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 BattleUnits

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SlowSnail3o



Posts: 43
Join date: 2009-07-07
Age: 20
Location: Slovenia

PostSubject: BattleUnits   Fri Jul 17, 2009 4:17 am

My new scripted map code name BattleUnits v1.

As you can see it is in v1 which means its not the final release.
Further on I will add features to it.


Current state:
Teams:
Two teams, Light (Aramon, Veruna) and Darkness (Taros, Zhon).
Light is bottom left corner and Darkness is top right corner.
{done}

Room configuration:
before going into the game teams should be set up like this:
Host view:
1 - Light - human
2 - Darkness - AI
3 - Light -AI
4 - Darkness - human
5 - Light - human
6 - Darkness - human
7 - Light - human
8 - Darkness - human

5, 6, 7 ,8 are optional.

Victory conditions:
Each team has good protected main base, where Divine lodstone is located. First team to destroy opponents Divine lodstone wins.
{done}

Getting units
In each main base there is special sacred area where you can buy units 4 unique units for now(each team has its own units) You also get a bird scout to get sight .
All players except for an AI gets a builder, AIs get few tier 1 buildings.
{done}

Base control:
you control a base when u build lodestone in that base
{in progress}

Mana limit:
Each players mana limit is risen when he kills certain amount of opponents units, so it enables him to buy better unit(s).
{done}

Mana regeneration:
is based on how many bases your team controls.
{in progress}


Further development paused until I get some proper tools for doing scripting.

Requirements for continuing:

  • manually edit code, (actually writing it)

It will happen someday!
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Wqaopl



Posts: 61
Join date: 2008-08-14

PostSubject: Re: BattleUnits   Fri Jul 31, 2009 2:35 pm

i dont see any requiamenrt of the scripted type that is out side of the catogrpher.

or is it just me =s
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BattleUnits

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