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Author Topic: [Development] Island Defense 3.0.9  (Read 15340 times)
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Neco
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« on: July 12, 2011, 09:54:55 PM »

This is the official development thread for Island Defense 3.0.9. Feel free to post any suggestions and comments you may have.

    Contents


    To Do:
    • - Modification complete.
    • - Alpha Testing.
    • - Private Beta Testing.
    • - Public Beta Testing.
    • - Release.


    New Additions

    Builders
    • - New Builder "Dryad" (complete, requires further testing and number crunching).
    • - Tauren now gets EXP when in Ancestral Rage form (not actually new, but I'd forgotten to mention it).
    Titans
    Terrain and Miscellaneous
    • - Debug mode (Hmm, or maybe just for beta testing? "-details" command added, only shows the player objects stats currently).
    • - Trade Hack prevention.
    • - Map Preview Image.
    • - W3MMD for leagues and parsing (urggghhhh! Can be worked on during beta).
    • - Loadscreen (Awaiting author consent... Still waiting... Can be worked on during beta testing).
    • - Armageddon mode (Possibly... or not, I might play around with the idea some more... Can be worked on during beta testing).


    Changes

    Builders
    • - Change how Panda's split works (coding instead of base ability) to make it work like any other death. (Needs further testing. Base ability finished. Needs tidying. Needs more pretty lights).
    Titans
    • - Reimplement autopunish (I'm working from 3.0.8c since I lost the others).
    • - I don't like how Fossurious is scaling, might tweak.
    • - Page system modifications (rewritten into sexy Zinc).
    • - Recode Fog Generator.
    Terrain and Miscellaneous
    • - Implement Smygarn's terrain from 3.1.0.
    • - Reimplement observer boot. (Requires further testing)
    • - Slowly porting everything to Zinc for readability and my sanity.
    • - Recoding some code for easier OOP-style access (done some).
    • - Fixing up conditions for player handling.
    • - Check leader system.
    • - Minor global terrain changes.
    • - Implement HCL (again... sigh).


    Bug Fixes

    Builders
    • - RD bugs out when a player leaves (must test).
    • - Satyr Dash bug.
    • - Check double-right-click towers to make sure they're all working right(Added Egg Sack).
    • - Check transport sizes on all units.
    • - Sacrifice trigger lasts 16 seconds instead of 15.
    • - Look into Avatar Glitch workarounds (tested, fixed)
    • - Implement damage system into tauren / satyr's pokes.
    • - Check tower range values (and perhaps change system).
    • - Set wood value on Builder death to 0 AFTER a short delay (seems to be a Blizzard bug).
    Titans
    • - Punish bug (fixed)
    Terrain and Miscellaneous
    • - Fixed up death / player handling systems to prevent race bugs.
    • - Removed the ability for the left side of the mound to be walled off with a single wall.
    • - Recompiled custom buttons for Mac compatibility (requires testing...).

    Proposed Beta Revision 10 Changes:
    • - New Game Mode: TM (tag mode). When a builder is killed, the titan takes over all their units and visa versa with the old builder. Apparently this was in one of Aerox's fun versions. Suggested by IDTitan.
    • - New Game Mode: RM (revive mode). When the titan is killed, he may pay a small bounty in order to be reborn from the flesh of one of his minions.
    • - New Game Mode: AM (armageddon mode). Pretty much changes the entire game.
    • - Terrain Patches (Smygarn).
    • - Increase +100hp on spawn to 15% (from 10%).
    • - New Intellect Items.
    • - New Researches for Dryad.




    Return to the top of the page.
    « Last Edit: September 03, 2011, 03:30:09 AM by Neco » Logged
    SuramarXStealth
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    « Reply #1 on: July 12, 2011, 11:08:56 PM »

    Make sure the page bug, announcements, punish bugs, dash bug, and anything else I can't remember because it's 1:00am now, ARE ALL FIXED BEFORE RELEASE! Don't pull a 3.0.6D-->3.0.6E again.
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    Coaster_Man
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    « Reply #2 on: July 13, 2011, 12:35:45 AM »

    Double click to rebuild 90g towers needs fix.
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    Neco
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    « Reply #3 on: July 13, 2011, 01:25:06 AM »

    Make sure the page bug, announcements, punish bugs
    Care to explain further? (maybe tomorrow when you're awake Smiley)

    Double click to rebuild 90g towers needs fix.
    In what way is it broken?
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    Carnerox
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    « Reply #4 on: July 13, 2011, 02:27:21 AM »

    Add this. But make it a Dryad.

    -Double check every Builder/Summons/Etc. and make sure their transport size is greater then 1.
    -In the trigger sacrifice, might be different for yours, but it last 16.00 seconds, instead of 15.00(Not a HUGE thing, but the times aren't the same).
    -Make Fog Generator work while wind walk(I was Breezious before, and I used wind walk, and after the aura buff duration wore off they lose invisibility till I broke wind walk).
    -Remove gold 2 lumber.
    -Fix the avatar TK glitch(?). Either trigger avatar yourself, or make it so if you damage an ally unit, they will take 0 damage from it.
    -Make random more random.
    -Make it so the hidden page shop cannot be clicked without doing 'page next'.
    -Like Coster said, like 2 or 3 gold towers couldn't be double-clicked(I think they were Arachnids).
    -Add a damn damage system so you have to deal damage to gain resources via poke on Satyr.
    -Faerie's tier 1 tower(Pretty sure), doesn't show it's range correctly, it just creates the effects around it.
    -Boot Player doesn't work, or just never shows text.

    Edit: Fixed link.
    « Last Edit: July 13, 2011, 02:52:31 AM by Novynn » Logged
    Neco
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    « Reply #5 on: July 13, 2011, 02:55:34 AM »

    Code:
            method setRandomBuilderRace() {
                // Iterates, giving a "semi" random seed
                integer s = GetRandomInt(20, 50);
                integer i;
                while (s>1){
                    i = GetRandomInt(0, 17);
                    s = s - 1;
                }
                this.setRace(0,0,"",i);
                this.isRandom = true;
            }
           
            method setRandomTitanRace() {
                // Iterates, giving a "semi" random seed
                integer s = GetRandomInt(20, 50);
                integer i;
                while (s>1){
                    i = GetRandomInt(100, 109);
                    s = s - 1;
                }
                this.setRace(0,0,"",i);
                this.isRandom = true;
            }

    Smiley
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    Carnerox
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    « Reply #6 on: July 13, 2011, 03:03:52 AM »

    Hopefully I wont get Morphling or Arachnid every other game now. laugh
    « Last Edit: July 13, 2011, 03:09:01 AM by Carnerox » Logged
    VAMPSI
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    « Reply #7 on: July 13, 2011, 04:18:06 AM »

    is the next page bug where minis cant change the page but only titans can?
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    Coaster_Man
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    « Reply #8 on: July 13, 2011, 09:30:16 AM »

    is the next page bug where minis cant change the page but only titans can?
    I have never really had a problem with this, I don't see how others are. And if the buttons don't work just select the building again (via drag/box select) and it will select the other shop under it. Works almost every time.
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    sickle
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    « Reply #9 on: July 13, 2011, 11:32:37 AM »

    >s = s - 1;
    That defeats the purpose.  The gain in efficiency from looping down is from comparing to 0 (1 bit) and even though 1 is the same, it defeats the whole principle.  It may do the same thing, but there's a difference.
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    Neco
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    « Reply #10 on: July 13, 2011, 01:34:48 PM »

    >s = s - 1;
    That defeats the purpose.  The gain in efficiency from looping down is from comparing to 0 (1 bit) and even though 1 is the same, it defeats the whole principle.  It may do the same thing, but there's a difference.
    Indeed, this is old code from ~.7 so it's before I found out there were "for" loops in Zinc.
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    ArtFuL
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    « Reply #11 on: July 13, 2011, 02:29:15 PM »

    I have never really had a problem with this, I don't see how others are. And if the buttons don't work just select the building again (via drag/box select) and it will select the other shop under it. Works almost every time.
    I neither understand it, lol.


    Bugs:
    • if builders leave they spawn as minion (sometimes)
    • somehow the titan can get the normal titan and minis of another titan like:
      you got Lucidious - Legendary Titan of Water and you get Glacious - Legendary Titan of Ice minions.
    • radio hunter's "bug"? that he can load all undead units if shared
    • wood bug -> if you are a builder and you died and you became a minion you get sometimes somehow the wood which
      you can see to buy items from the secret shops
    • morphling's illu tower -> If you build it and you are in the normal worker form and you use the illu spell on the builder         
      then there spwans a morphling beast illu instead of the morphling worker builder (?)
    • The bug with the "blahblah got killed by player red" also happens to builders who died and not only to the hunter
    (• If possible do something against the tauren "glitch" bug that you can collect exp with hit/stop without attacking titan 
        but keeping in range for a hit?)
    • Not sure if it still is in this version but if red dies sometimes blue/teal... can't use exp/froff anymore..


    Well, there's probably more but can't remember more at the moment..
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    sickle
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    « Reply #12 on: July 13, 2011, 07:25:39 PM »

    >s = s - 1;
    That defeats the purpose.  The gain in efficiency from looping down is from comparing to 0 (1 bit) and even though 1 is the same, it defeats the whole principle.  It may do the same thing, but there's a difference.
    Indeed, this is old code from ~.7 so it's before I found out there were "for" loops in Zinc.

    HOLY FUCK THERE ARE FOR LOOPS IN ZINC?

    *recodes all his zinc things ever*
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    Coaster_Man
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    « Reply #13 on: July 13, 2011, 09:10:01 PM »

    New changes look good, and what is this armageddon mode?  Shocked
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    Neco
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    « Reply #14 on: July 13, 2011, 09:38:16 PM »

    New changes look good, and what is this armageddon mode?  Shocked
    An idea which I've had for a while which could speed up gameplay and make it more interesting.

    Not releasing any details until I see if it's plausible Smiley.
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    Coaster_Man
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    « Reply #15 on: July 13, 2011, 09:58:23 PM »

    New changes look good, and what is this armageddon mode?  Shocked
    An idea which I've had for a while which could speed up gameplay and make it more interesting.

    Not releasing any details until I see if it's plausible Smiley.
    Don't be a Blizzard  Tongue
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    Neco
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    « Reply #16 on: July 13, 2011, 10:44:37 PM »

    - Punish bug (need confirmation that it still exists)

    Can anyone confirm this?
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    Carnerox
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    « Reply #17 on: July 13, 2011, 11:08:52 PM »

    - Punish bug (need confirmation that it still exists)

    Can anyone confirm this?
    I haven't faced any bugs/gitches with punish, so I doubt it still happens.
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    ArtFuL
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    « Reply #18 on: July 14, 2011, 05:36:35 AM »

    - Punish bug (need confirmation that it still exists)

    Can anyone confirm this?
    I haven't faced any bugs/gitches with punish, so I doubt it still happens.

    Well, am I right with the unpunishable chicken isn't a bug, correct?

    bug:

    RD mode: If someone leaves the game doesn't start/no1 spwans, game message: the game will start if all players have chosen a builder--  zzzZzz
    « Last Edit: July 14, 2011, 05:43:38 AM by ArtFuL » Logged

    Carnerox
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    « Reply #19 on: July 14, 2011, 12:24:27 PM »

    BOOK_ID = A spellbook with all the little armor, immune, damage, etc.
    Code:
    //! zinc
    library Avatar
    {
        constant integer ABIL_ID = 'A000';
        constant integer BOOK_ID = 'A001';
        constant real DURATION = 30.00;
        constant string EFFECT_ID = "Abilities\\Spells\\Human\\Avatar\\AvatarCaster.mdl";
            
        function condition() -> boolean
        {
            return GetSpellAbilityId()==ABIL_ID;
        }        
        
        function onEffect()
        {
            unit u = GetTriggerUnit();
            real x = GetUnitX(u);
            real y = GetUnitY(u);
            UnitAddAbility(u,BOOK_ID);
            DestroyEffect(AddSpecialEffect(EFFECT_ID,x,y));
            TriggerSleepAction(DURATION);
            UnitRemoveAbility(u,BOOK_ID);
            u=null;
        }
            
        function onInit()
        {
            trigger trig = CreateTrigger();
            integer index = 0;
            while (index>=bj_MAX_PLAYER_SLOTS)
            {
                TriggerRegisterPlayerUnitEvent(trig,Player(index),EVENT_PLAYER_UNIT_SPELL_EFFECT,null);
                index=index+1;
            }
            TriggerAddCondition(trig,Condition(function condition));
            TriggerAddAction(trig,function onEffect);
            trig=null;
        }
    }
    //! endzinc

    or

    Code:
    //! zinc
    library NoDamageBuilder requires Damage,UnitBuilder
    {
       
        function onDamage() -> boolean
        {
            unit u = GetEventDamageSource();
            unit t = GetTriggerUnit();
            real d = GetEventDamage();
            if (IsUnitBuilder(t))
            {
                if (IsUnitAlly(t,GetOwningPlayer(u)))
                {
                    SetUnitState(t,UNIT_STATE_LIFE,GetUnitState(t,UNIT_STATE_LIFE)+d);
                }
            }
            u=null;
            t=null;
            return false;
        }
       
        function onInit()
        {
            trigger trig = CreateTrigger();
            Damage_RegisterEvent(trig);
            TriggerAddCondition(trig,function onDamage);
            trig=null;
        }
    }
    //! endzinc
    « Last Edit: July 14, 2011, 12:39:53 PM by Carnerox » Logged
    SuramarXStealth
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    « Reply #20 on: July 15, 2011, 11:48:57 AM »

    Make sure the page bug, announcements, punish bugs
    Care to explain further? (maybe tomorrow when you're awake Smiley)

    The titan shop where you click "forward" and get stuck on that page.

    The punish bug (I know you fixed it this one was a joke.)

    And the announcement things where when someone dies, It says the Red Player killed him. Happens a lot after someone leaves / goes observer.

    All in all, just make sure you get everything before release! Tongue lol
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    ArtFuL
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    « Reply #21 on: July 15, 2011, 12:58:22 PM »

    All in all, just make sure you get everything before release! Tongue lol
    You forgot the pro beta testers.
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    MuDDy_PaNDa
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    « Reply #22 on: July 15, 2011, 06:38:06 PM »

    First, id be up for beta testing Tongue
    ive stopped playing id, but hey, i wouldnt mind that.

    Also, why are you stopping the implementation of dryad?
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    SuramarXStealth
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    « Reply #23 on: July 15, 2011, 07:49:22 PM »

    I am now lost in this thread... I really need to learn more about computers! >.<

    my stupid school only offers courses on the business and advertisement side of them though!!! /RAGE!!!
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    Coaster_Man
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    « Reply #24 on: July 15, 2011, 08:04:58 PM »

    Also, why are you stopping the implementation of dryad?
    Yeah what gives, I was looking forward to the farmer Shocked
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