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| | #1 |
![]() Join Date: Apr 2007
Posts: 1,002
![]() | 1.21 Change List so Far -Bird fix (I think I've finally gotten it to work right) -Swedish special change to JAS-39 Grippen (9 mana, 3-mana cost missiles identical to MiG-29 ones, 90 gold cost, 10% evasion) -minor bug fixes Guys I'm desperately in need for more input. I'm sure there are many other things that can be improved about this map. What else comes off as problematic? |
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| | #2 |
![]() Join Date: Feb 2008
Posts: 159
![]() | Re: 1.21 Change List so Far Not sure, think I should play Humans more often, but I did notice that very little (early game) can stand to a mass of cheap (7 gold?) infantry accompanied by 3-6 doctors. I did have problems with the Doctors being able to fire, since they sometimes decided to attack instead of heal, resulting in unneeded deaths. Thats all I can think of for now. |
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| | #3 |
![]() Join Date: Apr 2007
Posts: 1,002
![]() | Re: 1.21 Change List so Far Try mutated zombies. They're good line breakers. |
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| | #4 |
![]() Join Date: Mar 2008 Location: Toronto, Ontario
Posts: 155
![]() ![]() | Re: 1.21 Change List so Far There needs to be a better way for humans to build barricades, instead of just massing mg nests. I think there should be a more expensive barricade that costs lets say 5g, 40w each and take a while to build. Another better barricade should be available with advanced technology too. To give the zombies a way to deal with this, the siege zombies should be further specialized to deal with buildings. Additionally, there needs to be an anti-air structure. I suggest calling something a SAM launcher, and giving it a modified barrage (longer range, less damage), so it automatically shoots. Barrage should also be given to the Anti-Air ground units, because people never use them; it's pretty hard to be constantly watching for air units when you are at war with a human. |
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| | #5 |
![]() Join Date: Mar 2008 Location: Toronto, Ontario
Posts: 155
![]() ![]() | Re: 1.21 Change List so Far Now that I think about, there needs to be an upgrade structure (and upgrades of course) for both zombies (virus mutation) and humans (technology). This would stop people from massing infantry and other cheap units, because they would actually have something to spend money on. For the zombies, they should get 1 wood every minute, and each upgrade should cost something like 10w. I think there should be universal weapon upgrades (for all units), but a separate armor upgrade for vehicles (planes, tanks, ships, artillery), buildings and infantry units. There should be just 3 levels for each upgrade as in melee, so that it will not result in superpowered units seen in other maps. |
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| | #6 |
![]() Join Date: Mar 2008 Location: Toronto, Ontario
Posts: 155
![]() ![]() | Re: 1.21 Change List so Far Random Glitches: Hints are messed up, still mention catacombs |
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| | #7 |
![]() Join Date: Mar 2008 Location: Estonia
Posts: 30
![]() | Re: 1.21 Change List so Far This is about catacomb version , right? Well I think the upgrade thing would mess up the delicate balance. Well I got a idea , how about trenches? In reality they should work against Zombies , they don't have artillery or planes. The trench would be like a cheap fast-to-use defense. I think France and Italy could make a good use of it and it would be good for blockading a certain area. |
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| | #8 |
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Posts: n/a
| Re: 1.21 Change List so Far I think their should be artillery that doesnt have any spells and just has long range attack of explosive damage. It would be like french mortars, though it would be longer range, u would have to set it up. I dont like how all the artillery now u have to keep going back to them and using a spell for them to work. |
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| | #9 |
![]() Join Date: Mar 2008 Location: Toronto, Ontario
Posts: 155
![]() ![]() | Re: 1.21 Change List so Far Trenches work because enemy gun fire goes over your heads. It would do absolutely nothing against zombies and this was talked about in WWZ. |
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| | #10 |
![]() Join Date: May 2007 Location: Holy Terra
Posts: 501
![]() | Re: 1.21 Change List so Far They would make a nice trapped dinner. |
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| | #11 |
![]() Join Date: May 2008
Posts: 1
![]() | Re: 1.21 Change List so Far 2 problems. the cluster rockets on the battleship doesnt work. Also ships cant regen mana |
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| | #12 |
![]() Join Date: Feb 2008
Posts: 53
![]() | Re: 1.21 Change List so Far ships dont regen mana at a shipyard, they need an ammo depo like artillery. trenches didnt work in the book cause once the zombies got to them the troopers have nowere to run to, however if it could be modified to trap a zombie or 2 that would then be able to be shot upon untill they destroyed the trench or something.. you know like pit traps maby. I agree on an AA structure since they are around, even if they are simply flak guns or something. |
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| | #13 |
![]() Join Date: Apr 2007
Posts: 1,002
![]() | Re: 1.21 Change List so Far Guys AA structres are unnecessary. ZSU-24-4 Shilka has an automatic AA attack and is built at the depot along with other artillery. Just use that. Or if you really must and have lost of money, get advanced. Phalanx towers target air. EDIT: I'll consider the barricades ideas. EDIT2: The cluster rockets don't work? I'll check it out. Last edited by TheRussianLord; 05-07-2008 at 03:27 AM. |
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| | #14 |
![]() Join Date: May 2007 Location: Holy Terra
Posts: 501
![]() | Re: 1.21 Change List so Far Zombie auras. What if we gave some zombies auras that caused harm to human units. Such as a fear aura that makes them move slower and shoot slower. |
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| | #15 |
![]() Join Date: Feb 2008
Posts: 53
![]() | Re: 1.21 Change List so Far Fear aura is a nice idea but then you should add a castable spell for humans that could negate it. In the book the armies would phsick(sp) themselves up with music/warchants to "take the piss" out of the zombies. IIRC usa played some heavy metal band, england used bagpipes ect ect. |
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