Knights
You can change this now in User CP.
- Reaction score
- 71
I hope so.
Anyways guys, once you play, keep up ideas for .23,
Knights
Anyways guys, once you play, keep up ideas for .23,
Knights
Knights said:I hope so.
Anyways guys, once you play, keep up ideas for .23,
Knights
Knights said:Dude, there are no custom models in the entire map, what are you talking about?
As for the class system, the current one is fine. It is neat, and the audience like it.
Next version, I will fix the few glitches I have found, and add more towers and abilities and classes. This way, it will make the game even more fun.
Lunarios said:The tech tree will undoubtably include models. We all remeber what happened to umed. At the moment there are no models, but the future?
Second, I think its time to add the auto-adjust system.
It will be fairly complex to implement. Each unit will have the same maximum HP. The primary difference is how much HP they have. For normal modes, there is the average HP, which is set at the begganing of each level. Than in aa mode, atuo-adjust, the HP is calcualted by the sum of the tower's armor. Tower armor doesn't matter, so it can be used as a variable. Good towers ahve good armor, bad towers have bad armor. It adds up the armor and divides by something to get the hp. Heres a list of variables
/Level
X (Level x .010
/((Movespeed x Leve)l/100)
Since there will be decimals, the equation will round down. Since the goal of the auto-adjust is to be so perfect you shouldn't leak, there are 2 randomization factors. 1 is the type of units spawned. If you get 3 captains for your special spawns than god save you. Than there would be a rnadomization factor. A random number between 1-5. If it hits 5, than it picks a number from the rnage of 5-10. Than it seems as if you could never win against the system. Correction. The system takes no notice of the towers specialization.
:banghead: