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Emmaerzeh

Map Making Director
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  1. Prajoss liked a post in a topic by Emmaerzeh in Custom maps collection   
    Hi all, 
    i reworked some of my old maps. All maps that didnt have a minimap now have one. And Stumpfland 8 i added some decoration.
     
    I also release a brand new map.  It took me about 50 hours to do it. Thx to everybody who helped.

     
    "dragonhunt"
    The Dragongod Doombringer went crazy and sends out his kind over the lands.
    You fight your way to the dragongod and slay it. 
    Its a 2 Player Pve map.
     
    If u like the maps pls give a like here.
     
    All 11 maps are availeble here in one rar file or ingame.
    If u have the old version of the maps consider delete them manualy first, then download the new ones.
    The new ones i only upload the pak file, the old also had a folder and a .map file.
     
    Kind regards
     
     
  2. Free2play liked a post in a topic by Emmaerzeh in Battleforge undocumented details   
    I found this in the depth of www and repost it here. Hope there is no similar thread existing allready. Some things might be outdated if so tell me then I ll change it. If you know more undocumented details post them in this thread. 
    Kind regards
     
    Battleforge undocumented details
    * Frozen units only take 50% damage.
    * Corpses last on the ground for just-about 17 seconds.
    * Embalmer's Shrine, which makes corpses give more life points, does not help your enemies' corpse gathering, but it helps your allies.
    * Homesoiled units have their bonus for a little (about 2-3m) less than the max root link distance.
    BUFF STACKING
    * Damage buffs not stack only biggest buff is applied. 

    * Damage reduction does stack until 90% is reached.The damage can further be increased by cards that say "the unit only takes x % damage" instead of the unit gets x % damage less.  But not clear how this 2 different kinds of 
    DISENCHANT (GREEN): It's Debuff-blocking allows you to use a unit's abilities under a Mark of the Keeper and also prevents Mind Control.
    ORBS:
    I also saw this conversation on bfcards:
    Kaldra: you know when you abort and not build orb you gain 75 power back? means you just waste 25 power...
    CARD RECHARGE RATE
    If you have no charges left on a card, its recharge time is equal to half of its cost in power or its stated recharge time, whichever is longer. Upgrades that reduce power cost can reduce recharge time in this way.
    Breeding grounds reduces not just the base cost, but the real cost of a unit. i.e. A drake is normally 100, with 90 going to void on death, with BG it is 70 with 63 going to void on death.
    ATTACK TYPE VS ENEMY SIZE
    I was amazed the first time I heard about paying attention to a unit's attack mode (Special, Small, Medium, Large, Extra Large) in regards to the opponents unit, as if they match said attacking unit will be dealing 150% damage (total. Meaning 100% + 50%).
    DAMAGE
    I wouldn't say it's not well known, but the damage number on a card is the amount it will do in 20 seconds of constant attacking.
    REGENERATION
    Regeneration stacking thread:
    link1 and link2
    In short, wheel of Juvenesce stacks with any 1 (one) other form of regen Except Viridya. Any other regen combo actually cancels all regen. Nature affinity root nexus is notorious for this.
    * Strength, Resilience and juves does not Stack.
    WALLS
    Did you know you can shoot at buildings and XL units over walls? But not anything else?
    You can shoot at buildings and XL's through walls only if they were targeted before the gate was closed. Otherwise they will just shoot at the gate.
    BREEDING GROUNDS
    hmmm i believe breeding grounds work for allies
    but not sure if juice tank does
    Breeding Grounds does work for allies, but Juice Tank and Resource Booster do not.
    STAMPEDE
    * ground units can not pass over unused monument/well slots. obvious? yes!
    but why are these mos and juggernauts always ramming into my well/monument clusters, instead of stampeding alongside of them?
    if you want to destroy wells/monuments standing in a line, stampede parallel but very close to this line and destroy all of them (or at least get your stampede max dmg out) instead of running into it from the side, thus destroying only 1-2 wells.
    * XL units stampede S and M units, knocking them back and dealing 10 damage for each squad member. L units stampede S units, knocking them back and dealing 10 damage to each squad member.
    ** UPDATE 2009.11.06. **
    MIND CONTROL
    PVE enemies are classed differently on each PVE map when it comes to mind control abilities. Some maps you can swap stonekin warriors, some you can't, some maps you can swap vilebloods/destroyers/horrors and some you can't. 2 good examples of this: Soultree all destroyers and horrors (at the beginning) can be swapped, but they cannot be swapped on Nightmare Shard (one of the first fights is against a horror). On Convoy all the stonekin warriors (the one's with charges) can be swapped, but on Soultree (on the path where you protect Viridya) they cannot.
    So in other words, just cause a mob can't be swapped on one map, you may want to test it on another, on many maps anything up to L is fair game for a swap, including rageflames/stonekin warriors/vilebloods/destroyers/horrors/aggressors/windhunters/alpha birds and I'm not sure on some of the bandit lieutenants, but I doubt any of them can be. This probably is also true for many creatures when it comes to parasite swarm, and amazon beast control.
    ** UPDATE 2009.11.09. **
    RAGE
    *Like the fact that 'rage' makes an attacking unit build up attack power while attacking until it has 4x base damage. This resets after not attacking for 5 seconds.
    * It's 5 seconds for most cards, the only one I know of that is longer is the Fire Dragon at 10 seconds.
    ** UPDATE 2009.11.11. **
    LEGENDARY UNITS
    * There can be 2 legendary units on the field, if they dont have the same upgrade level
    GRAVITY SURGE
    * Flying units under the effect of Gravity Surge (Tainted version) are not damaged by Aura of Corruption.
    MIND CONTROL
    * If a Parasite Swarm mind controls a Shadow Phoenix after it has started to crash dive, the dive will not be interrupted and it will damage the units of the Shadow Phoenix's previous owner.
    ORBS
    * you get "only" 75 power back when you destroy your orb while beeing build. Therfor you loose 25 power. (new orb costs 100 afterwards)
    ** UPDATE 2009.11.13. **
    1.Buffing:
    Damage amplification:
    I've done some extensive testing and found that Unholy Power stacks up to 2 times for +100% damage, this double stack can also be stacked with any of the following buffs.
    Homesoil
    Motivate
    Soul Splicer
    Unholy hero
    Of all of these buffs none stack with one another besides with Unholy Power and that the highest achievable amplification of damage is 300% Via Unholy hero+ Unholy Powerx2. Snapjaw (fire) will also increase this damage on whichever target is the focus of the fully buffed unit.
    Damage Reduction: Stacks such as life weaving, defenders stance, and crystal fiend (frost)
    Frozen units take 50% normal damage
    2. Unit size:
    When choosing what unit to counter another with it is important to pay attention to the unit's attack, and the unit's size. By choosing the correct counter for a given unit you can save time and power. It works as such. A units size determines the best effective attack against it. If your unit's attack size matches the enemies unit size then your unit will do on average 50% more damage. The same is true in reverse. Cards like lyrish knight, who is a medium sized unit with a high small attack are an excellent counter to small units since the majority of small units also posses a small attack which means that they will not receive the +50% damage vs your lyrish knight, but you will receive the +50% vs their small units.
    I have also done some testing on unit size to determine that the +50% is average, not the rule. XL units have a variety of attack animations, and while some prove more effective (up to +64%) other animations are less effective (44%) , so based on the luck of the draw,and how your unit wants to animate you could potentially be doing +64% damage to a unit with a size disadvantage vs your attack depending on the animation (Axe chop, two handed blow, horn sweep, stomp, etc. Most xl units have 5-6 attack animations depending on the size of their foe.
    Stampede:
    XL units can stampede small and medium units: Knocking back and doing 10 dmg to each squad member.
    L units can stampede small units: Knocking back and doing 10 dmg to each squad member.
    3. Legendary Cards - Promo cards
    Legendary cards like Ravenheart can be played with their promotional version to bypass the legendary unit limit.
    Promo cards of existing units are considered different from the non-promo version for the purpose of buffing such as motivate.
    4. Void and Power
    90% of a units actual power cost is returned in void power from suicidal units. This is effected from breeding grounds thus instead of refunding 90 power from a 100 power skyfire drake it will return 90% of the actual ammount of power it took to summon in the unit. Eg. U3 breeding grounds = 30% Thus making skyfire U3 cost 70 power instead of 100, the void gained on a suicide of that unit is then 63 (90% of 70).
    Power enhancing structures such as Juice tank and Resource booster will both effect your own power wells (and stack effects), but they will not effect allied/enemy wells.
    Breeding grounds: The effected power savings (15%-30%) will work for allies summoning in the effective area, saving them a portion of the summoning cost.
    Orbs: Each orb costs 100 power + a one time power fee for each tier after the first.
    100+50 = T2
    100+150= T3
    100+ 200 = T4
    If the wrong orb is accidentally built, destroying the orb before its completion will result in 75 power of the 100 being refunded.
    5. Corpses/Corpse Gathering
    When using something like embalmer's shrine's special ability it will effect all friendly units corpse gathering abilities as well.
    Corpses last approximately 17 seconds before they vanish, so time those Undead armies, and harvesters appropriately.
    6. Walls:
    Important things to remember are that XL units and Buildings can be targeted through a wall while S, M, L units can only be temporarily targeted by other S,M,L units if they were visible through a hole in the wall or, if the gate was down. Only XL units and buildings can attack S, M, L units over a wall unless the unit attempting to fire is placed on the wall defensively.
    All small units can be placed on walls, this includes melee units. While they cannot attack, they do provide something else for enemy units to focus on, thus reducing damage on the walls overall.
    Snapjaw, being a small unit but with a squad of 4 can compact more units onto a group of wall segments than the other 6 member squads. A two segment wall can house 3 units of snapjaws while only being able to support 2 units of 6 member squads such as master archers.
    7. Rage:
    Rage abilitiy will allow a unit to do up to 4 times (400%) its normal damage when fully enraged. To maintain this most rage units must attack every 5 seconds, while Fire dragon must only attack every 10 seconds.
     
     
    ** UPDATE 2009.12.02. **
    LOOTER
    - it only works versus buildings that your opponent built, not including wells and orbs.
    - you get a certain percentage (i think it's 40% at U0) of the buildings powercost as extra power into your usable power pool if you completely destroy the building just with units that have the looter ability.
    - you don't get that power in one big bunch when the building is destroyed, but rather every time you damage the building, you get a small part of it.
    - so if a building has 1000 health points, and you make 100 damage to it with your looters, you will get 4% of the buildings power cost.
    - the opponent will still get 90% void, so the power is not "stolen" but additionally granted.
    - normally you won't have many opportunities to use this ability, but if your opponent loves to spam buildings, you can make a lot of extra power with this.
    ** UPDATE 2009.12.07. **
    UPGRADE COSTS
    ............. U1 ...... U2 ..... U3
    Common ...... 50 ..... 250 .... 500
    Uncommon ... 150 ..... 500 ... 1000
    Rare ....... 400 .... 1000 ... 3000
    Ultra rare . 800 .... 2000 ... 6000
    ** UPDATE 2009.12.09. **
    The Root Network
    A lot of people really don't understand how the root network works, and don't get to use it at it's full potential.
    It is actually fairly simple to use and if done properly can make for one of the best defenses in the game in most situations.
    How does it work ---
    The following cards have the Root ability...
    Living Tower
    SpikeRoot
    Thornbark
    Razorleaf
    Howling Shrine (tainted and gifted)
    Spore Launcher
    And two support buildings
    Root Nexus (gifted and blessed)
    The buildings are automatically rooted but the units have the ability to become rooted (immobile) and gain special attacks, and can be un-rooted and moved to a new area. You will know they are connected when a faint green colored line connects between the units, as long as they are linked to one unit in a network they will be connected to the whole network. You must be outside the linking range and have seperate units not connected the to first network in any way to have a second seperate network.
    Every rooted unit/structure that becomes part of a root network supports the other units in it by boosting attack power and or speed. However the most important part of this function to know is that if a unit or structure is attacking, it -does not- add its power to the network i.e. only unit/structures that are idle will add their power and boost ONE of the linked attacking units -unless- the root network is maxed out (for a level 3 upgrade that is 11 linked units) then any additional units will add power to a second attacker.
    Only one unit per network can receive a power boost (unless network is maxed out for that unit with additional supporters for secondary unit), this is determined by the attacker closest to the network.
    Example:
    Two Spikeroots one in front of the other, connected to 7 living Towers.
    The spikeroot in front will have the attack boost, until enemy units move into range of the second spikeroot, as soon as he starts attacking the first spikeroot will lose and bonus and now the New attacker closest to the network will receive a power boost.
    If the enemy units move beyond the spikeroots and engage the living towers, then all power boosts will be lost. This is part of what makes root nexus so potent and useful in a root network. Root Nexus does not contribute OR subtract from the root network, it does however connect units, allowing you to have a large group of stationary towers, and keep using their power by moving your unit(s) and creating cheap root nexus buildings as you go. They also have useful abilities which they give to any unit connected directly to them.
    Gifted Root Nexus - Any unit connected directly to this structure will regenerate 2% of their life points every second
    Blessed Root Nexus - Any unit connected directly to this structure will take 25% less damage
    If you build one of each of the support structures at the edge of the root network (every 25m-ish)
    so that each root nexus takes less damage and regenerates health, then surround them with living towers in the center, and place your attacking units at the outside edges making sure everything has one of each nexus connected to it. You will have an entire defensive force (units and structures) all of which are self regenerating and take less damage from attacks, meaning no repairing, and in some cases, no healing required.
    This strategy is for example perfect for defending the gold wagon on Bad Harvest, using razorleaf for attack. You don't even need to bother destroying the cannons because your defenses will regenerate themselves and take less damage from them.
    At this present time it seems that Howling shrine doesn't work as the description states ( 4 turrets each deal 325 damage written on the card) yet no matter how many supporters it only fires one turret.
    However each one has a special ability, gifted paralyzes an attacker tainted roots them. on a maxed network they activate this special nearly every second if you place the rooter out front it will hold and attack enemies and with the paralyzer behind any that get through the roots will then be paralyzed and attacked, they can be powerful or just used as another structure supporter. At this time though the damage they deal however is minimal (seems to be glitched).
    Mark of the keeper works well with root network as well, providing some defense and preventing special attacks like disintegration or paralysis that can shut down heavy damage linked attackers.
    Combined with breeding grounds you can create a mass of unit supporters and create an entirely mobile root network, which turns it into a more effective offensive weapon. This is where Thornbark really shines, it gives you extra network supporters to work with and provides mobile anti air support since Spikeroot attacks ground units only. A razorleaf out front with an equal mix of spikeroots and thornbarks can make a powerful offensive force, anti air, heavy attack and support ground fire all in one if things start to look bad you can pull your razorleaf back to a defending network while your other units create a wall for it's escape.
     
    MELEE ATTACK
    There is a cap on the number of melee creatures that can attack an opposing creature. Actual numbers depend on size of the attackers and size of the defenders.
    First i would like to define 3 different melee attack classes:
    * Normal (most M and S size creatures, with M counting twice as much as S)
    * Reach (some M and S size creatures, with counting M twice as much as S)
    * Huge (all L and XL size creatures, with XL counting twice as much as L)
    The following creatures are in the Reach class:
    * Spearmen
    * Ghostspears
    * Mauler
    * Drones
    * Phalanx
    * Imperials
    * Lyrish Knight
    * Silverwind Lancers
    * Ice Guardian
    * Wrecker
    * Enforcer
    * Scythe Fiends
    * Giant Slayer
    * Executor
    * Shadow Insect
    Note that both Nomad and Dreadcharger are not in this class even though they use lances!
    And now the caps on the numbers of melee attackers for creatures of different sizes:
    * a single S creature can be attacked by at most 4 Normal, 6 Reach and 2 Huge attackers
    * a single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers
    * a single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers
    * a single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers
    Similar mechanics apply to melee attacks against buildings, but the number of attackers seem depend on the footprint size of the buildings.
    OTHER
    * Disintegrated targets doesn't revive with second chance or promise of life.
    * Reducing damage effects like life weaving or freezed also reduce damage from self damage like instability or blood healing. However, self-damage from disintegrating (shadow worm) can't be reduced.
    * Soulshatter's secondary effect doesn't trigger from death of air units.
    * Bandit walker doesn't count as XL unit (units with XL attack doesn't do more damage vs them). Construct does.
    * Buffs like unholy power/hero/motivate increase damage from shadow mage's foul play, but only if buffs are here when bomb explodes, not when bomb planted.
    * Damage to allies from wrathgazer's pain link calculated before his resilience or any other reductions.
    * Overlord can store corpses up to X points (max hp - current hp = X), then he use them to regenerate even if there are no more corpses around.
    * Armored tower's active ability works on buildings under construction.
    * Defenders, Commandos and Darkelves get thier range decreased when activating ability.
    * Pve Units and buildings of Lost Souls cant be controlled by f.e. mattermastery or mindcontrolled and so on.
    DISINTEGRATION
    upgrade lvl / disintegration rate(hp/sec) / hp loss(per sec per unit)
    disintegration rate of 100 means it can disintegrate unit with 1000 hp in 10 seconds.
    Church of negation
    U0 / 80 / 60
    U1 / 85 / 60
    U2 / 90 / 50
    U3 / 100 / 50
    Wrathgazer
    U0 / 135 / -
    U3 / 150 / -
    Shadow worm
    U0 / 110 / 70
    U1 / 115 / 60
    U2 / 125 / 50
    U3 / 150 / 45
  3. Sebu liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  4. Emmaerzeh liked a post in a topic by MrKrumpli in Blight Expert   
    Here is my deck if anyone is interested:
     

    Here is a video with commentary, i hope it helps.
     
  5. Emmaerzeh liked a post in a topic by Ladadoos in Introducing... Maze, our new web developer!   
    Greetings Skylords, Skyladies, and Skyfolks!

    We are happy to announce that @Maze has joined our team as a web developer. He has demonstrated to have time, knowledge and interest in the project, especially with the card price tracking website and card price notification bot he has been developing. For now he will be working with @freund17 on new tools and services, more prominently internal moderation tools. That being said, he has shown interest in other areas such as Data Analysis, which can for example become very useful to analyze the effect of balance changes in the future. 

    Best Regards,
    Skylords Reborn Team
     
  6. Strider liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  7. Ultralord liked a post in a topic by Emmaerzeh in Emmaerzeh´s Map creation tutorial for dummies   
    Emmaerzeh´s Map Creation tutorial for dummies
     
     
    If u ever wanted to make a map but writing your own scripts was too difficult for you then this is for you. I would like to see people make some enjoyable Maps that i can play, since i played every official Map way too often. And pls dont spam useless Maps that not have Gameplay.
     
    First of all, I can not write my own scripts I can just modify other peoples easy scripts for me.
    Shout out and props to my old Map making collegue „Spitzkopf“ and thx to „Ladadoos“ who helped me out one time doing this.
    I just wanna share the scripts that i can with you. With these scripts u can do Maps that work and make fun gameplaywise.
    Pls also look at the other Tutorials. I will not at all talk about any optical things as f.e. how to do different map heights or textures...
    Maybe i will later add some other explaiations like show the missiontasks ingame, but for now its just the absolute basics.
     
    This Tutorial includes:
     
    -This post where i explain everything
    -A working example Map
    -A folder with all the used scripts with description in the Name what they do
    -A list with all Tags i used in the Editor
    -A picture of the Map with descriptions
    - The text of this post as a textfile
     
     
    Lets get started.
     
    Save often in editor sometimes he crash!!!
     
    After u did something try if it workes ingame, or later u will not know why your Map not loads.
    To test it u must : File => „Pak map“
     
    As far as i know, after u change something in editor or in script u must delete the .Pak file manualy before u create a new .pak file. ( I did this like 100 x for this Map)
     
    Remember all Tags u give the units and groups and choose names u can know where they are.
    (write them on paper)
     
     
    1: Open Editor => File=> New => choose size
     
    2: Map settings => Team setup+playerkits =>
    Choose f.e. „1Pl. Map“=> choose startenergy +startvoidenergy =>
    Aggrotable (I f.e. Choose team enemy must be hostile with team neutral)
    (Team neutral in my map is the civilist that u need to protect)
     
    3: Place startwells, orb and starting Point (on the start orb). U find it in „Entinity Placement“
    Open „entinity properties“ select all u placed and choose „pk_kit1“ in the field „player kit“
    2 Player Pve ofc 1 player „player_kit2“
     
    4: „Entinity Placement“ => place some spawnbuildings and squads =>
    In „Entinity properties“ select „pk_enemy1“ in player kit „team_enemy1“ in Team
    and give the Entinity (building/squad/...) a name in „tag“
    f.e. „buildinga“ / „baseasquada“
    5: Open the script group editor => new (new group name is allways „sg_new“)=>select sg_new =>
    =>in „Entinity properties“ change the name to f.e. „sg_basea“
    (if u can not delete the name first write the new name behind the old name then delete the old name)
    =>in “script group editor“ write the name of squad u wanna add to group in the field then press add.
    U do this with every building and squad u place in the editor that is affacted by a script.
     
    6: If u want the Group to move open „scripting tool“
    => scripting path => place point => now u can drag and drop a way => choose „select“=> doubleclick on your way => give your way a Tag (in „Entinity Properties“) f.e. „waya“
     
    7: Place a boss = give him a Tag f.e. „boss“
     
    8: Place a wall if u want just make everything in the „entinity properties“ like i did it in my map.
    Select all the wall Tag it f.e. „walla“
     
    9: If u want the player must protect something place it and tag it f.e. „civilist“
    In this case the civilist must be Team neutral.
     
    10: Choose the „blocking tool“ paint everything where u not want the player can move f.e.
    „ground+flying“ . At leat paint the map border. ( can be shown in „view““map border“)
     
     
    The scripts:
     
    In your map folder created by the editor create a folder named „script1“
    Put all scripts in this folder.
     
    I give u a folder in this post named „scripts and what they do“ you canjust copy the script u need change the name open it with windows editor change the Tags as u named your entinities and groups in the editor, change variables (like how manny seconds after all units in the group are dead they will respawn) and save it.
     
    =>Choose one _main ( it must allway be named _main)
    i give u 2.
    one is for win condition f.e. Kill „boss“ u win
    one is for win and loose condition f.e. Kill „boss“ u win , „civilist“ dead u loose
    in my map i choose have win and loose condition
     
    Ofc u the player loose all units and orbs is allways a loose not need a script
     
    Now i explain just what i used in my map (see picture of map+ the scripts) :

    1: sg_basea respawns after all members of the group are dead at buildinga.
    (you can choose after how manny seconds)
    Name of script in my folder for you:
    sg_basea(name of Group)(respawn).lua
    Name of the file must be Name of the Group (sg_basea)
    =>so just delete (name of Group)(respawn) from the filename if u named your group „sg_basea“.
    You must paste tag of building and respawn delay seconds
    2: „sg_baseb“ respawns and walks waya after u killed the group it will respawn and walk again.
    Name of script in my folder for you:
    sg_baseb(Name of Group)(respawn and walk)( must have killscript).lua
    Name of the file must be Name of the Group
     
    2.1:for this u need another script ( ill just call it killscript from now on)
    Name of script in my folder for you:
    „basebsquada(Name of unit in Group that is killed)(This is the Killscript).lua“
    Name of the file is tag of one unit(!!!) of the group you wanna kill
    f.e. „basebsquada“
    This script kills the Group at start of the game
     
     
    3: sg_basec will respawn out of the same building as sg_baseb but u can choose after how manny minutes it will respawn the first time. From then on it will respawn after the time u chose after it died. Then it will walk a way.
     
    Example:
    buildingb after game starts only spawns sg_baseb but after 1 minute (or whatevertime u choose)
    it will additionally spawn sg_basec
     
    You can also let them spawn out of their own building as you like.
     
    Name of script in my folder for you:
    sg_basec(Name of Group)(respawn after some minutes in Game and walk)(must have killscript).lua
    Name must be Name of the Group f.e. „sg_basec“
     
    You also need a Killscript for this : see „2.1:“
     
     
    4: After you killed „buildingb“ ,„buildingc“ will spawn units and they walk „wayb“
    Name of script in my folder for you:
    sg_based(Name of Group)(respawn after other building is destroyed)(must have killscript).lua
    Name must be name of the Group. f.e. „sg_based“
     
    Needs killscript see „2.1:“
     
     
    5: „sg_wallarchers“ will mount the wall „walla“
    Name of script in my folder for you:
    „sg_wallarchers(Name of Group)(Lets Group of units mount a wall).lua“
    Name must be name of the group.
     
     
    With this scripts u can allready do a lot.
    Have fun !! I wanna see awesome maps now
    You can do a nice map in one or two days.
    I also want invite other People that can script to send me scripts and description so i can add them to this post. 
     
    This is a little bit opening pandoras box cause manny will say „mimimi you must be inovative everybody must write his own scrips and understand scripting“. But here we are after 9 years BF there are only super less playable maps cause its way to complicated for most of the people.
    Kind Regards Emmaerzeh
     
    Taglist-BF-Maptutorial.odt
    BF-Maptutorial.odt
    The actual Map.rar
    Scripts and what they do.rar
  8. gemeiner Lauch liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  9. Chibiterasu liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  10. Ladadoos liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  11. Squishydew liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  12. Volin liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  13. Danol liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  14. RuneSeeker liked a post in a topic by Emmaerzeh in Defensive Mode for RPVE   
    Yeah thx ill keep the endless defence in mind for when i finished other projects. @RuneSeeker  i know the 1pl map of Kaldra. Name is "survive". At the moment we are allready working on a defencive rpve mode as u suggested @Danol  
    Kind regards
     
  15. Emmaerzeh liked a post in a topic by Ladadoos in Release schedule and server downtime   
    Greetings Skylords, Skyladies and Skyfolk,
    We are about one week away from release and with that we would like to share our schedule and plans around release. This way you know what to expect.

    December 16, 2020: We will reset everyone's progression in preparation for the reset on actual release day. This allows us to make sure our systems work properly after a reset and to potentially fix any remaining issues that could be caused by resetting the progression of all our players. A progression reset means you will lose your gold, BFP, cards, boosters, PvE and PvP ranks, friends lists, auctions etc.  Both the main server and the test server will stay online and you can continue to play the game. Any in-game items gained after this initial progression reset will not be carried over after release.

    December 17, 2020: The main server will be closed until release. This will give us time to prepare the server for release and to fix any potential issues found with the reset from the previous day. During this downtime everyone's progression will be reset for release and you will be asked to create a new in-game character when you login for the first time after release. You do not need to create a new account for release and can login with your current account after release. The test server will still be open throughout the release period. The server will likely be closed in the evening (UTC).

    December 18, 2020: Release date. This is the day we will put the servers online again and is the day you can join and start playing again with a fresh start. After this day there will be no more resets so you can play/grind all you want. Depending on how drastically the player base suddenly increases, we might have to resort to putting a limit on the number of people allowed on the server at a time. Our current server is very performant and should be able to handle a lot more players than it currently is, so even though we don't expect to need to do this, you never know. There will also be a countdown livestream on our twitch channel https://www.twitch.tv/skylordsreborn, after which we will open the servers again. The release will likely happen in the afternoon (UTC).

    We hope everything is clear. If you have any remaining questions feel free to ask them and we will update this post accordingly. 
    Have fun playing and hope everyone is looking forward for release!

    - Skylords Reborn
  16. Loriens liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  17. Ultrakool liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  18. VolvoxGlobator liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  19. Emmaerzeh liked a post in a topic by Chibiterasu in Battleforge undocumented details   
    Ranged Non-Flying units have a hidden random variable that is determined when playing the unit and slightly alters their attack speed for as long as that unit lives.
    Even though Amii Momument counts as an Orb in the Mission Soultree, the Monument itself doesn't count as a Monument for the card Retrating Circle.
    You can't use Unity on Lost Shade because his passive already counts as the Unity effect. That also means that he will share the dmg with other units that are affected by Unity when his passive is active.
    Enemy units that spawn from camps in Pve aren't affected by Fleshbender.
    And a little Fun-Fact: Easter Egg is the only unit in the game without an Idle Animation.
  20. fiki574 liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  21. LEBOVIN liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  22. Metagross31 liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  23. Chibiterasu liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  24. Deadman liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
  25. Volin liked a post in a topic by Emmaerzeh in Introducing ... Emmaerzeh, our new Map Making Director!   
    Hi everyone!
    It's an Honor for me to join the Skylords Reborn team. I will do my best to improve everything related to Maps in Skylords Reborn.
    If you wanna help in the mapcreation process or have ideas for maps, modes or anything to improve, related to maps tell me about it. 
    Kind Regards 
    Emmaerzeh
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