The Great Experiment
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I've added a bonus that makes surrounding units invulnerable (but not you, ala Bittersweet's Faith Bearer), and powers up your weapon. It's basically a rip of Heretic's tomed crossbow, but all three of your bolts also do ripper damage. I can't figure out how to make it available though. I don't want it to be a random drop, that much I know. I thought about implementing the score system, and have it given to you at certain increments, but I'm undetermined on that. Any suggestions?
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[brainstorm]
- Make it appear at the nearest base when your health is very low, say <15%
- Make it a usable inventory item that costs 80+ points to activate
- Make it part of a "sudden death" mode that happens after the timer runs out
- Make it appear after the player personally kills enough units
- Make it appear after the player's units kill enough units without the player themselves firing a shot
- Make it appear at any base that's down to its last blue flag to let the player make one final defence
- Make it appear at the nearest base when your health is very low, say <15%
- Make it a usable inventory item that costs 80+ points to activate
- Make it part of a "sudden death" mode that happens after the timer runs out
- Make it appear after the player personally kills enough units
- Make it appear after the player's units kill enough units without the player themselves firing a shot
- Make it appear at any base that's down to its last blue flag to let the player make one final defence
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I went with this, but also has the requirement that the player has less then 15 recruitment points.Vaecrius wrote:- Make it appear at any base that's down to its last blue flag to let the player make one final defence
The map now ends when all bases and enemies are defeated, and goes to a basic tally screen. I've also implemented the enemy general, who appears when the allies have more bases then the enemy. Once defeated, he'll reappear after a minute under the same circumstances.
Anyone want an updated version?
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http://home.midmaine.com/~lilwhitemo/Qc150307.zip
XWE corrupted one of the source wads so I had to rebuild a few things. Not sure if I missed anything, but a quick run through seemed fine.
The music is temporary, I haven't been able to find anything I'm happy with. I'm almost content with it, just a few things left I want to do and I'll send it off to the archive.
[EDIT] My tally screen from my last session.
http://home.midmaine.com/~lilwhitemo/tallyscreen.png
I didn't actually recruit any amazons, it's a bug since the first version that for the life of me I can't track down.
XWE corrupted one of the source wads so I had to rebuild a few things. Not sure if I missed anything, but a quick run through seemed fine.
The music is temporary, I haven't been able to find anything I'm happy with. I'm almost content with it, just a few things left I want to do and I'll send it off to the archive.
[EDIT] My tally screen from my last session.
http://home.midmaine.com/~lilwhitemo/tallyscreen.png
I didn't actually recruit any amazons, it's a bug since the first version that for the life of me I can't track down.
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Just beat it today... so there is a use for units other than phalanx and lancer XD
One last thing you might consider: maybe the enemy general could be a bit smaller? He seems a little out of place... (I like the balance, though: he's easy to deal with as a player, but leave him alone and he can do considerable damage to your forces...)
That, and possibly some player sprites in case someone hits the chasecam...
I also have to mention that this is the first RTS I've *ever* played that gave you a ground-level view of the battle. I'm surprised at how much of a visceral difference that made for me in terms of actually caring about what was going on in the game...
So does the "parent" project play similarly, or is it more focussed on a single unit?
@Tormentor667: RTP?
One last thing you might consider: maybe the enemy general could be a bit smaller? He seems a little out of place... (I like the balance, though: he's easy to deal with as a player, but leave him alone and he can do considerable damage to your forces...)
That, and possibly some player sprites in case someone hits the chasecam...
I also have to mention that this is the first RTS I've *ever* played that gave you a ground-level view of the battle. I'm surprised at how much of a visceral difference that made for me in terms of actually caring about what was going on in the game...
So does the "parent" project play similarly, or is it more focussed on a single unit?
@Tormentor667: RTP?
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LWM nice
check out http://charas-project.net/resources.php ... 0&fsearch=
for recources
the enemies can fade out on death?
check out http://charas-project.net/resources.php ... 0&fsearch=
for recources
the enemies can fade out on death?
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Sages are a wonder for clearing out masses of enemies, but once they get within melee range it's over for them. Witches are fast movers, handly for taking over enemy bases the player alone has overrun.Vaecrius wrote:Just beat it today... so there is a use for units other than phalanx and lancer XD
Will do, just hasn't been a high priority.That, and possibly some player sprites in case someone hits the chasecam...
So does the "parent" project play similarly, or is it more focussed on a single unit?
Spoiler:
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Just a status update bump.
- I've added simple player sprites, just so you're not starting at the Doom marine.
- The enemy general has been half scaled.
- The auto accumilation of recruitment points is based on skill now. Lower skills will accumilate points faster, while higher skills are slower. Normal skill keeps it the way it's been.
- I thought about adding a sword, to give the player a more powerful attack. Personally though, I wouldn't want to get that close to enemies in this project. Would anyone even use it?
- I've added simple player sprites, just so you're not starting at the Doom marine.
- The enemy general has been half scaled.
- The auto accumilation of recruitment points is based on skill now. Lower skills will accumilate points faster, while higher skills are slower. Normal skill keeps it the way it's been.
- I thought about adding a sword, to give the player a more powerful attack. Personally though, I wouldn't want to get that close to enemies in this project. Would anyone even use it?
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- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
Re: The Great Experiment
BUMP
If anyone has a copy of this, could they give it a whirl in a recent ZDoom SVN? None of the units are attacking anything, and I can't figure out why. I don't know if it's something I did or what. They'll chase each other down, but never enter their Melee/Missile states.
If anyone has a copy of this, could they give it a whirl in a recent ZDoom SVN? None of the units are attacking anything, and I can't figure out why. I don't know if it's something I did or what. They'll chase each other down, but never enter their Melee/Missile states.
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Re: The Great Experiment
Ahh, so here's where the thread went!LilWhiteMouse wrote:If anyone has a copy of this
I don't have a copy myself... can you upload the current version?
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Re: The Great Experiment
I haven't seen this, but I'll gladly try to figure out the problem.