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More mini map problems - Grains of Glory
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johnjones
Semi-frequent Poster
Joined: 14 Nov 2009
Posts: 27
 Post Posted: Sun Mar 14, 2010 2:38 pm  Post subject: More mini map problems - Grains of Glory

N@te

I love this map but I had problems with opposition under the minimap for the first time on this level. I didn't think it was possible to build under the minimap on GoG because of the river but our opposition managed it. They claimed they placed a dominion under there but I thought units auto attacked dominions (is this right?). So I think it was a tower.

Decided not to post the name of the guilty party on here due to previous posts turning sour but if you want to know who to avoid you can PM me (or work it out from my recent games - it wasn't WhoDaresWins!). I took some pictures in case we're going to start warning to guilty parties.

johnjones (rcb321)
valicious
Die-hard Fan


Joined: 03 Nov 2009
Posts: 521
Location: Pacland
 Post Posted: Sun Mar 14, 2010 2:59 pm  

I thought it's already being auto-ignored. Scott said he was gonna fix it and I never heard anything about it for a while. I guess this one's not fixed yet.
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Sun Mar 14, 2010 4:16 pm  

Yes I'm adding support to the server to make building under the minimap not possible.

Johnjones I'll send you a PM.
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Sun Mar 14, 2010 7:38 pm  Post subject: Fixed

Ok I have fixed and redone Grains of Glory. I have made many changes and fixing that problem was one of them. Thanks for the heads-up Rcb, I appreciate it.
Don Breezio
WI Forum Novice
Joined: 14 Mar 2010
Posts: 2
 Post Posted: Fri Mar 26, 2010 9:00 am  

This is my first time posting... I had the same problem last night against a "Viet" member. I beat him on Party Mix but he put something (raider or dominion) under the mini map and I was stuck. Is there nothing you can do to get under there?
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Fri Mar 26, 2010 9:12 am  

for my maps i add a pond on the bottom right corner
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Fri Mar 26, 2010 2:49 pm  

Ya know something funny has happened before and I wish I could recreate it, sometimes my minimap stops working and I can click under it, but this is annoying during normal play and I fix it somehow... I forget how but it's like the retractable minimap idea. Anyone else have this issue?
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Fri Mar 26, 2010 3:27 pm  

Yes I know what you mean - it's rare though. If you know how to reproduce this, please let me know so I can fix it.
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Fri Mar 26, 2010 3:46 pm  

Maybe ya'll can set it up like with pads near the mini map so if someone gets close to it it spawns Andys at their base. Of course to destory them.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Fri Mar 26, 2010 8:08 pm  

Omg that's accidently brilliant! If we put a pad at the bottome and spawned a huge group of andys that would embarress cheaters and be fun!
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Fri Mar 26, 2010 10:55 pm  

God dam I'm smart lol :-/
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Fri Mar 26, 2010 11:12 pm  Post subject: Problem with that

Well there is a main problem with this. Any decent player builds multiple HQs with multiple VTSs and HRCs with them. They could have three full out bases so if andies spawn the person would then just build Libs on one of the other bases and kill them all. In a 2v2 it might get the their allie as well, and in a FFA it might get other people once it's done finishing the main person. In a 1v1 it might work though, but the player would most likely have multiple bases. Yes the Andy trigger MIGHT work and it probably would be effactive, but does it really give the cheating player what he deserves? It is just easier and more reliable to have and end mission trigger when someone builds under the minimap.
ElectronicFlesh
Very Active User


Joined: 15 Mar 2010
Posts: 161
Location: Under The Bed
 Post Posted: Sat Mar 27, 2010 12:15 am  

well, you could create an area under the minimap and if any structure is built under it that particular player could lose. Its a simple trigger, but to be fair you should say that in the briefing, cause a noob might not know
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Sat Mar 27, 2010 12:31 am  Post subject: Got it

Well thats exactly what I did in GoG. Since the river is there, you could only build towers under the minimap, but you could still build under the minimap. If you look at the first post it explains this. I then did a major edit on GoG and that was one of the things I fixed. If a dominion comes within an area (close to the minimap) an alert shows up at the bottom left of the screen saying "Do not build a tower under the minimap!" That is fair warning enough. If they then build a tower under the minimap they lose, and i made them especially embarassed by doing a bunch of stuff with formal objectives. Test it out as an anon with other anons sometime if you'd like and let them know you are going to do it, before you start the game. I may make it so that area defogs as well, so everybody can see it wide and clear. I do this on all my maps where there is a wide-open space like in GoG.
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Sat Mar 27, 2010 12:45 am  

But I'm sure you can't build on the pads so if a players miners steps on it that would triger it that would send the andys out. Then after awhile most players should be scared of building near it. And would stay clear way form it. Never nowing. Which map has updated the pads.

In when building maps theirs not away to triger something if a building is to close to it. So if any builds gets to close it would triger Andys
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Sat Mar 27, 2010 7:00 am  

Nate the group would recreate if destroyed, and their ally would deserve to lose. It would just be funny to watch lol.
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Sat Mar 27, 2010 3:23 pm  Post subject: Not for me

Alright well I'll just stick to the end mission trigger on my maps. It seems like a galm type thing anyways with the spawning so you can do it galm. That can be apart of your map style. Maybe some mapmakers will do it, some won't, but I guess I would like to see it happen in a game.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Fri Jun 18, 2010 9:06 am  

ok, I've been wanting to say this, but you already have a lose mission trigger if someone builds under the minimap right? so why have the alert "DO NOT BUILD A TOWER UNDER THE MINIMAP"? It interferes with my strategy (you would know what it is) and the enemy knows that my base is down south..
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Fri Jun 18, 2010 8:20 pm  Post subject: Minimap warning

trineroks wrote:
ok, I've been wanting to say this, but you already have a lose mission trigger if someone builds under the minimap right? so why have the alert "DO NOT BUILD A TOWER UNDER THE MINIMAP"? It interferes with my strategy (you would know what it is) and the enemy knows that my base is down south..
I put that there as a warning. But unfortunately, an alert trigger shows up for everyone. You are the first one to figure out when that alert comes up. Tell me, did you find this out by overlooking my map in the mission editor, or by repeatedly playing the map? By the way I think I'll take that off once I come back from Mexico.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Fri Jun 18, 2010 8:25 pm  

Nate, GoG is one of my fav maps ive played, so of course ive played it often

and yea, i usually set shop either north or south (when im on the right side, i tend to move south). then the alert happens, and then the enemy's like CHECK THE SOUTH PART SOMEONES THERE. and then they prevent my tactic :(
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Fri Jun 18, 2010 8:42 pm  

Lol Nate i noticed it also a few months back, to a map maker it's not that hard.