[4.0.0] Island Defense: Tides of Redemption

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby LightBlue- » Wed Jul 02, 2014 6:07 am

eleet wrote:Would you add some natural auras given by the ground ?
Like in the Jurassic park map, Stone gives armor
Sand ground gives +% damage for towers
Ice gives slow mvt etc.. :shock:


This idea is pretty neat. You could create terrain natural auras for locations that are not traditional bases (Funbases).

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Wed Jul 02, 2014 10:00 am

Neco wrote:
eleet wrote:Would you add some natural auras given by the ground ?
Like in the Jurassic park map, Stone gives armor
Sand ground gives +% damage for towers
Ice gives slow mvt etc.. :shock:


Do you mean the tilesets? An interesting concept for sure, but I think I'd rather have the creative freedom to make terrain look nice rather than have another thing to balance.

The good thing is, builders and titan have same elements, therefore allowing builders to have an advantage in a certain area while the titan has the same in perhaps a different terrain.

(E.g. mak in water terrain vs molt in fire terrain).
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Lynx » Wed Jul 02, 2014 6:49 pm

aRt)Y wrote:The good thing is, builders and titan have same elements, therefore allowing builders to have an advantage in a certain area while the titan has the same in perhaps a different terrain.

(E.g. mak in water terrain vs molt in fire terrain).

Also could make double basing worse. For example let's say in a water base, a makrura and troll bases. Makrura's towers gets +5% damage and troll's get -5% damage.
Could be pretty cool.

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Thu Jul 03, 2014 8:51 am

Still not sold. I think the beauty of Island Defense is how polished it is (or is becoming).

Look at some of the other "clones" out there; TvE or Demonic Defense or what have you. None of them are quite as polished as Island Defense is, and I think a lot of that can be attributed by the beautiful terrain work that's been done by Smygarn and past editors as well.

If we were to plonk a bunch of lava tiles into the mix simply to add "+fire" effects, it would have the downside of making the map look terrible and badly thought out...

That said, I like the idea of random / area effects and rest assured I'll be looking into such things.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Lynx » Thu Jul 03, 2014 3:35 pm

I agree that something out of place shouldn't be placed into it, but something like mud and grass would fit in.

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby LightBlue- » Thu Jul 03, 2014 7:41 pm

Mud,Grass, Sand, Rock, Water, Dirt, etc

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Fri Jul 04, 2014 10:24 am

Bad news. Just figured out that there's no real way of resetting tech upgrades. This pretty much ruined my entire idea for being able to restart the map at any point, and it also forces to me to redo how most of my triggering has been done.

Blizzard why :(.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby narbtit » Fri Jul 04, 2014 1:57 pm


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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Stealer » Fri Jul 04, 2014 2:26 pm

Neco wrote:Bad news. Just figured out that there's no real way of resetting tech upgrades. This pretty much ruined my entire idea for being able to restart the map at any point, and it also forces to me to redo how most of my triggering has been done.

Blizzard why :(.

Oh you didn't know that?

Can cheat by using tomes/auras (ID doesn't have that many units either so it shouldn't be that expensive).

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Fri Jul 04, 2014 9:55 pm

Cambrioleuse wrote:
Neco wrote:Bad news. Just figured out that there's no real way of resetting tech upgrades. This pretty much ruined my entire idea for being able to restart the map at any point, and it also forces to me to redo how most of my triggering has been done.

Blizzard why :(.

Oh you didn't know that?

Can cheat by using tomes/auras (ID doesn't have that many units either so it shouldn't be that expensive).

There's ways around it but I think I can get away with restructuring some code and keeping some of the features that I wanted.

I thought you could downgrade them, but not reset them entirely... Apparently that isn't the case.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Sat Jul 05, 2014 9:04 am

Okay. So no more -restart command, but you should still be able to -titan and choose one yourself if the game hasn't started yet.

Also redid the speech system, you can now do any case and use proper punctuation to make builder / titan sounds!

Added a new experience system, currently set with the same algorithm as the previous one (with minor changes) and linked in commands to it (exp, gc).

Next will be dynamic builder selections (handling the pick shops via triggers), and after that will be recoding all Titan's and their abilities.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Sun Jul 06, 2014 3:18 am

Streaming now, http://www.twitch.tv/novynn.

Come laugh at me trying to do math in order to trigger Sypherious's nuke!

EDIT: Streaming over, twas fun! Math is hard (well, this math was pretty easy but still). Final result looks good though.

Finished: Lucidious, and his Minions. Sypherious's Nuke. Moltenious's Nuke.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby LightBlue- » Wed Jul 09, 2014 12:49 am

@Neco.

Can you consider adding a win-condition timer for the builders? Like after ~60 minutes the builders win?

I just had a 2 hour game go because of stalling....

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Wed Jul 09, 2014 9:50 am

LightBlue- wrote:@Neco.

Can you consider adding a win-condition timer for the builders? Like after ~60 minutes the builders win?

I just had a 2 hour game go because of stalling....


Yeah, this is always something that's frustrated me about normal Island Defense. There's no real goal for the builders after they base, other than survive. If the titan is good enough, it's obvious that they won't last long. Otherwise, it's obviously a stalemate. Literally AFK town until someone gives up.

One of the goals of the ToR mode is to change that. It's the keep players engaged and give them some actual goal to work towards instead of just staying back and playing safe.

I don't think this should be in the normal Island Defense however, since the normal version can be extremely competitive and there are some situations where the Titan should be the victor as opposed to the Builders. It's hard to really tell who should be the winner in this situation, since if the builders have a hollowed out corner have they really won? They're still trapped on the Island with the titan healthy and free.

Does that make sense? I'd love to implement an end-game event as long as it stays in ToR and not in the normal ID mode.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Wed Jul 09, 2014 10:33 am

Make two additional and optional modes (bw - builderwin, tw - titanwin), creating two scenarios:
* helicopters for builders
* vulcan for molt, disease for bub, flooding for luci, etc. (which obv kills all builders).
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