New game! war at the cloudrip mountain

Yeah they do. The night witches cannot be summoned, and are summoned late tame by the referees. They only summon on the teams side. E.G. red night witch only summon red side, vice versa for blue.

That is not the case. Enemy units are spawning on my side.

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Uh oh! That’s definitely not intentional. My parents blocked CoCo for now, so I will be able to make the changes later. Again, sorry for any inconvenience caused, and can you please advertise my game please? I am kinda sad irl rn, since nothing to do.

Oh yeah! They are supposed to. I added a tiebreaker, and units that attack everyone will spawn throughout the map
That’s intentional.

Like I said, it’s running games to timeout, resulting in more draws.

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Link here.

Seems legit.

What do you mean? As soon a hero dies, the game should end. Is that not the case?

Using my iPad, but I do coco on computer

BTW you have syntax error, as I removed artillery, cuz it is too OP.

Say I have an overwhelming force of units.

  1. I can’t command them to attack the enemy
  2. They won’t advance on their own as they’re distracted by your so-called “tiebreaker” system

No progress is made → game goes to timeout.

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Ok. Would it be better if I were to remove the “tiebreaker”

I believe so. In Infinite Inferno and Mages’ Might, to make ties less common, hero health was steadily decreased near the end of the game. If even slight damage was done earlier in the game it would result in a win as the enemy would run out of health first. You may wish to implement a similar system.

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How would I make both heroes’s health steadily disappear at the end? Do you know how to do this?

I mean, I could put an OP yeti in the middle p, and make it attack everyone, and chase the heroes specifically p.

With the component ai.AutoTargetsStrongest, it would target the hero since it has the most health.

A large part of coding is figuring out how to solve problems on your own! As I said, Infinite Inferno and Mages’ Might both use this mechanic, why don’t you look at their source?

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Yes I definitely will! Any other feedback? :slight_smile:

In general, you pretty much always want a symmetrical game to reduce the amount luck affects who wins. This would entail making sure the same units spawn for both teams, the same gems spawn for both teams, the center wall is perfectly centered instead of offset like it is, etc.

You mentioned not knowing how to do this. Again, I would suggest looking at existing levels. Writing referee “extra code” is very powerful and not too difficult, something I highly suggest you learn to use. You’ll have much finer control over how units/gems spawn and it will save you the hassle of managing multiple referees.

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Because I lost to a guy with the best luck. He legit got 2 night witches in the first 15 sec, while all I got were munchkins and throwers.

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Man are you a moderator at CoCo? You have so much knowledge!

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