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Post by darkwulfv Mon May 04, 2009 7:53 pm

So, post your feedback for the latest version of Defend the Wall. Be it positive, negative, bug reports, etc.

For my sake, please put the version you're referring to at the top of the post.
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Post by Mooo-Gunsniper Mon May 04, 2009 9:13 pm

Version 0.25

-Love the chemist model. Probably my favorite one in the entire game.

-There are 2 "Upgrade - Ability" things at the upgrade center building. One is the one with dialogue and one is somehow bought like an item for 90 gold for the Napalm Mortar Team units. It doesnt work no matter how many time you buy it, the napalm mortar team doesnt get the ability.

-Chemist only has 3 abilities. I can't remember, but arent they supposed to have 4?

-Upgrades cannot be bought by units without an inventory, maybe they should be able to?
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Post by Fewmets Tue May 05, 2009 1:41 am

I haven't played yet (dead comp) but reading moos thing just a suggestion. a fix for upgrade purchases. have them set up as an upgrade ability rather than an item. when one player upgrades it give the ability to the unit it affects and the upgrade will be removed by WC. if only one player needs to upgrade it you could tell the game to give the original upgrade to all players so that it would disable it for them too.

haha I'm not JUST a pretty face.

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Post by darkwulfv Tue May 05, 2009 4:10 am

See, the problem with that is I'd need an individual armory for all players. It'd be stupid. The way I have it now is good (except the Napalm Backup upgrade doesn't work... hmm...). The only items which actually cost gold are the one-time upgrades, and if you already have that it refunds your gold. If you've got the max level for an upgrade, it'll just tell you that.
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Post by Fewmets Tue May 05, 2009 4:24 am

you don't need 4 armourys. have it so when selected it goes under that players control. (ITTs solution to rezerecting) sorry I don't have spell correction on this pc.

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Post by darkwulfv Tue May 05, 2009 4:31 am

I'd need 9 anyways.

But the problem with it going under someone's control is that it's not local. That is, if two people try to upgrade at the same time, hell will break loose.
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Post by Fewmets Tue May 05, 2009 4:41 am

if upgrade time is 0 like purchasing an item will be the chances of even people who are TRYING to click it and have their signals sent to the host at the exact same tenth or fifth of a second (depending on ping) would be almost impossible. the upgrade would function the same way the items do now except you could see whats been upgraded so far. you could also change the cost of each level independently without all sorts of triggers. what happens if people buy the items at the same time. it is exactly the same with the way you do it and my idea



now if you actually read that ;D its not me saying that my idea is better. in no way is it. it is just a different way that I am suggesting that may help your senario as I have seen it do for other people. (not the exact idea but a similar one.)

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Post by darkwulfv Tue May 05, 2009 11:40 am

What I meant was that if I swapped control of a building for Player A, and he's looking through the upgrades deciding what to purchase, and player B comes along (or even so much as clicks it), then Player A can't look at it. Problems ensue.
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Post by Fewmets Tue May 05, 2009 12:59 pm

then suck it up and learn to work together not against each other. your a team.

Epic Phail. Nubs.

P.(M?)S. Everything seems epic fail with me these past few days, eh?

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Post by Mooo-Gunsniper Tue May 05, 2009 8:35 pm

Why not have it as actual upgrades, and make the building passive neutral/hostile so that all players have access to it? You know, kind of like a Mercenary Shop or a Goblin Merchant Shop.

What about those race shop buildings like the Arcane Vault, Voodoo Lounge, Ancient of Wonders, and the Tomb of Relics? Don't all allies have access to those items anyways?
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Post by darkwulfv Tue May 05, 2009 8:51 pm

Mooo, that's how my armory works. It's a shop owned by the city that shares its items. You can't research upgrades from other people's shops. Doesn't work like that.
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Post by Fewmets Tue May 05, 2009 10:08 pm

ya when a building/unit sells an item it sells to any unit friendly to that faction.

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Post by Mooo-Gunsniper Sun May 10, 2009 11:17 pm

-Chemist's Healing Miracle. When used on allied NPC, they run away as if they were hit.

-Sometimes, when you play, your sound goes all screwy and kinda echos, do you know anything about that?
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Post by sniperwolf777 Sun May 10, 2009 11:25 pm

IVe had it in previous maps.. Its either the map.. or lag.
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Post by darkwulfv Mon May 11, 2009 12:08 am

The thing with Medical Miracle is that it's based off of an ability which naturally does damage. I'll have to look into an alternative. Know any abilities which heal and have a missile?

About the echo, I haven't noticed it. Check your sound settings, and if 3D positional Audio is enabled, turn it off. That can do whacky things with your sound.
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Post by sniperwolf777 Mon May 11, 2009 7:20 pm

I had the echo to.. i disabled positional audio.. so i dunno (Ive only had it on DtW and a wm map)
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