We just have to bump the Temple HP back above the damage limit if we don't want it to damage Temple anymore.
There's some HP point where it stops doing normal damage because of overflow.
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Honestly, once the HP gets that high, killing the Temple becomes a nightmare for just about every non-Summoner hero. I remember when we experimented with some ridiculously high HPs like that (99999 in one version)... it wasn't so great.
If the goal was to protect the Temple from nukes, it would be much easier to just invincy the Temple when a Nuke is falling. Honestly, it's not like anyone will be attacking the thing anyway if it's getting nuked.
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Or we can just get rid of nukes because they aren't really worth it without temple killing potential, nevermind as an L4. 180 gas plus 3 civs to (maybe) half-kill three cannons and a pylon? I'll pass.
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Damage limit?
It deals 500 damage or removes two thirds of the victim's total hit points, whichever is greater; thus, two nukes will destroy almost any unit or building, if the building was the one targeted point.
http://starcraft.wikia.com/wiki/Nuclear_missileI have a better wiki
-Units with more than 98313 hitpoints may take less damage than units with less hitpoints. This is because the most damage that any given single attack can do is 65,535, and anything higher than that will 'loop' around, or start back at 0.5. This is why in the "Kill the 800,000 Health Unit" games, the unit may survive more than two nuclear strikes.
http://www.staredit.net/wiki/Nuclear_Strike_DamageBut like Moose said, a temple with that much HP is pointless. Wow you made nuke do less damage so it will take forever to kill with nukes. But guess what, it will take forever to kill with every other unit.
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I tried modifying the terrain. I fixed many cluttered spots, and needed fixes. Tell me what you think. If someone could create an image of the terrain zoomed out, I would appreciate it. Keep in mind that it is incomplete.
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Unless of course you did away with temple armor.
scx2jpg didn't like your map, Yoshi. Not sure why.
Getting rid of temple armor would make spawns destroy it almost instantly; ditto summoner.
I find myself wanting to suggest things from DotA like that all cannons should have to be destroyed before the temple is vulnerable, so I'll just stop.
Post has been edited 1 time(s), last time on Feb 24 2023, 12:33 pm by Decency.
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Unless of course you did away with temple armor.
That's a given with any massive HP increase to the temple. In which case the Summoner goes: OH, SO YOU'VE GOT A TEMPLE? ... NOT ANYMORE!
I tried modifying the terrain. I fixed many cluttered spots, and needed fixes. Tell me what you think. If someone could create an image of the terrain zoomed out, I would appreciate it. Keep in mind that it is incomplete.
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Getting rid of temple armor would make spawns rape it almost instantly
Nothing's "almost instant" with 98314 HP. Also, god forbid you are in a winning situation when you've wrecked all their entrances/gateways and your team spawn has swallowed their base. Our current system of that being a bad thing makes much more sense.
Unless of course you did away with temple armor.
That's a given with any massive HP increase to the temple. In which case the Summoner goes: OH, SO YOU'VE GOT A TEMPLE? ... NOT ANYMORE!
I think you'd be surprised.
hmmm... i liked ex's or whoever made the other model better, i dunno why, but it doesnt seem like yoshi changed all that much.
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hmmm... i liked ex's or whoever made the other model better, i dunno why, but it doesnt seem like yoshi changed all that much.
i agree it doesn't appear too much changed. the bottom is somewhat better but as for the two gysers to north that cant really be built near thats still there and the top right corner is still the same with its loaction interupt problems. Also feel the middle was neglected in changing gyser protection. The lower right gyser for south is fine but honestly look at north and south and jesus christ those cannons are out really really far ( i still don't like this). Still anticipating new terrain for 1.5 that u and unholy collaberated on (being you did the work he told you what to fix).
Overall for rough draft not very enthusiastic about this one sorry yoshi.
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Oh well, I'll guess I needa change major things and completeley restructure things. I'll keep on trying though

I personally think I did better with the bottom base... His version... looks... funky

EDIT: oh snap.. I've just noticed that i used a 1.5 version. Is that going to affect the way the M versions run?
Post has been edited 1 time(s), last time on Aug 1 2009, 3:29 am by xYoshix.
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I'm just going to say that I have almost no interest in this game anymore. Since starting Heroes of Newerth which is basically DotA without all of the heroes yet, I'm having much more competition and much more fun.
There are so many issues with Temple Siege that stop it from being an AoS on the same level as DotA, and they're obvious from the first time you play. Not to say that either DotA or HoN are perfect, but they're far closer and with a much bigger high-level community, I think I'm done with Temple Siege.
So, adios for now.
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@new terrain
The bottom geyser in the middle is very vulnerable.
At top, only the north temple's approach has low ground. Make either one or both of them low ground (this applies to current terrain too)
There are 4 out of base assims on the northern half of the map, two near the middle, but only 3 for the south because you removed one.
Also, I've never seen the nexus-teleport used. Remove it?
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I've tried using a nexus, but it just dies way to fast. Most of the time, before it even finishes building.
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Oh yeah, I've been forgetting to ask people what they think of the Nexus. I'll see what I can do to make them more usable.
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