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Author Topic: DF: Reclaim Party [WarCraft 3 map development]  (Read 23698 times)

NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #90 on: March 02, 2010, 11:18:06 am »

those cameras look promising, although honestly I always find first person camera's in wc3 make me kinda sick from all the spinning they do in combat.  :o
Is there a way to counteract that? perhaps following a dummy unit which is stuck to the character.
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #91 on: March 02, 2010, 11:23:54 am »

Actually I don't plan to implement it as a full feature yet. It's there to allow you to spot some nice views and to pick up items which are otherwise inaccessible.
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #92 on: March 02, 2010, 04:45:09 pm »

Here's another video: Kobolds thieves' gang.

http://www.youtube.com/watch?v=NQjEm2WpShQ

Don't leave your items around :3.
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Kagus

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #93 on: March 02, 2010, 07:59:03 pm »

Rather efficient little blighters...

But do they stop running after items if you attack them?

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #94 on: March 02, 2010, 07:59:37 pm »

Sure, why not.

However if they have an item, they keep on going, trying to escape.
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LegoLord

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #95 on: March 02, 2010, 08:08:47 pm »

. . . Why was there a chain next to that bed?
Never mind, don't tell me.  Still awesome that you can do that, though.

"During the creation of this film, 37 kobolds were harmed," though, I laughed at.
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NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #96 on: March 02, 2010, 08:33:28 pm »

. . . Why was there a chain next to that bed?
Never mind, don't tell me.  Still awesome that you can do that, though.

"During the creation of this film, 37 kobolds were harmed," though, I laughed at.

Sometimes dwarves just dont know any better than to listen to doctors orders.  :D
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Hawkfrost

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #97 on: March 03, 2010, 12:26:39 am »

Are you going to give kobolds permanent invisibility, then remove the ability after they get hit or someone comes within a certain range of them?
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Level_8_Mudcrab

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #98 on: March 03, 2010, 12:28:06 am »

A minute of silence for the 37 kobolds that were harmed.... Anyway looks nice, What's their AI like, so they aim for random items or target specific ones? Will we be able to chase them back to their cave and reclaim them? As for the camera video before, looks nice, though I wouldn't play in 1st person view myself. Again great work on the map so far, I can't wait till it's in a playable state. I'm still up for testing if you need  :)
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #99 on: March 03, 2010, 02:44:59 am »

Why don't you add me on Northrend/Azeroth/Lordaeron then? "Deon.ac". I am on Northrend mostly though.

Hawkfrost Actually I've written in this thread already that "sneaking" ambushers will be invisible, and dwarves have a detection range or 300, thus when they come close you see them.


I don't plan to allow to reclaim "normal" items, but artifacts - for sure. That cave entrance will lead to a small "Underdark", you will access an underground map similar to aboveground one but with some underground features instead of locations :P.

They don't have a specific AI, they use a bunch of scripts I assigned to them, like they pick a random item in your fortress and if they "like" it they try to steal it.
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Level_8_Mudcrab

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #100 on: March 04, 2010, 12:14:19 am »

Ok sounds good, also do the kobolds trigger traps/defenses? Are there even any traps? And what will the dwarf for the player be like, will you pick a class/specialisation or is every dwarf the same?
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #101 on: March 04, 2010, 12:35:06 am »

The dwarf is on the video, you change appearance with worn items and you don't have a specific class, but you pick "professions" as skills, and there will be a long profession tree as I wrote earlier for each type, so you will want to specialize rather than spread out.

Also there's no traps yet but they are easy to make. I will make them to be stationary units with inventory for weapon traps, so you will load them with weapons to add damage and crippling types, and no, they won't react on kobolds, so you will need pets to guard your entrance when you're away on the world map.
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Level_8_Mudcrab

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #102 on: March 04, 2010, 01:26:07 am »

Sounds like traps could be quite fun, could add in creatures which disarm traps, Goblin Trapmaster or something similar. How often do you think sieges, or any sort of attack be? Will it be a farily constant thing or a bunch of time inbetween each raid?
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #103 on: March 04, 2010, 01:50:06 am »

I consider possiblilities. Probably I will make different game options, from a constant siege to a free roam, so you will pick your desired style.
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timmeh

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #104 on: March 04, 2010, 07:39:01 am »

This is looking awesome, now I have to go out and get WC3 :P
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