On August 18 2010 13:57 Cerz wrote: So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?
Is this working as intended? It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.
Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.
Yeah, that's the same thing I was thinking. Maybe lair just unlocks the creep generation.
After watching this again, I noticed something. When TT1 was killing all the things in MasterAsia's base, MA pulls all his drones and runs away. He parks them southwest of his lair, at which point he has 24 minerals. He sends one drone to collect one mineral patch, and puts him over the 25 minerals needed to make a refinery.
Did MasterAsia have the foresight to know that he would need to make an extractor in the future?
I'm a couple of days late but still... TWIST ENDING! I almost screamed GG when ttone sacrificed his zealot to snipe the last two buildings at the same time but then i saw the sneaky extractor and just died.
On August 18 2010 13:57 Cerz wrote: So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?
Is this working as intended? It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.
Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.
It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.
Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.
On August 19 2010 06:19 Megaman703 wrote: Did MasterAsia have the foresight to know that he would need to make an extractor in the future?
Now that's a pimp play if I ever saw one.
That's exactly the first thing I thought. MasterAsia commented a few posts back:
On August 12 2010 09:57 MasterAsia wrote: Yes, I thought that was the only way to get the zealot killed, making him believe he was able to eliminate me.
On August 12 2010 13:38 MasterAsia wrote: I thought a little bit after the game. I have to morph the extractor right at the timing he killed my last two buildings. If I morph it earlier, the zealot will come back to kill my extractor and then the remaining buildings, and there is nothing I can do to stop it, unless my little hero zergling could kill all his buildings within this time period. I am not sure who would survive in that case.
+1 on that being a pimpest play! I was all: "Great thinking by the Protoss, too bad for the Zerg." 1 second later I think I had the same reaction as TT1 but with a little less FUUUUUUUUUUUU! To quote Artosis: "What"
That's the kind of "draw" games we need. Screw flying buildings in a base race!
I watched it on HD's youtube and was angry for like 10 minutes watching HD be unable to predict that happening. It was pretty blatantly obvious that he would do that. Still a really fun game.
On August 18 2010 13:57 Cerz wrote: So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?
Is this working as intended? It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.
Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.
It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.
Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.
That said, awesome game. Best end-game ever.
Honestly I don't see it like that. Research is different from requirements imo.
It seems more like not being able to build a marauder out of a barracks unless it has a tech lab. Once the tech lab is destroy, you are no longer able to build a marauder unless you rebuild it.
I have tested this, and it seems once you have a Lair, and then lose it, your overlords are in two groups. If an overlord was told to produce creep while you had the lair, BEFORE it was destroyed, it is still able to produce creep (which seems stupid, imo... similar to the marauder thing). If an overlord was not told to produce creep while you had the lair, after the lair is destroy it CANNOT produce creep, since it requires lair tech. Also, if you have an overlord that is producing creep, then the lair gets destroyed, he will still produce creep... but if you switch that overlord into not producing creep, the option to produce creep again is greyed out and reads "requires lair tech" (or whatever).
TLDR: it would be similar to building marauders out of a rax that had its tech lab destroyed... but at one point it did have a tech lab so it is okay. Seems bugged imo.
Amazing game. I thought I was in for a big letdown at the end, but then finally I saw that ttone really outsmarted asia, but then the sick twist came and made the game really epic. The outsmarter became outsmarted.
On August 18 2010 13:57 Cerz wrote: So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?
Is this working as intended? It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.
Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.
It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.
Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.
That said, awesome game. Best end-game ever.
Honestly I don't see it like that. Research is different from requirements imo.
It seems more like not being able to build a marauder out of a barracks unless it has a tech lab. Once the tech lab is destroy, you are no longer able to build a marauder unless you rebuild it.
I have tested this, and it seems once you have a Lair, and then lose it, your overlords are in two groups. If an overlord was told to produce creep while you had the lair, BEFORE it was destroyed, it is still able to produce creep (which seems stupid, imo... similar to the marauder thing). If an overlord was not told to produce creep while you had the lair, after the lair is destroy it CANNOT produce creep, since it requires lair tech. Also, if you have an overlord that is producing creep, then the lair gets destroyed, he will still produce creep... but if you switch that overlord into not producing creep, the option to produce creep again is greyed out and reads "requires lair tech" (or whatever).
TLDR: it would be similar to building marauders out of a rax that had its tech lab destroyed... but at one point it did have a tech lab so it is okay. Seems bugged imo.
I haven't played SC2 but in SC1 if you lose your machine shop you cannot make more tanks. However if you have queued 5 tanks even once the machine shop is dead you will produce 5 tanks. If you unqueue these tanks and try to remake them you cannot because you no longer have a machine shop.
What you are discussing here seems to be working in exactly the same way.. though personally I agree with you that it should not be possible.