Bingo! You, sir, have found it. Thank you.
All of the heroes had attack type "Missile (splash)". Black arrow only works on "Missile".
Now I just have to figure out how to design this- the ability "Orb of Annihilation" only works with "Missile (splash)", so it seems like they're mutually...
Thanks for the feedback, folks! I'd still love to see the PvP feedback if anybody tries it out.
The newest version is in the original post. It's got a couple of additional hero models, and, by popular demand, the wisps have stopped moving.
Jua, the problem you describe with Endurance...
I'm working on a custom map, and Black Arrow isn't spawning minions.
When playing the map, I notice that Black Arrow isn't placing the buff at all. I've right-clicked on the ability in the object editor and reset it to default; I've created a copy of the ability, and that doesn't work...
Thanks for the feedback! I appreciate it.
-I know what you mean about the wisp wandering. It's one of my favorite things, aesthetically, but I know it can be confusing for new players; once you get used to it, though, you generally know what wisp you want and you can just go directly to them...
Cool map!
What's the mechanic for creeps leveling up? I appreciated the notification, but I think it'd be good to word it in such a way that it makes it clear that it happened because you killed guys, or because the amount of time was passed, or something.
Since I'm an engineer in real...
I'd like some feedback on my map, Manifest, which I'm releasing here for the first time. It's designed for 4v4 play.
The map is really designed around fixing some of my irritation with prevailing AOS maps, namely:
In most AOS maps:
You have to get killing blows to be rewarded. Support...
Could you be more specific? If you posted a replay, that'd especially be helpful. Obviously what you are describing doesn't happen all the time, or I'd never be able to take the screenshot in the first post. Also, what version are you using? It may be fixed in later versions.
On an...
I don't think this configuration is as balanced, but I got a higher sample number with it:
2 Huntresses, 3 Archers, 1 Glaive Thrower
vs.
3 Necromancers, 4 Ghouls
In the three different brackets, it looks like it's balanced:
60%:40%
72%:28%
96%:4% (Ouch!)
It also looks like the top two rows...
It means: don't tweak values to make it more balanced. In my example, I could downgrade footmen to 400 HP, for instance, to give the orcs a little more of an edge. But that introduces custom data into the map, and I'd rather let the user do that themselves. I don't want to ship it with custom...
Hey, folks!
I just made a tool to help people balance creep spawns for their AoS.
I've started it out with a reasonably balanced contest- four footmen and two riflemen on one side, and a tauren, a kodo, and two headhunters on the other side.
But I'm sure there are more interesting...
This map is basically a Monte Carlo simulator for "Who would win?" questions. It's mostly intended for use by people making AoS maps (like myself), to be able to create balanced but interesting creep waves.
It creates groups of units, sends them against each other, and records who wins. It...
Removed the waits.
I can still see units with Locust.
Strange thing- when I put in some debug code to tell me the name of the player of "TempPlayer", it says "Player 16"- isn't that Neutral Hostile? What's going on here?
Edit: I made some more debug code, and it tells me that the Genesis...
The trigger definitely fires. The other variables are set correctly, and the floating text is created and updates correctly. Mana is set correctly, and abilities are added and removed correctly.
I'm having trouble getting a trigger to remove units of a certain type, and then create more units of different types. I'm not sure why.
The trigger:
Start Progression
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Casting unit)) Equal...
Yeah. I want to be able to "buy" events that will happen in the world- basically to run any trigger. But some of those triggers might benefit one player and harm another, so I want to be able to tell who bought the event.
And ideally I'd like to be able to buy events even with a full inventory.
If a unit (say, a shop) has the "Select Hero" ability, how can I tell which hero it has selected?
I've tried using "begins casting an ability" and "starts effect of an ability", with the condition that the ability is select hero. It doesn't seem to be triggering. (Even when I remove all...