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Old 11-25-2006, 05:05 PM   #151
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Quote:
Originally Posted by Toink
Nice map, I really liked that Transmundane. His ulti rapes when the Hero is immobile. 150 damage with 16 floating bodies, 150x16= 2400 damage. Retardedly powerful, I had so much fun with him.

It's not that he will ever be in the condition of deal so much damage.
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Old 11-26-2006, 03:30 AM   #152
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That dwarf is impossible to kill ><
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Old 11-26-2006, 03:33 AM   #153
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@Nasrudin : He will in inhouses.

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Old 11-29-2006, 01:09 PM   #154
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Well I've been working on 2.00i...
Lots of balance fixes, bug fixes, etc. The good stuff you all want.

But I have a problem.
These handle index failures... I don't know what to do with them.
I seriously for the love of all that is good in jass code cannot figure out how to get rid of them.
I simply CANNOT recreate any of them in single player, and that makes the testing tough --
Because naturally, they only happen under high stress.

So yeah, I'm going to be working for the next week or two to try to figure them out.
But I cannot guarantee any progress.

I really want to move AotZ out of the beta stages, it's entirely ready except that these bugs exist.
I'm going to be posting elsewhere too, because I need as much help as possible.
So yeah, stay tuned people -- I'm trying.
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Old 11-29-2006, 06:00 PM   #155
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I simply CANNOT recreate any of them in single player, and that makes the testing tough --
Because naturally, they only happen under high stress.

Can't you, say, gain controll of all heroes, and\or make them periodically (spelling?) cast their abilities?
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Old 11-29-2006, 06:06 PM   #156
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If I gain control of all of the heroes, it doesn't represent realistic map simulation --
In the real game, you do not get control of every hero, nor do half the heroes appear on one team or the other.

I want to simulate real-time gaming to a tee, and in order to do that I need more people than just myself.
And if I try to CODE the ai to do it, well it wouldn't be pretty and might potentially add more bugs.
That's not even factoring, a lot of the spells have requirements, targets, etc.

And even then, they follow only one pattern:
When the first one occurs in a game, dozens to hundreds more occur directly afterwards.
From all observations, it's as if the game cache just overflows and can't accept anymore data.
These aren't periodic errors, these are generally huge map-failures.
It's as if the map just says "Screw this" and everything breaks.
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Old 12-06-2006, 01:19 AM   #157
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Quote:
Originally Posted by st33m
That dwarf is impossible to kill ><


Amen brother. Each hit gives him more DR, HP, and damage... each hit he deals out gives more AS and MS...

Quite strong.


But SCAMP... that sonofagun is impossible to kill too...
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Old 12-06-2006, 03:17 AM   #158
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Quote:
Originally Posted by Rising_Dusk
It's as if the map just says "Screw this" and everything breaks.

lol, that makes me laugh

is there a limit to the amount of data one game cache variable can hold?

cuz I personally have never experienced anything like what you have described

I used to get the occasional stopped projectile or effect not removed, but now that I use integer locals and not timer locals, I do not even get that
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Old 12-12-2006, 08:49 PM   #159
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That dude who can whirlwind and teleport and deal extra damage to if they get hit and has a leap attack skill that can leap more if he hits someone is reaaally imbalanced. You need to balance out the heros, like the tauren blows but that whirlwind jumping guy is really cheap. Needs loads of balancing, you need visualization so you can balance it out. That one warden who blinks like 5 times and deals damage is imbalanced because the casting time should be like 2 seconds. Sorry for being so vague but I never play DOTA and rarely play DOTA copies.

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Old 12-12-2006, 10:10 PM   #160
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Quote:
Sorry for being so vague but I never play DOTA and rarely play DOTA copies.
That line right there just made me want to ignore the entire rest of your post.
And they're being slightly rebalanced anyways.
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Old 12-12-2006, 10:52 PM   #161
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Anyway, how is the new version going?
If I recall corectly, you HAVEN'T put it the new items, not to say that one side currently has more heroes to choose from than the other...
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Old 12-13-2006, 01:36 AM   #162
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Great work so far! If only you could let me test your next version... SO HUNGRY FOR AOTZ! Though in all seriousness, I want you to change the dwarf. Only the STUPIDEST dwarf players ever die and when they do, it was either by full out gank, or an ownage Conservator Janise. Of course, even if you do kill him, you'll suffer SO much. Oh yeah, btw, both ways requires the dwarf to be below %35 health. SERIOUSLY. Oh yeah, same with conservator. Only retarded conservators die. AKA people that don't get cataclysm. Even if you people DO think it sucks. It's what fuels the conservator's murderous spree... +REP (IF I CAN!!! :P)
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Old 12-13-2006, 02:32 PM   #163
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Dusk, the seeker doesn't revive if he uses ascension at night. -_-'
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Old 12-13-2006, 05:26 PM   #164
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Reproduceable?
I would be willing to bet it's one of those handle index failures.

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I want you to change the dwarf. Only the STUPIDEST dwarf players ever die and when they do, it was either by full out gank, or an ownage Conservator Janise
The Dwarf is quite killable, you just need the right strategy.
Don't tank him, ever. Slows and disables rape him badly, so does Greel's Caress.
Also, he had no heals whatsoever, so whatever damage you deal him is not going away unless he runs to base.
Just keep beating at him and he always dies.

I've played against him dozens of times, and even as rather fragile heroes.
It's not tough to whittle him down even at max level.
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Old 12-13-2006, 06:25 PM   #165
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Reproduceable?

Err... no. It doesn't happen in singleplayer. And maybe it had nothing to do with the time of the day, but KD used it at least two other times at day and he revived.
Anyway, from what he said in the chat before leaving, I'm sure he saw it happen before.
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Old 12-15-2006, 01:09 AM
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