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Post by flufftail on Aug 8, 2010 21:07:21 GMT
Just a random simple idea I'm throwing out.. In the next update we are going to be getting health bars for some of more powerful units and Heros, this is all well and good.
However what I am requesting is not only the mana cost to be shown while selecting the units but also how much health they have.
"But you could just look in the Decorate file!" is the response a few people will say. But...why should we have to open up the wad, search through all the code and then remember everything for each unit. For me and probably many others memory is an issue...I forget I have washing on the line just a few hours after putting it out, or what I had for dinner a couple of days ago... Plus it would be a great help for those with no wad editing experience who may not know what to look for in the first place.
It could be as easy as adding another line under the mana cost like-
Mana: 12/5 Heath: 50
Simple example, clear to read and won't get in the way!
What do you guys think about this?
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Post by Vilde[Fin] on Aug 8, 2010 21:11:31 GMT
I like this idea. It would make stuff easier.
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Post by evilspacetomato on Aug 8, 2010 22:03:31 GMT
Nice Idea. If you want to help get this idea in the game, then offer to change all of the text. All of the costs are in a list and can be edited easily. The source is here. hosted.drdteam.org/zdwars/ACS%20source.txtJust update the text then pm/email Ventris with your changes. You could also add that the unit is a ghost/can hit ghosts/causes explosive damage/ranged attack/melee attack/resurrect-able/special powers.
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Post by Captain Ventris on Aug 9, 2010 0:07:54 GMT
Maybe...or you could read the manuals. If I put that, people will start incessantly asking that I put damage types and numbers and all sorts of other bull. I'm certain of it.
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Post by Minus- on Aug 9, 2010 4:10:31 GMT
yeah but fuck that, health is more important
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Post by Captain Ventris on Aug 9, 2010 4:30:31 GMT
Health levels and capabilities can generally be implied from the brief description and their cost. Read the manuals for the specifics.
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Post by pizzaguy on Aug 11, 2010 6:25:19 GMT
Maybe...or you could read the manuals. If I put that, people will start incessantly asking that I put damage types and numbers and all sorts of other bull. I'm certain of it. Who cares? Just put in what you want. Health would be cool, though.
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Post by Captain Ventris on Aug 11, 2010 14:42:10 GMT
Maybe...or you could read the manuals. If I put that, people will start incessantly asking that I put damage types and numbers and all sorts of other bull. I'm certain of it. Who cares? Just put in what you want. Health would be cool, though. VENTRIS PUT IN D*** PLZPLZPLZPLZ for the last year. Think on that.
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Post by pizzaguy on Aug 11, 2010 15:11:24 GMT
Eh, the D3D faction has merit but its got bugs and it needs polish. I wish someone would take it and fix it up, really. Unofficial as it may be, it shouldn't be left to rot like it has.
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Post by Captain Ventris on Aug 11, 2010 15:15:28 GMT
Yes it should, because there will always be some toolbag who thinks I made it. Always.
...and because someone always insists on discussing it suddenly.
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Post by pizzaguy on Aug 11, 2010 15:18:47 GMT
If someone (smart) who is familiar with ZDW went in and played it they should know instantly you hadn't made it. First of all, no unit descriptions. No "shock" "sniper" "suppression" etc. That's lame. Secondly, the damned tech tree takes over EVERYONE'S tech tree! Again, not saying its a great faction (comes from a great game, though), but it is fun to mess around with. I am curious as to exactly WHO made it, however...
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Post by Captain Ventris on Aug 11, 2010 15:35:44 GMT
This is a Skulltag mod. Counting on the smart people is playing against the numbers. As illustrated here.
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Post by pizzaguy on Aug 11, 2010 15:39:31 GMT
Eh, fair enough. I think people get passionate about great mods like this and want to be creative and emulate you and your own creativity. Its a compliment, I suppose. People see different sprite-based FPS games and think "Hey we can put that in, too!". The ideas aren't bad, but the reality is that balancing is very difficult as you no doubt know. That and the different engines and blah blah blah. I wouldn't even know where to begin with making a faction. The problem I have is actually more with the realm and a**** factions. Just mish mashes of Beastiary monsters that aren't balanced or cohesive whatsoever. Ugh.
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Post by Captain Ventris on Aug 11, 2010 15:45:21 GMT
Two years I have worked on this, and I'm still not entirely happy with it. I STILL work at it regularly.
People start working on these things, and eventually realize that, since they aren't psychic, they don't know what overall changes and features I'll be adding in. They'd always be playing catch up with my development cycle, and considering the faction balance doesn't take their factions into consideration, it will be very hard to make it work well.
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