25th August 2004, 7:03 PM
Ah yes, all valid complaints. I'll see what I can do about that.
Meanwhile, here's an updated version. First thing's first, as you had pointed out, the tech tree is "old". I have found out that, in order to make sure older custom maps work, by default all custom maps that aren't straight melee will use the first version of whatever game they are based on (either version 1 for ROC maps or version 1.7 for TFT maps). So, I found the right option and told it to "use latest patch", so now all the stats, including tech tree, SHOULD reflect the latest patch data (except of course for custom modifications). If not, just tell me.
Other than that, I spent a long time finding a way to reduce the workers to just one for undead and human. It turns out it is NOT possible to actually make an additional build icon with it's own data, or just put a build icon for whatever on the main ability menu for a unit. That sucks, but I found the next best thing. I just gave the peasents and acolytes a morph command. They can now change the structures they can build instantly just by pressing the new button I was able to give them. I also made sure they could do everything they could as the previous unit. The only tricky part was making sure the morphed peasents could become militia. It took a while, but I managed to get both normal peasents and the "sailor" morphed version to become militia and revert to whatever they were before militia morphing.
Also, I took your complaint about not being able to tell which is which in mind, so when morphed into shipyard workers, the units are now tinted blue.
(All this, and not a bit of programming, thanks for powerful property manipulation Blizzard!)
Anyway, the latest version is attached here. Just overwrite the previous file okay? (And make sure you are the one who hosts the game if you play Bleakstare again, so his is updated instead of yours being downgraded :D.)
Okay then, that in mind, the very next thing I think I'll do is boost the movement speed of all ships by a decent amount. I will say the map IS the largest possible format. I ended up doing that because it was the only way to fit a decent amount of sea in there. To make it so air forces can't just murder you, I think I'll vastly increase the warship's attack power, or speed, or something, so they can take actually somewhat overpower air forces. The weakness will be that they can't go on land to murder someone's base of course :D, but having a few battleships during a battle on the shore will be helpful I think :). Also, I will be incorporating researched upgrades for ships, being the only units that are exactly the same throughout a match is very bad...
Anyway, for now you can test it with him or with me when I'm on later.
Meanwhile, here's an updated version. First thing's first, as you had pointed out, the tech tree is "old". I have found out that, in order to make sure older custom maps work, by default all custom maps that aren't straight melee will use the first version of whatever game they are based on (either version 1 for ROC maps or version 1.7 for TFT maps). So, I found the right option and told it to "use latest patch", so now all the stats, including tech tree, SHOULD reflect the latest patch data (except of course for custom modifications). If not, just tell me.
Other than that, I spent a long time finding a way to reduce the workers to just one for undead and human. It turns out it is NOT possible to actually make an additional build icon with it's own data, or just put a build icon for whatever on the main ability menu for a unit. That sucks, but I found the next best thing. I just gave the peasents and acolytes a morph command. They can now change the structures they can build instantly just by pressing the new button I was able to give them. I also made sure they could do everything they could as the previous unit. The only tricky part was making sure the morphed peasents could become militia. It took a while, but I managed to get both normal peasents and the "sailor" morphed version to become militia and revert to whatever they were before militia morphing.
Also, I took your complaint about not being able to tell which is which in mind, so when morphed into shipyard workers, the units are now tinted blue.
(All this, and not a bit of programming, thanks for powerful property manipulation Blizzard!)
Anyway, the latest version is attached here. Just overwrite the previous file okay? (And make sure you are the one who hosts the game if you play Bleakstare again, so his is updated instead of yours being downgraded :D.)
Okay then, that in mind, the very next thing I think I'll do is boost the movement speed of all ships by a decent amount. I will say the map IS the largest possible format. I ended up doing that because it was the only way to fit a decent amount of sea in there. To make it so air forces can't just murder you, I think I'll vastly increase the warship's attack power, or speed, or something, so they can take actually somewhat overpower air forces. The weakness will be that they can't go on land to murder someone's base of course :D, but having a few battleships during a battle on the shore will be helpful I think :). Also, I will be incorporating researched upgrades for ships, being the only units that are exactly the same throughout a match is very bad...
Anyway, for now you can test it with him or with me when I'm on later.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)