe ability cooldown rate.

    Please tell me what would be more interesting. I'm not working on the items/abilities yet, since I'm waiting for The Last Stand for some nice effects.
    Last edited by Miguel; 29th Sep 09 at 12:48 AM.

  22. #72
    Small issue. While playing 1v1 against AI, I chose Hive Tyrant and the computer did as well (random, whoda thunk it ). When I got to lvl 11 (I think) I noticed my HT's hitpoints dropped to 175. I checked the AI and his HT was only 8th and had about 1300 hit points. I kept pumping health upgrades every level (was alternating health, melee, with one power upgrade at 3rd) to offset the low hitpoints, and used the wargear bioshield ability.

    Near the end, the AI was at 14th and I was at 20-something, and his hitpoints were down around 175-190. Does the AI know how to use the upgrades (or even the wargear) every level?

    I also saw the pathing problem on the lower lane with my hive tyrant. It's between the 1st and 2nd turrets in the lane (counting outward from the scourge base).

    Other than those, really fun mod to play. Great work Miguel!

  23. #73
    Thanks for letting me know. So the hp of the hive tyrant decreases at around lvl 11. I think thats the fault of my hero-level-adding program.

    I plan to realease v0.71 with some bugfixes and a couple of new features soon.

    Also if anyone feels like a multiplayer game, just PM me.

  24. #74
    OK, since I'd rather add some features rather than just bugfixing, I've come across 2 things that it would be nice to have someone else's opinion for.

    Firstly I'm adding runes. Since DoW 2 is pretty advanced, I would be able to do most things in terms of effects (besides illusion, that doesn't really fit the DoW 2 theme). I'm thinking 5 types. I could copy haste, double damage, invisibility, and regeneration, but it would be nice if I get some creative ideas.

    Secondly I had an idea to use strategic points as "raxes" or barrackses. This is a move that would plays on DoW 2 's strengths and hopefully is an improvement on DotA: I would have two cap points for each lane, one in the Sentinel base, and one in the Scourge. When the opposition's creeps (and only then, never any other time) get past that point, the heroes may cap the point. This would make that lane's creeps stronger, like mega creeps in DotA.

    This is better than DotA, IMO, because while it keeps the mega-creeps mechanic that is needed so a game doesn't drag on forever, it still gives the losing players a chance to un-cap the point, and keep the game going if there is still a chance of winning. I could have conventional raxes, but this seems to be a better idea for fitting DoW 2. And even better, it actually makes sense that capturing a beacon-thing allows your off-map allies to send better equipped troops. This is because they know that you are gaining ground - rather than DotA, where destroying your opponents barracks improves your creeps, but doesn't stop theirs.

    Please give your opinions, I need all that I can get.
    Last edited by Miguel; 30th Sep 09 at 5:32 PM.

  25. #75
    I would think illusion would fit just fine in it! (says the dope that knows neigh nothing about WH40k lore XD). I think your ideas sound interesting, we'll see what others say bout it though ;p.

  26. #76
    Banned Mormoran's Avatar
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    Is there any way you can add any more heroes than just the 9 that come regularly?

    I mean, if there's one thing fun about dota, is the diversity. You could have a scout type hero, a heavy weapons guy, a rocket ork guy (their exact name eludes me right now), a psiker... there's a lot of guys you could use... maybe a smallish carnifex guy too? (about the size of a tyrant).

    As for adding stats, I think those you mention are nice, and illusion deffinitely fits, thought you could call it something else so it's so fantasy-ish, like... I don't know... xD

    I don't understand your barracks idea very much, but from what I get, you want the creeps to get past a strategy point, and only then you can capture it, and only after you capture it, you get stronger creeps?

    If it's that way, I kinda don't feel it, it just creates a power slide of doom for the opposing team, in that they're already losing, and then they an extra stronger creep to deal with, along with the enemy who's knocking on their doorstep, along with the current creep push?

    I'm not saying the losing team should be rewarded, but don't punish them too much either xD

    By haste do you mean attack speed or running speed? because my fav hero (hyve tyrant) could actually use both of them xD he's too damn slow, even for a tanky-ish type hero.

    Do you plan on adding a wargear shop any time? or you're just waiting for Last Stand to come out to see what you can come up with?

    Oh, and one last thing, can you make the map bigger? the base area feels a bit cramped, and the lanes are a bit narrow, specially for big guys (my beloved hive tyrant ;D)

  27. #77
    The "diversity" is actually what I hate about DotA. I say keep it simple till you can get all the kinks straightened and any bugs squashed. The faster you add new stuff, the quicker you'll run into problems with old stuff.

    On a side note, as long as you can blow shit up, i don't really mind what you do to the map ;p.

  28. #78
    Thanks for feedback. Firstly to clarify, I assumed everyone reading had played DotA. What I mean by runes are objects that periodically spawn at the edges of the river. When you pick them up they give the hero certain effects, and they are the ones I'm wanting suggestions for. Haste is a rune in DotA that increases the movement speed to maximum. Also, while it seems most people think illusion would work with DoW 2, it would be a coding nightmare, because DoW 2 isn't designed for illusions. As such, suggestions on other effects would be nice.

    @ Mormoran Firstly I coulda sworn that there is 12 heroes... I mean there's 4 races, each with 3 heroes....

    But yes, its possible, to add other heroes. The problem with that, is that the hero choosing would have to happen in the current hero selection screen (for various coding reasons), so it would be much harder than just adding units you choose at your HQ.

    Also you are correct in what you understood about the strategic point. The reason I want it is because it means the games don't last forever with pushing and repushing. In DotA there is an even less forgiving system where when you have killed an enemy barracks, all your creeps become permanently stronger. My system compromises by giving a chance to be able to fight back, but only if its not completely one-sided - if the team can get a chance to un-capture the point.

    Well I'm not planning on doing exactly what DotA has done with items shops. Currently you can only buy items from your base, but there's no DotA-style shop because of engine limitations. This means that I'm keeping the DoW 2 item system where the items give you abilities rather than stats. And yes, I'm waiting for better effects/models that The Last Stand will give.

    Regarding the map, yes, I plan to make it bigger. After the next version I'm going to try and find an experienced map maker and see if they can do what I have been trying to do, only better.

  29. #79
    Question about the barracks idea:
    When the opposition's creeps (and only then, never any other time) get past that point, the heroes may cap the point

    i would find this a nightmare to code.... how are you planning on it?
    i mean, are you going to make it "uncaptureable" or "unselectable" until creeps are past point x, and then the hero can get it? what happens if the creeps die past point x after the hero is ordered to capture it, but before they finish it?
    Or are you going to make it revert to neutral after every time its captured unless there are creeps on the opposite side of it...?
    Or, otherwise are you just going to set a flag thats raised once a creep first passes the barracks, and allow it to be capped and un-capped normally from then on?

    on another note, the turret needs a buff. its tooooo easy to kill even at lower levels... i remember towers in DotA were essentially invincible killing machines that you had to run from once they targeted you until you got lots of gear or levels. which was the fun part of the game IMO, all sitting around a LAN then hearing a scream as the tower targeted a hero :P (mind you i play drow archer, so that might be why...)

  30. #80
    Hi uniforce. Well I don't plan to use that last possibility and have the point suddenly become enabled when the creeps get past that point, and have everyone fighting over the point... which wouldn't make for a fun game.

    What I plan to probably do is your first method. I would do an every second check (not that inefficient because I would have a single if statement at the top so that it only checks a small bit every second) of whether a (lets say Sentinel) creep has passed a certain point in the Scourge base.

    This would probably be with a Prox_AreEntitiesNearMarker() and the Sentinel creeps sgroup. The strategic point will have been disabled at the start using Modify_DisableCapture(). When the creeps pass the marker, I enable the strategic point using Modifier_RemoveAllFromEGroup(). Then when the Scourge creeps pass that point, I disable it using Modify_DisableCapture() again.

    That's just the disabling and enabling of it. There would be much more for actually changing the creeps to mega creeps, but anyway its not that hard.

    I don't think I'll bother with allowing the hero to finish the capture if their creeps get pushed back, because while it is possible, it would be a waste of time to write. If the heroes push back the creeps then the game should probably still be going normally - no GG mega creeps, so that system would be fine.

    I agree the turrets are a bit weak, but mostly I think its because a lot of the weapons everyone has do extra damage to towers (power weapons of the creeps, the brightlance/psychic blast). So yeah, I plan to tone those multipliers down. Also I will probably increase the tower hitpoints.


    Anyway, does anyone have more suggestions about my rune system? (see above)
    Last edited by Miguel; 1st Oct 09 at 3:30 AM.

  31. #81
    Could the runes be like ammo use items (i.e. heal pack, grenades, air strike, demo charge, etc)?

    If so, could add ammo drops whenever a hero is killed. Not sure if you could code ownership of the ammo though, so would be a bit of a race to see who can click the ammo drop first.

    Would give the runes a DoW2 flavor (sort of).

  32. #82
    Yeah, the runes could be consumables, but the problem, as you say, is that wargear has no ownership and doesn't disappear into fog of war in DoW 2. It seems such a pity because using wargear as runes fits so perfectly.

  33. #83
    Okay, I've got the runes system working, but I need some effects. As cool as watching a hive tyrant sprint from one side of the map to the other in a few seconds after picking up a rune is, I'd still like some more DoW2ey effects.

  34. #84
    How bout that effect from that eldar thing? Fleet footed or sometin like that? Can't think of anything else XD.

  35. #85
    Fleet of foot (Fleet of claw for tyranids)
    actually, all units in TT can use it now, its just eld/nid etc can also charge after using it

  36. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #86
    Retired Compliance Fairy Gorb's Avatar
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    It's actually a universal special rule known simply as Fleet. It can be called Fleet of Foot, Fleet of Claw, Fleet of Wing, Fleet of Hood, or Fleet of Adamantine-coated Ceramite Armoured Powered Boot, but the rule in the main rule book is Fleet.
    I am an Iron Warrior! Iron Within, Iron Without!

  37. #87
    Awesome, so I'll keep the haste rune, but call it fleet. That aught to make TT fans happy. It sounds a bit more Sci-Fi as well.

  38. #88
    Okay, update. I couldn't mod for a while for steam reasons, but I'm getting back on track.

    For the next version I have planned runes, mega creeps, raxes, map changes, and bugfixes.

    However because of the new method I devised for hero abilities, I plan to have a ability/item system very close to DotA. This is because my method increases efficiency as well as making multiple levels of abilities viable.

    This means also that all the items can become like DotA items - supplying stats. I've also considered having 6 abilities per hero, but by removing the standard spells (like guide for the Farseer). This will add some change to DotA (I mean who likes leveling stats for the last 10 lvls), but it also means that I will have to either have 24 or 30 levels.

    Anyway any opinions on anything I've said are welcome, because I'd like a general opinion on what you like/don't like about my plans.

  39. #89
    Banned Mormoran's Avatar
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    30 levels sounds good! And yeah, those last few levels on dota when all you can level up are the stats feel like a waste. Like, why do they even bother going all the way up to 25 if they are just going to cheap out and do "+2 to stats" like a million times. I guess they were limited by the engine, which as you seem to imply, we are not ;D

    Waiting eagerly for the next release man!

  40. #90
    You guys have heard of http://www.heroesofnewerth.com/ right? Its an entire game didicated to Dota xD. Having said that I prefer the graphics and actual gameplay of dow2, so im awaiting for this mod with much aticipation.
    "Now I want you to remember that no bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country."

    General George S. Patton.

  41. #91
    Thanks for the feedback. Yeah, I've heard of HoN, and I've considering buying it since I like DotA so much. But the mod is another way to introduce players to the AoS genre, using a pretty advanced engine as well.

    Also while I mentioned the item and ability system, I don't plan to release with 0.75 because it would need plenty of creative effort to think of all the abilities. Which is why I'd like suggestions about what abilities the 12 heroes should have that are interesting, different from the current ones, and suit DoW 2. Also remember its 6 abilities per hero .

    Thanks

    Edit: I've come across two problems, and I'm sure it would be quicker to see if anyone knows what' I've done wrong.

    First problem solved .

    Secondly, and this is a lot harder. The Modifier_Remove() function requires a Modifier ID as an argument, however the Modifier_Create() function returns a Scar Modifier, which is not the same. If I want to remove a modifier I've created through SCAR, and Modifier_RemoveAllFromSGroup() doesn't work (possibly because it only removes modifiers that were originally applied to an Sgroup, mine are applied to a squad and entity in that Sgroup), then how do I do it?
    Last edited by Miguel; 9th Oct 09 at 12:15 AM.

  42. #92
    Banned Mormoran's Avatar
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    Uuuuuu, now I can also pitch in the mod!

    Let write up a few abilities I think each commander should have that fits with each of their playstyles...

    I'll post it later!

    P.S.: Weeeeeeee!!1 I'm helping with an awesome mod!

  43. #93
    I've solved one of the problems. The reason why the creeps didn't have weapons was because I had put the wargear files in a wrongly named folder directory. DoW 2 decided not to crash, and so I though it was loading the files, but it wasn't .

    I think I have also decided to make the "rax" strategic points locked once they have been captured. This means the pushing won't have to last forever, but it still has the compromise of only being able to capture by heroes. This also prevents those annoying moments where the creeps rax by themselves. As such my method requires participation by heroes.

  44. #94
    Member OneProduct's Avatar
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    @Miguel
    Secondly, and this is a lot harder. The Modifier_Remove() function requires a Modifier ID as an argument, however the Modifier_Create() function returns a Scar Modifier, which is not the same. If I want to remove a modifier I've created through SCAR, and Modifier_RemoveAllFromSGroup() doesn't work (possibly because it only removes modifiers that were originally applied to an Sgroup, mine are applied to a squad and entity in that Sgroup), then how do I do it?
    Here's my guess without actually having tried it:

    Open up gamedefaults.sga and check out simulation\scar\modifiers.scar lines 27-39 and 986-1006

    modid = Modifier_ApplyToSquad(modifier, sid)
    modifier = Modifier_Create(applicationType, modStr, MUT_Multiplication, false, factor, "")
    sid = Squad_GetGameID(squad)

    So then when you put this all together

    modid = Modifier_ApplyToSquad( Modifier_Create(applicationType, modStr, MUT_Multiplication, false, factor, "") , Squad_GetGameID(squadID) )

    To get the squadID you can use:

    Code:
    Void SGroup_Filter( SGroupID sgroup, String/ID/Table blueprint, Integer filtertype[, SGroupID splitgroup] )
      	
    Filters an SGroup by blueprint. Blueprints can be provided by name or by ID, and in a table if you want to filter on more than one type. 
    
    Setting filtertype to FILTER_KEEP results in the group only containing squads of the types listed in the blueprint table, while FILTER_REMOVE will strip those same squads out and leave those that aren't of the types listed. If you specify a splitgroup, then units that would have been removed get moved into this group instead. This group is cleared beforehand.
    Then use:

    Code:
    SquadID  SGroup_GetSpawnedSquadAt( SGroupID group, Integer index )
      	
    Returns the spawned squad at a certain position in the group. 
    
    This is a one-based index (use index 1 to get the first squad in the group.) It is an error if index > SGroup_GetSpawnedCount().
    So then the full thing is:

    Code:
    --some variables to make it easier to read
    player = World_GetPlayerAt( YOUR_PLAYER_NUMBER )
    all_squads = Player_GetSquads( player )
    blueprint = "sbps\\YOUR_BLUEPRINT"
    sg_blueprint = SGroup_CreateIfNotFound( "sg_blueprint" )
    
    --creates an SGroup that contains only the unit specified in the variable blueprint
    sgroup_blueprint = SGroup_Filter( all_squads , blueprint , FILTER_REMOVE , sg_blueprint )
    
    --gets the SquadID of the unit specified in the variable blueprint and gets its gameID (to be used later)
    squadID_blueprint = SGroup_GetSpawnedSquadAt( "sg_blueprint" , 1 )
    squad_blueprint_gameID = Squad_GetGameID( squad_ID_blueprint )
    
    --design your modifier
    modifier = Modifier_Create( Integer applicationType , String modtype , Integer usageType , Boolean exclusive , Real value ) 
    
    --get your ModID
    modID = Modifier_ApplyToSquad( modifier, squad_blueprint_gameID )
    
    --now you actually create/apply/remove modifiers
    Modifier_Create( Integer applicationType , String modtype , Integer usageType , Boolean exclusive , Real value ) 
    Modifier_ApplyToSquad( modifier, squad_blueprint_gameID )
    Modifier_Remove( modID )
    Last edited by OneProduct; 9th Oct 09 at 8:47 AM.

  45. #95
    Okay, thanks for your help. However all I needed to know in this case was that Modifier_ApplyToEntity() and Modifier_ApplyToSquad() returned the ModID.

    This is because I'm using heroes, and therefore I don't need the Player_GetSquads() or the SGroup_Filter() since I can just use Player_GetHero().

    One thing I noticed is that your variable "squad_blueprint_gameID" has the GameID of the squad, and this is what you're applying the modifier to. That's not the case, rather you're supposed to apply modifiers to just a squad ID. So its a bit simpler than all that.

    What you use the gameID for regarding modifiers is finding the right modifier table I think. While the variables are called "sid" in both cases, I think "sid" in the last case (lines 986-1006) is just a squadID, wheras its a squad gameID in the first (Lines 27-39). Good old Sid...

    Anyway you have my immense thanks for working that out OneProduct.
    Last edited by Miguel; 9th Oct 09 at 4:52 PM.

  46. #96
    Member OneProduct's Avatar
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    Canada
    Ah yes, you're right. The only line that needs to use squad_blueprint_gameID in the code I posted is the one that initiates the variable modID. The others should just be squadID_blueprint like you pointed out. Then you only need to use modID as an argument for Modifier_Remove().

    Perhaps you can help me with a problem I was having: http://community.dawnofwar2.com/forums/topic/33222

    I haven't tried to work on it or debug it for awhile as it wasn't critical to the mod and I had more important things to work on but maybe another set of eyes can quickly identify the problem. Currently when the code runs it doesn't do anything; no in-game effect and no SCAR error. I think it's something wrong with one of the filter functions or tables.

    If you can't figure it out with a quick peek don't worry about it.

  47. #97
    Version 0.75 Released!
    DOWNLOAD HERE

    Changes Include
    • Added Weapon Skill attribute that increases chance of special attacks
    • Removed increased special attack change on Strength attribute.
    • Added mega creeps to be accessed by capturing a "rax" point
    • Added 4 runes that spawn every 60 seconds, giving the hero that takes them a timed bonus
    • Gave the fountains names, icons, and a weapon worthy of the DotA fountains
    • Fixed the hive hyrant having little health after level 10
    • Added the ability to retreat to waaagh banners
    • Made all players start with 1 power
    • Fixed some weapon statistics that overlapped from creeps to heroes
    • Changed the map to allow large heros to access all lanes (and prevented small heroes from getting to certain areas also)
    • Added a creep return function, so no more Warp Spider abusing ^^
    • Fixed the SCAR error when a tower was killed in 1v1
    • Fixed certain players starting with too much power in 1v1
    • Various other fixes
    Last edited by Miguel; 10th Oct 09 at 11:03 PM.

  48. #98
    I'm going to start working on version 0.8 soon. This will probably one of the final steps before I have all the DotA features implemented and I can start balance and some really interesting features. I've also got some orchestral music (not composed by me) to put into the mod sooner or later.

    Basically I need ideas for all the heroes and which items/abilities each should have that will be able to level (you can improve abilities by spending skill points) as well as being interesting and different from the base DoW 2 abilities. This is because I'm changing the item and ability system to a better, DotA like system.

    Oh and I'm still waiting for your ideas, Mormoran

    Also if you did manage to download version 0.75, I'd love your comments/suggestions.
    Last edited by Miguel; 12th Oct 09 at 10:52 PM.

  49. #99
    Hi Miguel!

    Firstly, great job, this is one fun mod.

    Just tried out version .75 and there seems to be a bug with the "veteran" Eldar guardians (Sentinel-side). They're invisible, only their shuriken catapults are seen without the guardian models. It's really strange seeing floating and firing shuriken catapults without Guardians behind them. I haven't tested if this bug also affects the Scourge/Tyranid side once "veterans" are enabled. I'm playing this in single-player vs. expert AI - 4-player map so I'm allied with an AI player - as multi-player online play's out of the question with my slow connection. I hope you'll look into this.

    I'm also looking forward to a single-player AI should that be part of this mod's future development.

    Thanks again.
    Last edited by tojo; 13th Oct 09 at 1:59 AM.

  50. #100
    Thnx for the feedback... I though I had fixed that . Anyway, here's the fixed version. I've also added it to the main post.

    The reason it bugged up is because of the multiplayer leveled wargear. It was only for the guardian that I had broken. Thnx anyway.

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