Map editing is a passion.
The Battle Guide is a unit cannon. It fires your other units that must be grouped around the Battle Guide.
As a reminder my contest runs through February 1st.
I think that's part of the vanilla game. It used to happen to me.
Is there a place to see how many votes a mod got in the initial round?
Is it just you working on this or do you have a team?
The work produced is excellent.
Looks good after all these years.
Invisibility will be nice.
Hey I just posted an update. I hope you like it.
It needs to feel lively.
The only way all the research can be done is if you use the ability in your town hall under Game Options.
The AI is not working ion this release, the next update will fix that.
Yes I made one.
Yes. It's called the Battlescruiser now. It has a movement speed equal to the Pulverizer, a higher fire rate, and reduced armor. I am also experimenting with having it manufacture the Bulwark as a smaller one-man hover tank that would follow the Battlecruiser.
The Argonaut is now more expensive and deals more damage to offset the heavy micro requirement involved in using it.
The Pulverizer now carries up to 6 units.
No that's a minor error. There will be an update as soon as I can gather feedback on balance.
The Naga aren't complete yet so there will be two more heroes. I forgot to set the attachment art to nothing on the flag.
I will see but right now I am at about 7900 kb after compression. Space is limited.
It is made in the standard editor. I also use triggers to smart cast abilities.
What I have discovered is that the more specific you are with conditions the faster the AI works. So for instance if you have building types A, B, and C in that order and B requires C then you should add a condition to B that states if will not be built unless number of completed C >= 1. The AI simply goes down the build order list and the more specific you can be the faster it goes though the list. Another method is to trigger upgrades based on unit composition. That way there is less for the AI to do.
I had not but here is a comparison:
Those are both good ideas. I'll see what I can do with them.
I have a suggestion thread on the hive as well: Hiveworkshop.com
Manipulating mana mostly. This race will have the fewest active use spells.
Thank you. Do you have any suggestions on ability sets or techtree upgrades? I am creating them as a mana control race.
Please let me know if you have any suggestions.
If you check under Tutorials you will find a the basic lore for the Lost.
Essentially they are a hyper-aggressive race born from the desperation of the Scourge to be victorious.
Ho do you find the time?
Looking good though.
If you have a solution I would be interested. I was never able to fix it and ended up using two workers. One substantial issue is that AI doesn't understand that method for issuing build orders.
Balmora was my home. I always thought it was underdeveloped. When I made my additions it looked similar to this but I had a large castle on the tall hill overlooking the city.
I was not sure what you meant about the hero name.
Do you mean you don't like it?
Will do. If you have any suggestions please post them!
-Have you added some kind of ingame ingredient sorter? I had one that used chests and would sort any ingredient found in the game.
-Do you make use of the "top mods" or do you create everything yourself?
May I have use of whatever project resources were completed for EoA?
This isn't a replacement mod that needs a .exe, it exists entirely in one map file. You can play it on bnet as is.