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DotA Heroes
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hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Mon Mar 12, 2012 10:21 pm  Post subject: DotA Heroes

Destroy the enemy headquarters using your hero and spawned minions.

Author: hanshusky

History: Version: Beta 1.0

Number of Players: 4 players

Attachment:
DotA Heroes.pdb (3.58 KB, downloaded 1199 times)

Last edited by hanshusky on Thu Mar 15, 2012 2:30 pm; edited 17 times in total
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Mon Mar 12, 2012 11:42 pm  

New Features (accumulative):
1. Game doesn't crash
2. Players are now allies
3. Towers are powered
4. Players don't get any credits at start
5. Minions spawn in waves
6. Andy re-spawns
7. Surveillance centers added
8. Smaller map with improved design
9. Cliffs removed in favor for walls
10. The death of Andy's results in the spawning of powerful enemy units
11. Power units will spawn again everytime an enemy andy dies

I've play tested the game, and the power unit spawning definitely adds to the game (the game can actually end now). The games still lasts a long time tho so I may increase the number of power units that spawn so that the game more closely matches other games in time consumption. Look out for my nexus wars game! Coming soon.

Last edited by hanshusky on Thu Mar 15, 2012 5:03 pm; edited 3 times in total
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Tue Mar 13, 2012 12:18 am  

Upcoming Update:
- fix allied teams
- spawned units can no longer be controlled and will move towards turrets
- hero units will respawn
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Tue Mar 13, 2012 11:06 am  

Update:
- Hero Units will now re-spawn 20 seconds after death.
- Minions will head towards towers.
- Fixed ally issue

Upcoming Features:
- Corporate raider raiding
- Perhaps you may have to create the units which head towards towers
- Rewards for destroying buildings
- Some credits to purchase something (not sure what yet)

Please test, I do not know if the minions will actually attack enemy units
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Tue Mar 13, 2012 3:19 pm  

Update:
- Destroying a headquarters results in a bonus wave of minions
- Map layout improved
- Some shared vision with ally
- Power generators placed around map as points of interest
- Neutral headquarters, serves no purpose now. but may later result in rewards for destroying them
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Tue Mar 13, 2012 8:21 pm  

Update:
- removed Fox (hard to micro 2 heroes)
- towers now have auto targeting (surveillance centers added)
- fixed the issue where andy only re-spawned once
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Wed Mar 14, 2012 12:41 am  

Update:
Added DotA Mini, a smaller map with improved map design
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Wed Mar 14, 2012 12:48 am  

You have to place both maps (DotA Heroes and DotA Mini) into one mappack. If you have them currently set up like this - with both links in the same post - the second link will override the first one; in this case DotA Mini will override DotA Heroes.

To fix this issue, go to M, open up both .ld files, and export them. This will create a mappack that has both your maps in it.

Then delete your two attachments and upload said mappack.
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Wed Mar 14, 2012 11:29 am  

Well I may change DotA Mini to DotA Heroes if it tests well. The map design is better, but I haven't tested whether the size change makes a big difference in DotA Mini. My plans are to only have one DotA game. Until then I'll make the changes.
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Wed Mar 14, 2012 5:18 pm  

1 Map: DotA Heroes

Improved Map Design
XXVIII
WI Forum Novice
Joined: 17 Mar 2012
Posts: 2
 Post Posted: Sat Mar 17, 2012 10:42 pm  

Can you please make a solo player version? It seems like a nice add on but I can't play it 'coz I don't have other player to play with. Can't I play it with AIs? Sorry I'm just new to this game.
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Sun Mar 18, 2012 11:57 am  

I think I can add a single player version. The ai might be a little stupid with the andys though, but don't worry, I'm sure there are always players online if you want to find a game! I'll also create a 2 player version probably, because this will prevent people from controlling the minions
XXVIII
WI Forum Novice
Joined: 17 Mar 2012
Posts: 2
 Post Posted: Sun Mar 18, 2012 9:51 pm  

Thanks I'll be waiting for the single player version, it is good if we can also play it offline.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Sun Mar 18, 2012 10:18 pm  

hanshusky wrote:
I think I can add a single player version. The ai might be a little stupid with the andys though, but don't worry, I'm sure there are always players online if you want to find a game! I'll also create a 2 player version probably, because this will prevent people from controlling the minions
I have an idea to prevent people from controlling the minions in your 4 player version, though I have yet to test it.

My idea was to preserve the trigger which make the units attack (or if it's a unit group, set the commands on a loop) so that even if you control them, they will still automatically move towards where they are supposed to go.
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Mon Mar 19, 2012 5:54 am  

well once you control the units, they'll still head where they're supposed to go afterwards. another problem though is that they'll keep moving, but won't attack enemy units sometimes. i have been using unit groups vs conditions and actions
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Mon Mar 19, 2012 3:16 pm  

still working on the new versions. im a little bit busy. :)
hanshusky
Developing Poster


Joined: 13 Nov 2010
Posts: 17
 Post Posted: Sun Apr 01, 2012 11:10 pm  

argh i have been really busy. sorry :(