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Old 08-19-2007, 04:13 AM   #1
Windexglow
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Default Ants Wars [Strategy]

If you're part of the helper.net, you might have seen my small project.

Ants Wars
Players: 8 (possibly more, depending on how much room there is)
Style: Strategy, logistics
(yes, I know Ants Wars isn't grammerly correct, but it sounds alot better than "ant's wars" or "ant war"

Summary: Some people have played the custom game 'Sim Ant'. The game will be loosely based on the general theme of that game. In the orignal Sim Ant, there were 2 teams. Each player on those teams would have a specific goal, such as gathering or building.
But in Ants Wars, each player controls their own colony, instead of 1 team controlling an ant colony.


Features:
~Random Events
~Automated feeding system
~New and powerful strategies
~Interesting and frantic Combat
~Easily manageable tunnel system
~Fully Automated Gathering System
~Decisional (is that a word?) upgrades
~Slight Rock-Paper-Scissors style of units
~Complex, yet easy to understand food system
~Random Insects wandering around both above and below ground
~Tunneling events that promote many individual rooms instead of 1 large room
~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)


Team:
Solo


Progress:
Working out how gathering system will work (looking for ways of debugging right now)
Thinking of what upgrades/unit names will be used
Working how new terrain will look (too many complaints about it being too difficult to see)


The Features: Explained [Rated PG]

~Random Events
Random events, depending on what kind, can effect both the above ground and below ground, or only 1. An example is rain: While dealing light damage where the rain hits, after a short while the water will 'seep' into the ground, causing fortified soil to become weaker (allowing an easier underground attack) along with causing large rooms to collapse.

~Automated feeding system
Hidden information:
to describe the factors
-What unit you are making
-What food types you currently have
-How much of that food type you currently have

Those are the main factors for when you make a new unit.
Letís say you have 50 grass points, and 30 pine-nut points
Depending on what you have available gives it a bonus that will effect it for the rest of itís life.
Now, it isnít you standard ĎThis ant costs 10 food points. Since you have 50 grass points and 30 pine-nut points, it will take 7 grass points and 3 pine nut points
It wonít be like that at, instead it will be like this.

A red ant accepts both Grass and pine nut points. It prefers grass over pine-nut and gives bonus depending no how much grass you have.
Grass also is used as a major food source for your red ants.
So because grass is a major source that is used in both the ants birth and life, itís divided by a greater factor.
So out of 50 grass, the game actually splits into very small blocks depending on how many ants you currently have. Letís say for every ant you have, the game divides that 50 grass into smaller blocks.


Your ants will eat their food source every often. Depending on how much of that food source you have, gives them a bonus that changes depending on how much food you have.
So you have 70 ants. And you have a total of 50 grass.
NumberOfUnits X .Food Source /3
In this case; 70 multiply .50 /3 = 11.66
11.66 is the total amount of grass that 70 ants eat in grand total.
Invidually, each ant ate .16 grass

So now your total grass is 38 (rounded, every 2 mean periods it removes extra food point)
Letís do another meal time.
70 X .38 /3 = 8.8
So in total all your ants eat a grand total of 8.8 food points.
Invidually, each ant eats .12 grass

As you see, it slowly gets smaller. But as your food gets smaller, the changes become less and less noticeable.
When each ant gets an invidual piece of .8 grass points, it will become slower and easier to defeat. While on the opposite, having more food makes it faster and harder to kill.
Though if you have 3 ants and 300 grass points instead of each ant getting more than 50 grass each at each meal, itís capped at .20 grass for each invidual ant.

When you choose to make a new unit, the food system applies something similar to that (actually taking a little more grass) and gives it a permanent bonus or defect depending on how much you have.

Large amount of text in hidden about how it works. I took it from my older thread on thehelper.net, so it's alittle outdated.

~New and powerful strategies
Underground attacks, surprise attacks through a tunnel from the outside and into your enemies base, to parasite ants that can control random insects; giving you a mighty advantage on the battlefield.

~Interesting and frantic Combat
In normal wc3 melee (and most wc3 custom game dealing with large fights) battles will tend to form a long line. It's difficult to explain how it's different in Ants Wars, so I'll include the trigger (the actual trigger that I will use in the final game will be more advance, this is just the simple form)
Hidden information:

Code:
ScatterKiller
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A structure) Equal to False
        (Destructible-type of (Dying destructible)) Not equal to (Destructible-type of (Dying destructible))
    Actions
        Set KillingAnt = (Position of (Killing unit))
        Set AntKillDirection = ((Facing of (Killing unit)) + 0.00)
        Set L = (KillingAnt offset by (Random real number between 300.00 and 500.00) towards AntKillDirection degrees)
        Unit - Order (Killing unit) to Move To L
        Custom script:   call RemoveLocation(udg_L) 
        Set AltUnit = (Random unit from (Units within 300.00 of KillingAnt))
        Set KillingAnt = (Position of AltUnit)
        Set AntKillDirection = ((Facing of AltUnit) + 0.00)
        Set L = (KillingAnt offset by (Random real number between 300.00 and 500.00) towards AntKillDirection degrees)
        Unit - Order AltUnit to Move To L
        Custom script:   call RemoveLocation(udg_L) 
        Custom script:   call RemoveLocation(udg_KillingAnt) 

code is in hidden/spoiler tags.

~Easily manageable tunnel system
For creating tunnels, simply pick point A and Point B, and the tunneling system will do all the rest. Want the tunnel to be fortified with soil or rock? You can choose it to do that (extra cost of food and speed of course) when it starts tunneling. When you want to create a room for a new building, there's an option to do that (and it automatically creates a doorway to the closest tunnel/room)

~Fully Automated Gathering System
Once you build the main harvester building, your queen starts popping ants out of her at breakneck speeds, and once those gatherer ants hatch; they will start harvesting and doing everything on their own. No questions or orders asked, you will NEVER have to give them a single order in the game. Food sources aren't set either; they have a limited amount and after that amount is gone; the food is gone. This means that you'll constantly run into enemy gatherers that are looking and getting food, and so will your enemy. And if you want to win, their food is a great way to weaken your enemy.

~Decisional (is that a word?) upgrades
Sometimes you'll have a choice between upgrades, though you can only choose 1 of these upgrades. An example will be to either increase the amount of gatherers you have, or increase the stats on the amount you already have (increased speed, ect)

~Slight Rock-Paper-Scissors style of units
Hidden information:
3 ant types

Close Range: High health, medium attack, fast speed
Ranged: Medium Health, medium attack, medium speed. Have small minimum attack range (1/6 range canít attack)
Long Range: Low health, medium attack, slow speed. Has medium minimum attack range (ľ range canít attack) Isnít effected by combat trigger if attacking. Effected by combat trigger if attacked.

Strength: Takes less damage from ants, and deals more damage to them.
Weakness: Takes more damage from those ants, and deals less damage to them.
Neutral: Takes average damage from those ants, and deals average damage to them.

Each group is broken down into 4 different ant types
Ant A: Good against B and C, bad against D, A
Ant B: Good against C and D, Bad against A, B
Ant C: Good against D and A, Bad against B, C
Ant D: Good against A and B, Bad against C, D

Each unit has 2 strengths, and 2 weaknesses. While itís strengths donítí give it 1hit kills against a unit thatís weak to it, it gives you a large advantage.


Guard Ants are also powerful. They come in 4 types.
GantA: Good against AntB, Bad against C, Neutral to D and A
GantB Good against AntC, Bad against ant D, neutral to A, B
GantC Good against ant D, bad against A, neutral to B, C
GantD Good against ant A, bad against B, neautral to C, D

Each unit has 1 strength and 1 weakness, along with 2 neutrals.
Guard ants are incredibly strong when underground and near the hole, though above ground they are very easy to kill.





When the game starts, each player is given an option for a slight increase in a spefic food type. The food type you pick will be given 200% more food points in this area, and get 15% more points for food of that spefic type.


There are 6 food types. Each food type is distributed evenly (on an average) around the map. The food types are often mixed together, so when your worker comes back, it might get you some points of multiple groups.

There are 4 staple foods, which are used to feed your already alive ants. The staple foods also act as a booster for hatching ants; giving them a permanent bonus.

There are 2 hatching food types. These are required if you want to hatch ants, though if fed to already-alive ants, they give them a small (not permanent) boost.

In short: staple foods = keeps alive units alive, boosts baby units
Hatching foods = hatches baby units, boosts alive units



Obviously (hopefully you know this) these arenít the names Iím going to use, I simply used those terms to describe the basic feeling. Feeding system is fully automated (while workers are automatic, you have some control over them. Such as find new food, find certain food type, ect)

Large amount of test (once again taken from my old thread) in the hidden tags.

~Complex, yet easy to understand food system
See above.

~Random Insects wandering around both above and below ground
Providing easy to tough fights, insects will occasionally roam across the ant battlefield, with the correct ant you can control their minds, or use as a useful food source.

~Tunneling events that promote many individual rooms instead of 1 large room
Pretty much a trigger that checks how large rooms are randomly, if a room is too large it has a small chance chance to collapse; destroying and damaging under the collapse (and filling it with soil). After it has rained, there is an increased chance for a collapse and smaller rooms can collapse.

~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)
Pending, it's easy enough (unit group variables) I don't know if I can find a good, easy, and slick method for showing it off.




Comments? Critism? Suggestions? I need them!

Last edited by Windexglow : 08-19-2007 at 04:14 AM.
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Old 08-19-2007, 08:01 PM   #2
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Quote:
yes, I know Ants Wars isn't grammerly correct, but it sounds alot better than "ant's wars" or "ant war"

What about 'Ant Wars' ?
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Old 08-19-2007, 08:08 PM   #3
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I still dislike the flavor of that name.
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Old 08-19-2007, 09:01 PM   #4
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Correct grammar > flavor.

Do you have any screenshots to post or are you still working on ideas?
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Old 08-19-2007, 10:34 PM   #5
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I can get some pictures of the current terrain (which will be scraped). The old terrain is too dense (difficult to see ants) and was too flat (difficult to tell there was any terrain at all with all the grass)
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Old 08-25-2007, 06:24 AM   #6
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This sounds really badass. Ant Sims FTW! If you need ANY ideas at all, I can give you some.
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Old 08-25-2007, 08:21 AM   #7
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Great!! I have played something like this before but it was bad bad bad...

But this sounds really interesting, just put up some screenshots.
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Old 08-26-2007, 09:12 PM   #8
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If you need ANY ideas at all, I can give you some.
There isn't any reason not to post them. The best features for games are often the ones people suggest/want in it.


Quote:
But this sounds really interesting, just put up some screenshots.
I'll see if I can find any from my old threads on different forums. If I can't, than I'll spend some more time looking for my cd.

Picture is larger than the 556x400 or whatever it is for posting here, so the picture is in the {hidden} tags.
Warning: Picture in hidden are larger than 800x600
Keep in mind: Pictures are fairly old, and will not be in the final game. The terrain will receive a major overhaul when I find the time.
Hidden information:



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Old 08-27-2007, 10:25 PM   #9
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DUUUDE! Your ants are like ant sized to regular units, but the terrain is HUGE! Make them bigger.

As far as ideas go, maybe you can make scout ants, who can leave invisible scent markers at set intervals, and then other ants can follow this trail automatically? Like you can have 3 assigned trails at a time, and your ants could all have a spellbook containng Follow Trail One, Follow Trail Two, and Follow Trail Three.
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Old 08-30-2007, 08:45 PM   #10
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Quote:
DUUUDE! Your ants are like ant sized to regular units, but the terrain is HUGE! Make them bigger.
Map: 256x256
Unit Scale Size: .20 (might be .25 or .30, for some reason .23 keeps popping in my head)
Quote:
As far as ideas go, maybe you can make scout ants, who can leave invisible scent markers at set intervals, and then other ants can follow this trail automatically? Like you can have 3 assigned trails at a time, and your ants could all have a spellbook containng Follow Trail One, Follow Trail Two, and Follow Trail Three.
Gatherer ants will act as 'scouts'. wc3 can only support so many units moving at one time, so I want as few gatherers as I can, but enough that it looks lively.
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Old 09-09-2007, 04:59 AM   #11
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Haven't been able to work on the map recently, but I'm starting work on it again.
So bump
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Old 09-11-2007, 09:11 AM   #12
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hehe, ever sinse i started modelling i've been meaning to do a map like this, but with termites, and based on footmen wars. I'd replace the trees with big grass strands and flowers and stuff, to create the scale you need.
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Old 09-14-2007, 04:39 AM   #13
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Yeah, bug maps FTW.

You can use World Trees for trees, only BIGGER.
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