Natural Craft
<div class="IPBDescription">Warselection :)</div> I have had an idea. It occured to me 5 hours ago whilst at work.
I like NS.
I like Warcraft.
//thinks
//merges two
<3
So, for the past **checks clock** 45 minutes, I've been toying about in the editor.
So far I have skulks fairly good, I'm using the ghoul model, he does 75 Normal damage, has 85 HP, evasion and shadowmeld (as a consequence, all maps for any future mod will probably have to be in the dark unless I can tweak shadowmeld).
Onos was a bit of a problem. He's got around 1300 HP, does 120 Normal damage, has slam (stomp) and devour. Two hits typically kills a marine.
Now, for marines I've got the vanilla marines at 125 HP doing 10 damage a shot at 0.1 second delay. In other words, he shoots out 100 Damage per second. 2 rines vs. 2 skulks usually ends up with 2 dead skulks and one severely injured marine. (Sadly I cant inocorporate human chance in this, sorry).
I've got the HMG marine worked out too, 20 damage, with 0.08 delay.
Shotgun marines deal 250 Damage, have a shorter range, and a 0.75 second delay.
HA/HMG marines are precisely like HMG marines save for health. A HA marine will have 720 HP.
I tested balance somewhat. 2 LA shotties and 2 HA/HMG's vs 2 onos usually ends up with all dead marines, one okay onos and one very hurt onos. 2 LA shotties and 6 HA/HMG marines usually ends up with 2 dead LA shotties, and 2 dead HA/HMG marines with four surviving HA/HMG marines.
Now before you either 1: Flame me for defiling NS or 2: Worship me like a god or 3: Nitpick me to death and say that Onos' are overpowered and that they need to be nerfed, please this is just a proof of concept.
Once I've got the basic units all layed out I'll work on making structures. All models will be default ones. I'm using undead for Kharaa and human for TSA.
If I decide to give this up or run severely short on spare time, I'm planning on open sourcing so the community can see and tweak for themselves.
As of this moment I'm just fiddling with numbers names and a few things and seeing how they work. Any proffesional work (modelling, sounds, etc) I leave to more experienced hands.
Oh, and I'll see if I can work on gorges now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Just a couple notes:
1: I cant include all the weapons in the Warcraft mod. Sorry. I either dont know how, or it wouldnt be feasible. Skulks wont leap, gorges may not have web or bile, Fades will in all probability not have blink. I know I can barely call it NS without certain things but I am constrained. If this were a full blown RTS development then maybe I could but I cant and for that I'm sorry.
2: Dont expect this to be released in any workable form at any point within the next twelve months. Please. Give me a break I just thought of the idea 5 hours ago.
3: Please dont hurt me.
I like NS.
I like Warcraft.
//thinks
//merges two
<3
So, for the past **checks clock** 45 minutes, I've been toying about in the editor.
So far I have skulks fairly good, I'm using the ghoul model, he does 75 Normal damage, has 85 HP, evasion and shadowmeld (as a consequence, all maps for any future mod will probably have to be in the dark unless I can tweak shadowmeld).
Onos was a bit of a problem. He's got around 1300 HP, does 120 Normal damage, has slam (stomp) and devour. Two hits typically kills a marine.
Now, for marines I've got the vanilla marines at 125 HP doing 10 damage a shot at 0.1 second delay. In other words, he shoots out 100 Damage per second. 2 rines vs. 2 skulks usually ends up with 2 dead skulks and one severely injured marine. (Sadly I cant inocorporate human chance in this, sorry).
I've got the HMG marine worked out too, 20 damage, with 0.08 delay.
Shotgun marines deal 250 Damage, have a shorter range, and a 0.75 second delay.
HA/HMG marines are precisely like HMG marines save for health. A HA marine will have 720 HP.
I tested balance somewhat. 2 LA shotties and 2 HA/HMG's vs 2 onos usually ends up with all dead marines, one okay onos and one very hurt onos. 2 LA shotties and 6 HA/HMG marines usually ends up with 2 dead LA shotties, and 2 dead HA/HMG marines with four surviving HA/HMG marines.
Now before you either 1: Flame me for defiling NS or 2: Worship me like a god or 3: Nitpick me to death and say that Onos' are overpowered and that they need to be nerfed, please this is just a proof of concept.
Once I've got the basic units all layed out I'll work on making structures. All models will be default ones. I'm using undead for Kharaa and human for TSA.
If I decide to give this up or run severely short on spare time, I'm planning on open sourcing so the community can see and tweak for themselves.
As of this moment I'm just fiddling with numbers names and a few things and seeing how they work. Any proffesional work (modelling, sounds, etc) I leave to more experienced hands.
Oh, and I'll see if I can work on gorges now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Just a couple notes:
1: I cant include all the weapons in the Warcraft mod. Sorry. I either dont know how, or it wouldnt be feasible. Skulks wont leap, gorges may not have web or bile, Fades will in all probability not have blink. I know I can barely call it NS without certain things but I am constrained. If this were a full blown RTS development then maybe I could but I cant and for that I'm sorry.
2: Dont expect this to be released in any workable form at any point within the next twelve months. Please. Give me a break I just thought of the idea 5 hours ago.
3: Please dont hurt me.
Comments
Lerk works a charm so far. The evasion aura I've put on it was a bit overpowered (45% evasion =\) I've reduced it somewhat, needs more testing though...
Oh, for lerk lovers, no spores, no umbra, sorry guys <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Though I may be able to add primal in...
As for the lerk, can't you modify a projectile so it can target ground, and where it fires, it will release poision? Much like the meat wagons.
As for umbra - some devotion aura?
I'll work on spells/abilities once I'm done balancing the units primary weapons. As it is lerks get owned by shotgun marines. Lerk gets one bite in then gets pwnt. I've raised the HP of the lerk as well as lowering the damage of the shotgun marine a bit so it dosent die in one blast but I'm afraid that will lead to lerk ownage again...
Also, for Medpacks my idea is to make the townhall have Holy Light with infinite range.
The problem is that I'm using all HP, no armor. Hmmm. Maybe if I made holy light scale with HP...
Cat packs I plan on being bloodlust
Nade launchers will be siege weapons naturally <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
And barry, read the topic, please.
I am making a natural selection mod.
For Warcraft.
I'm using blizzard units as place holders, you have to have the game to play it, so blizzard cant touch me unless I'm selling it for profit.
Only the holy hand of the NS Dev team can stop me, and I will honoroubly stop developing this if asked to do so.
Blizzard are allowed to protect their intellectual property, and Starcraft is theirs, whether the modders like it or not.
Cleared up? Or are the waters still muddied?
Right now what I'm doing is like modifying the pistol in HL to fire rockets, and modifying Gordon to have 10K HP and have a jetpack. Theres no hardcore coding involved as there is with HL. When it's done, maps will have to use the unit data, I'm not sure how it works in War3 precisely.
Just think of this NS-War3 mod as NS is to HL. A free mod, made by (a) guy(s) in his(they're) free time for non-profit fun.
PM me with info so I can help ya test with some friends. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Blood Horn
Type: Onos
Health: 300% of onos health
Abilities: Stomp (radially freezes enemies nearby)
Focus (same as focus.. can be lvled 1,2,3 by user)
Aggression Aura (Makes enemies more eager to attack (sight 'range' boosted))
lvl 6 ability Rage (Blood Horn charges and instantly stampedes and kills non-hero types for 10 seconds)
Just an idea. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I can just imagine custom items though, "Really Big Knife", "Slug hive Roller", "Amulet Of Scorpian That Hovars Without Flapping", "Necklace of Lork On Da Clorf" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
/me giggles to self, then gets back to trying to get a half half ratio of wins between shotgun marine and lerk
I can just imagine custom items though, "Really Big Knife", "Slug hive Roller", "Amulet Of Scorpian That Hovars Without Flapping", "Necklace of Lork On Da Clorf" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
/me giggles to self, then gets back to trying to get a half half ratio of wins between shotgun marine and lerk <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Don't forget the one with the knife and the tac-light and all that.
The Really Big Knife is powerful enough as it is, and dont whine to me about the Crown Of Flayra giving +10 to all atributes!
Lerk = Shotgun Marine (roughly)
Lerk owns 2 Vanilla Marines
Lerk is owned by 3 vanilla Marines
Lerk Owns 1 HMG marine
Lerk Is owned by 2 HMG Marines
Somehow, that feels about right...
Have you made any progress with those heroes?
Buriza please, commander.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=25584&hl=' target='_blank'>shameless plug from an attention ****, sue me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--></a>
TSA
Admiral Rathine Studaber
Airstrike: Calls in a small force of TSA aircraft to attack an area of ground. Causes seige damage to all units within Area Of Effect.
Lvl 1: 50 damage, small area, 110 mana
Lvl 2: 75 damage, medium area, 110 mana
Lvl 3: 100 damage, large area, 110 mana
Microsensors: All nearby units, including Rathine, recieve a boost to their sensory and damage capabilities. This is a passive or aura type effect.
Lvl 1: Unit Line of sight increased 50%, damage increased 5%
Lvl 2: Unit LOS increased 100%, dmg increased 10%
Lvl 3: Unit LOS increased 150%, dmg increased 15%
Fiscal Solvency: Years of working for the cash strapped TSA has given Rathine an acute knowledge of the workings of modern economics. This ability temporarily provides a discount to the cost of units.
Lvl 1: 10% discount, 70 mana, lasts 10 seconds
Lvl 2: 15% discount, 70 mana, lasts 20 seconds
Lvl 3: 20% discount, 70 mana, lasts 30 seconds
Ultimate: Nuclear Strike. The TSA's most devestating arsonal of weapons, nuclear missiles, are at the command of Rathine. Upon activation of this ability, a nuclear strike is targetted at a position on the battlefield designated by Rathine. The hero must have LOS to the position and she must hold her position for 10 seconds before the nuke is released. Enemy and friendly units are harmed by this attack.
Damage: 1000, large AOE. Cooldown 180 seconds.
Sergeant Justin Haverhill
Bio-weaponry: Haverhill has spent many years fighting the Kharaa menace and as such he has developed a number of experimental weapons that allow him to deal out increased amounts of damage which standard TSA weaponry cannot match.
Lvl 1: 10 extra damage, 5 mana. Kharaa struck by this attack suffer a descreased attack and movement speed.
Lvl 2: 20 extra damage, 5 mana.
Lvl 3: 30 extra damage, 5 mana.
Turret deployment: Always a strong advocate of fixed defenses, Haverhill has developed a number of prototype sentry turrets that can be operated in the field without the aid of a turret factory. Regretably they cease to function after a short period due to power drain, but this does not prevent them from being a potent weapon. Turrets have 300 hp.
Lvl 1: Deploys 1 turret at a target location. The turret does 20 - 25 damage and lasts 20 seconds. 35 mana, cooldown 8 seconds.
Lvl 2: Deploys 1 turret at a target location. The turret does 30 - 35 damage and lasts 20 seconds. 35 mana, cooldown 8 seconds.
Lvl 3: Deploys 1 turret at a target location. The turret does 40 - 45 damage and lasts 20 seconds. 35 mana, cooldown 8 seconds.
Shield batteries: Possibly Haverhill's strangest invention, the shield battery attempts to form a force field around the wearer, defelcting damage. This technology is by no means perfect, otherwise it would be standard issue. Nevertheless, it's advantages far outweigh the disadvantages.
Lvl 1: 20% damage reduction, costs 6 mana per second
Lvl 2: 35% damage reduction, costs 7 mana per second
Lvl 3: 50% damage reduction, costs 8 mana per second.
Ultimate: Mechanised Suit. Haverhill's first reaction upon seeing as suit of heavy armour was apparently to say "It's too small". Certainly this ability is testemant to that. Haverhill is able, for a short period, to produce a massive armoured combat suit from nanotech reserves. Aside from providing excellent protection, the suit also enhances Haverhill's firepower considerably.
Effect: Armour + 7. Damage +30%. Lasts 60 seconds. Cooldown: 120 seconds.
Baggards (Petty Officer Third Class)
Veteran Status: Though often seen as a simple grunt, Baggards is a compitant soldier who has survived the Kharaa menace from it's earliest days. This has given him tremendous respect amongst his fellow soldiers. This is a passive or aura type ability that affects nearby friendly units.
Lvl 1: All nearby units +10% morale boost to HP, heros gain 5% more exp
Lvl 2: All nearby units +15% morale boost to HP, heros gain 10% more exp
Lvl 3: All nearby units +20% morale boost to HP, heros gain 15% more exp
Rank and File: Serving alongside fellow veterans has earned Baggards a few favours. When using this ability, Baggards activates collapsable wormholes that teleport in some of his friends from past encounters.
Lvl 1: Summons 1 TSA Veteran Marine, a 200 hp unit that does 20 - 25 damage and lasts for 50 seconds. 140 mana
Lvl 2: Summons 2 TSA Veteran Marines
Lvl 3: Summons 3 TSA Veteran Marines
Satalite Imagry: Working in the field has given Baggards an acute knowledge of the power of information. Using this ability, Baggards is able to contact orbital sattalites which reveal enemy forces.
Lvl 1: Reveals a small area of the map, plus hidden units. 60 mana. Lasts 60 seconds.
Lvl 2: Reveals a moderate area of the map. 60 mana
Lvl 3: Reveals the entire map. 50 mana.
Ultimate: Battlecruiser. Baggards can, after sufficient battlefield experiance, call in enough favours to land him the services of a TSA Battlecrusier (Type Su-486). This massive vessal is teleported into the battlefield via phase arrays and is under Baggard's command for the duration of the ability, or until it is destroyed.
Effect: Summons a Battlecruiser to aid Baggards. Duration: 60 seconds. Cooldown: 120 seconds. 200 mana.
Just some thoughts.
Buriza please, commander. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
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When it's done j00 nubcaek!1
Edit: Is it just me, or would this work far better by modding Star Craft? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
If player X, has Biulding X on Location X, give X Gold every X seconds
This could be used for resources, and i think there is also a trigger than will give gold for kills
Maybe you could hire vets to help you test it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Maybe you could hire vets to help you test it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No because then the people who play the finished product would make conspiracy theorys on how they are the cause of the apocolypse!
Tested 5 Vanilla marines against 3 OC's, the marines lost but the wol was fairly dead. I think this is fair game as Vanilla marines are free units.
Tested 3 Vanillas with 2 Shotties against 3 OC's and a DC. Marines win, but just barely.
OC is okay I think. All marines except for the GL marine have to get into it's firing range to shoot it, though I think the fire rate on the OC may be a bit high (still set to default Orc Watchtower fire rate).
I made the DC using the human scout tower and touch of blight. I had to remove a lot of attributes that made the structures unhealable, to the point where I had to move them into the unit category and uncheck the mechanical setting.
Touch of Blight now heals units and structures for aliens, I'm going to test a 3 DC, 3 OC wol now.
I'll comment on the heroes soon ryo, gotta test this first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
{Edit} Update
It seems that multpiple DC's arent as viable. Touch Of Blight cant stack and I cant find a variable to make it stack so that a single structure can be healed by 3 DC's at once. Seems to be my first limitation.
I'll work on getting a CC and Medpack ready now.
Ryo, The first hero sounds like a Blood Mage. The first ability could easily be Flamestrike, Microsensors I may be able to do with command Aura but I dont think I can enhace sight range via the use of an Aura (still worth a shot though). I dont think a discount to the cost of units is possible with an Aura. Increased res flow for RT's in his prescence may balance that out however.
For his ultimate, I think an uber flamestrike would make a viable place holder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Bioweaponry sounds eerily like a mix of Cold Arrows and Flaming Arrows. Should be simple enough to implement. Turret Deployment can easily be thrown in using the sentry wards of the Troll Hero, Shield Battery sounds a hell of a lot like Mana Shield.
The Mech suit sounds a very much like Avatar for the Dwarven hero, easy to put in and tweak.
The first ability for the next hero sounds... undoable. I dont think it's possible to increase the rate at which heroes gain XP via auras, nor increase units hp with the same said aura. The second is very easy, all I have to do is modify spirit wolf. Sattelite imagery is also easy, Farsight.
Battlecruiser will also be fairly easy to cough up.
The hard part, though, will be determining their primary attributes, balanced HPs and Damage values, as well as initial attribute points etc.
So, the first hero, is he a strongman? Is he a shrewd thinker? Is he quick on his feet? Sounds like an intelligent hero.
I said earlier (I think) I'll worry about heroes later. For now, the units and structures are my concern <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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