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StarCraft: Inconsummate - fan campaign - Page 4

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Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
Last Edited: 2017-12-31 08:40:08
December 31 2017 08:39 GMT
#61
Hey man, thanks for the kind words and the lengthy feedback! This is the kind of stuff that will allow me to improve Inconsummate and all future projects. Below are some direct responses.

On December 30 2017 08:38 Peeano wrote:
Goska's C-26 Assault Rifle what kind of damage type is used here? It makes no sense to me. It seems to consists of 2 hits like the zealot attack? Or even damage over time? The damage output seems closest to concussive damage, but it's very random and it seems to disregard armor?
So Goska's attack uses a few different weapon entries (he actually has 3 different units, all with unique unit responses and weapons). They all use concussive damage and attack 5 times. The first shot has a chance to stun, which also ignores armor, though I didn't document that. Originally the stun shot didn't do any damage, which was unintentional but I could see an argument for swapping it back to that.

On December 30 2017 08:38 Peeano wrote:
I remember as a kid I was let down that Infested Duran didn't receive a bonus on his weapon when I upgraded Zerg missile attacks. But it made sense - unlike Infested Kerrigan he was still using his Terran gun, right?
As such I feel Infested Goska shouldn't receive a bonus on his attack from upgrading Zerg missile attacks.
The numbers also seem very overpowered, especially when you get +10 per upgrade.
Well, it doesn't make any logical sense to have a terran infantry weapon upgrade on the evolution chamber; and to have him scale up properly into the mid- and late-game of these large-scale maps, the heroes need to have upgrades. It would have been nice to have a lore-friendly reason to have a rescuable/infestable engybay for this purpose, but in maps 4 and 5, it didn't quite work out that way.

On December 30 2017 08:38 Peeano wrote:
I'm not a gun expert, so I wouldn't know how it should sound, but imho its soundeffect doesn't fit the game too well.
I think this could be hot fixed by bringing down it's volume by 15~25%, right now I feel it stands out too much, especially since it's rather unique already.
Agreed on the volume. I'll patch it down for the next update. Thanks for the idea!

On December 30 2017 08:38 Peeano wrote:
Traditionally ghosts don't wield automatic rifles.
While his weapon is more in line with the marine's or goliath's, it's attack cooldown is still of a ghost.
He's a very good hero and I intended for him to be as such so the player would be less likely to stick him in your mineral line and hide him away.

On December 30 2017 08:38 Peeano wrote:
Repeated selection on Goska is a bit meh. I expected something good giving his voice over is so cool.
There's a fair bit of symbolism in his final quote, which probably wouldn't be understandable unless you're familiar with the source material, though I'll tie it into dialogue in the sequels. Otherwise, he's a bit melodramatic, which is also by design. The sequel will have better voice acting for all heroes, so I'll look into 'updating' the unit responses accordingly.

On December 30 2017 08:38 Peeano wrote:
Mission briefings have way too much delay. It should be made more obvious that I have to wait for a briefing or address the delay. I only found out on the second scenario there are pregame briefings because I had received a text that occupied me.
Yep, I'm planning on cutting down on the delays and having better sound design in the future. I'm aware that dialogue is also delivered too slowly for my liking. All things I plan on fixing, but thanks for reinforcing that idea.

On December 30 2017 08:38 Peeano wrote:
If you run another project it would be cool to see a hero return in a different form. Like Jim Raynor knows 3 forms, as marine, vulture and BC. It would be sweet to see a prequel of Goska as an original ghost, like Samir Duran.
No plans for a prequel currently, but I think an infested goliath or something would be sweet for the future. We'll see what happens and what the story allows!

On December 30 2017 08:38 Peeano wrote:
I really like the formulation in which Stroluum speaks, but his intonation feels a bit too out there (rancid) or perhaps his speech is a bit too slow for my liking.
He should definitely speak a little faster and be a tad more excitedly.

On December 30 2017 08:38 Peeano wrote:
Playing this gets me to relive my childhood. Thank you! I could totally see you create a Remastered scenario that gets a Blizzard stamp of approval. I'm not much of a reader nor am I writer - perhaps someone in that field can reflect on that - but to me your story line seems really legit.
If remastered allowed for the same kind of modding 1.16.1 did I'd probably have released Inconsummate for SC:R, but so far, no dice. Maybe next year?

On December 30 2017 08:38 Peeano wrote:
(I initially loaded up the first scenario as UMS in 1.16.1 because I was too lazy to read the readme and I figured Freakling would go apeshit in his posts about the terrains. Did you originally design this as an UMS without mods?)
You mean you played without the mod? It was always designed with modding in mind.

On December 30 2017 08:38 Peeano wrote:
Perhaps I should first finish the campaign, but I am just too excited that I wanted to share my feedback now.
I don't mean to be your director and I'm totally going to recommend your product as it is.
Thanks again, and I hope to read your thoughts on the final 3 maps!
u
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2017-12-31 19:27:37
December 31 2017 16:31 GMT
#62
So I did a second playthrough (not in order, just playing specific missions again, after looking at the maps and triggers a bit closer, trying, well, to basically break the game wherever possible. So some of the strategies are very abusive.)

+ Show Spoiler [This will really spoil it for you!] +

Mission 1:
Well, Part one, just pick off the Zerg one by one. I think you need more triggered aggression, because normal aggro can be too easily abused.
Again getting a gas base was hardly worth it because by the time it actually got up the Terran was already as good as dead with some Lings clearing out the leftovers and my Lurker/Ling/Stroluum already clearing out the Protoss. This time I killed the blue Terran Bunker/Tank first, which ended up costing me a Lurker to a tank shot and some Zealot pokes when I proceded to kill the Gates on the left.

Mission 2:
Only got enough ground forces to secure both gas bases, then switched to Mutas and cleared out the rest. Haven't tried it using only the starting forces yet. Since the Protoss actually mine out the bases in this mission, getting them as fast as possible is probably best.

Mission 3:
After some experimenting with different unit composition I still deem Muta micro into Muta/Ling to clear out the bases on the right (where most of the resources are) the best strategy. After that I easily had 4+ control groups of Mutas to just walk (well, fly, actually) over all the blue stuff…
The intro cut-scnene is best skipped completely – reason being that this gives you about 6 extra starting lings across both positions, which would have otherwise died during the intro.

Mission 4:
I already told you, I basically speedran this: Get Ovi speed, fly an Ovi to the dead Cerebrate.It's possible to take a direct route or get the Overlord to the water on the right side and wait for speed to finish, doesn't make much of a difference distance/timing-wise. After that just kill the Protoss with Muta/Guardian/Drop, use a control group of Mutas to kill all the remaining Protoss building scattered around the map and get Goska to the beacon. Took me less than 15 minutes on my first try. With an optimized strategy (mostly because I did not know I'd also have to kill the scattered buildings), with an optimized strategy and good execution this mission can probably be finished in about 5 minutes.
Not skipping the intro dialogue has the upshot of starting with a Larva immediately, but for an actual speedrun you'd probably skip it to get the Ovi speed upgrade started asap.

Mission 5:
Well, I think I broke this one in way you probably haven't foreseen by heavily abusing how you triggered the map. This was not necessarily the fastest possible way to beat the map, but with some modifications/optimizations it might just as well be.
So here's a step by step instruction, with a map overview to help you follow along:
+ Show Spoiler [map overview] +
[image loading]

At game start, skip the intro when all Drones are holding minerals for an optimal start (this is a bit luck-based, as they don't mine from the same patches every time).
So my original strategy was to get the gas base [1] asap. However, I figured out that this triggers the red Protoss AI, so I skipped that base completely this time. Instead I build 4 extra Hydralisks and killed the base [2] to get my 2nd gas there. Some droning up, build a control group of Hydras (+Goska) and kill the Starports in the bottom left, then I killed [3] with 2 control groups of Hydras. Kill, that is, except for the Nexus.
  • so now the red Protoss AI is still not triggered
  • and I have a base with unlimited resources.

Killing [4] and [5] after that, because could as well…
Now I consolidated what I had by taking all the bases, building a ring of Sunkens around [3] (out of range from the Nexus, of course, to prevent any Probes from rebuilding stuff), take bases [4] and [5] for myself and build a nice defensive Spore/Sunken wall along [2],[0], [5] while also getting two Spires and starting Muta production.
By now my Hydras move in on [6], about to become my second inexhaustible resource base. That means I did not trigger Tuzor, of course, but who needs them anyways? – nor the red Protoss, again… Again, Sunken ring around the base. I also parked Goska behind the mineral line where he could snipe any rebuild Probes.
My force is now one left-over group of Hydras and bunch Mutas, Guardians, Devourers, which are getting constant air upgrades. Next base is 7, still not triggering red, but at this point it probably doesn't even matter any more, as [8] is what I am really after, as my third inexhaustible Protoss slave base.
By that point my death cloud (1 control group of Devourers, 2 cgs of Mutas, 2cgs of Guardians with 3/3 air upgrades – eats through anything!) is done and I go straight for the jugular, only taking out the Fleet Beacon before, as it's on the way anyway. And if my first attack had failed, I'd have had massive Sunken lines and unlimited rebuild potential to fall back on…

Mission 6:
Again, cancel the intro right when all four SCVs have finished their first mining cycle and start with 32 extra minerals in the bank.
Kill the mine on the low ground with the tank, unsiege it and move it back into the mineral line, where it will be safe from all attacks. Send all the other units to defend on the high ground. Also kill the high ground mine, nothing but trouble with those things.
At 6 workers, wall-in the right-side choke between the cliff and mineral line with two Depots, leaving enough space for a Bunker.
Next get some more SCVs and, as soon as reources allow, said bunker, some extra Marines, a Refinery and an Ebay. When ebay is finished, get two missile turrets on the low ground. get a bunker on the High ground and wall it in with a factory, Accademy and Depot. First tank on the high ground to kill the Sunken colony, then move it to the other tank on the low ground, get upgrades (U238-Shells, +1 Infantry attack and Goska's detection), build Marines, start killing the base to the right with the first control group of M&M/Goska. Get the gas, defend it with Bunker, 2 turrets (one in mineral line to stop Mutas, one at the Bunker against Lurkers) and some Depots (wall-in the Bunker). Get 2 or three more Tanks to defend the base and Factory on the high ground, constantly keep upgrading and move to the left. The base in the bottom left has all the minerals ever needed. From there just arc around counterclockwise, killing the purple Zerg, which is considerably easier than going the other way around due to not having to cross that tight bridge against three Sunkens and the easily acquired resources. Finally kill white…

Note:
The same trick I used in mission 5 to get unlimited resources also works in missions 3, 4 and 6, but I don't think it makes much of a difference for those missions.
In mission 6, the mineral-reset locations for the 6 O'clock base are offset one tile to the south, by the way.

Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
December 31 2017 18:28 GMT
#63
Haha I wish I had you testing during development. I typically don't plan around extreme abuse cases but the fixes to most/all of these should be simple enough so I'll figure something out.

+ Show Spoiler +
On January 01 2018 01:31 Freakling wrote:
Mission 1:
Well, Part one, just pick off the Zerg one by one. I think you need more triggered aggression, because normal aggro can be too easily abused.
Agreed and already on the list.

On January 01 2018 01:31 Freakling wrote:
Again getting a gas base was hardly worth it because by the time it actually got up the Terran was already as good as dead with some Lings clearing out the leftovers and my Lurker/Ling/Stroluum already clearing out the Protoss.
The increased defense garrison should address some of this, and making the protoss actually defend themselves should help as well.

Map 2 will have increased resources globally while also beefing up the defense garrisons, so it should make the battles a little more prolonged/interactive and put less of an emphasis on mutalisks.

On January 01 2018 01:31 Freakling wrote:
Mission 3:
The intro cut-scnene is best skipped completely – reason being that this gives you about 6 extra starting lings across both positions, which would have otherwise died during the intro.
Though this isn't a huge difference, I may remove 2-3 from each position.

Mission 4's speedrun strat will be addressed. It's the product of poor level design for repeat playthroughs (and in general), though it makes for a pretty tense first-time run assuming you're not above average in the skill department. I'll be adding more resources to the patches as well.

On January 01 2018 01:31 Freakling wrote:
Mission 5:
so now the red Protoss AI is still not triggered
and I have a base with unlimited resources.
Yeah, this is a big oversight. I planned on adding a time-sensitive activation for red, but in addition I'll have it detect x amount of expansions, to be safe. The resource persists will also have a "player 1 bring 0 hatchery" condition, which I'll make sure to do across all maps.

Thanks for the visual aid. I'll probably throw in a few more reavers/carriers to the end-game loops of red/blue to help break static defenses, though with your infinite resources and delayed red/blue activations (upper blue only activates when his lower base is dead) it probably made it so the AI never got to those scripts.

Dunno if you ever noticed, but in map 6, if you never expand more than 1 time (I think), you have to use tanks to kill a white barracks in the top right corner. That was a funny issue that I found out about a few weeks ago.
u
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2017-12-31 19:02:49
December 31 2017 18:55 GMT
#64
+ Show Spoiler [mandatory courtesy spoiler] +
On January 01 2018 03:28 Pr0nogo wrote:
Haha I wish I had you testing during development. I typically don't plan around extreme abuse cases but the fixes to most/all of these should be simple enough so I'll figure something out.
Maybe I can help with your next project.

Map 2 will have increased resources globally while also beefing up the defense garrisons, so it should make the battles a little more prolonged/interactive and put less of an emphasis on mutalisks.
What would be nice is if you could make the AI build Archons when the player has a certain number of Mutas, or something along those lines.
Is there any way to privately contact you? I'd like to delve deeper into the issue of AI scripting.


Show nested quote +
On January 01 2018 01:31 Freakling wrote:
Mission 3:
The intro cut-scnene is best skipped completely – reason being that this gives you about 6 extra starting lings across both positions, which would have otherwise died during the intro.
Though this isn't a huge difference, I may remove 2-3 from each position.



Mission 4's speedrun strat will be addressed. It's the product of poor level design for repeat playthroughs (and in general), though it makes for a pretty tense first-time run assuming you're not above average in the skill department. I'll be adding more resources to the patches as well.
My suggestion for this would be similar to what I suggested for the 6th mission: Have some Scourge hunt all air units that enter the top half of the map before certain conditions are met. Maybe add a ring of Spores around the Cerebrate as well, to avoid fast run-throughs with single Mutas or Scourge.


Show nested quote +
On January 01 2018 01:31 Freakling wrote:
Mission 5:
so now the red Protoss AI is still not triggered
and I have a base with unlimited resources.
Yeah, this is a big oversight. I planned on adding a time-sensitive activation for red, but in addition I'll have it detect x amount of expansions, to be safe. The resource persists will also have a "player 1 bring 0 hatchery" condition, which I'll make sure to do across all maps.
make it player 1 bring at least 1 Drone to deactivate the Mineral refresh and trigger the AI, just to make sure distance mining isn't an option either.
You should also move the RedTown]Trip location up a bit so taking the free gas base does not preemptively trigger the red AI.

Thanks for the visual aid. I'll probably throw in a few more reavers/carriers to the end-game loops of red/blue to help break static defenses, though with your infinite resources and delayed red/blue activations (upper blue only activates when his lower base is dead) it probably made it so the AI never got to those scripts.
Yes, maybe make the cyan get more aggressive as well, and make attack waves bigger. Single Carriers/Reavers and groups of a handful of units don't do anything against clusters of static defense.


Dunno if you ever noticed, but in map 6, if you never expand more than 1 time (I think), you have to use tanks to kill a white barracks in the top right corner. That was a funny issue that I found out about a few weeks ago.
I haven't looked into the function of those buildings yet, but I spotted them on my first playthrough. I would put them somewhere in the top left, where they are out of sight from the player. It's just odd having them where they are now.

Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
December 31 2017 19:06 GMT
#65
On January 01 2018 03:55 Freakling wrote:
Maybe I can help with your next project. [...] Is there any way to privately contact you? I'd like to delve deeper into the issue of AI scripting.
If you're down for it, you can join my personal discord server at http://discord.gg/s5SKBmY or just PM me here/at SEN. I do most of my testing via the server currently, so if you have discord, that's the most convenient place to reach me.

+ Show Spoiler +
On January 01 2018 03:55 Freakling wrote:
What would be nice is if you could make the AI build Archons when the player has a certain number of Mutas, or something along those lines.
Yeah this will be possible, though I typically dislike having the AI hard counter the player without first being interacted with, so I'll probably just add a scaling number of dragoon and eventually archon (blue) or scout (red) calls for the enemies.

On January 01 2018 03:55 Freakling wrote:
My suggestion for this would be similar to what I suggested for the 6th mission: Have some Scourge hunt all air units that enter the top half of the map before certain conditions are met. Maybe add a ring of Spores around the Cerebrate as well, to avoid fast run-throughs with single Mutas or Scourge.
The scourge idea is pretty good. If I preplace enough of them, the AI will treat them as guards and reinforce them to that area after they're lost, so I can have a location over the hot zone that tells them to go on strategic suicide missions or patrol to the nearest set of enemy targets using the make these units patrol/set generic command target scripts. Or better yet, use the new issue_order plugin to target all air units in an air-only location. Additional spores should be possible as well.

On January 01 2018 03:55 Freakling wrote:
make it player 1 bring at least 1 Drone to deactivate the Mineral refresh and trigger the AI, just to make sure distance mining isn't an option either.
You should also move the RedTown]Trip location up a bit so taking the free gas base does not preemptively trigger the red AI.
Good ideas. I think that the x amount of expansions trip for red would be enough, so I can comfortably move the location up a bit.

On January 01 2018 03:55 Freakling wrote:
I haven't looked into the function of those buildings yet, but I spotted them on my first playthrough. I would put them somewhere in the top left, where they are out of sight from the player. It's just odd having them where they are now.
I think I used guard_all on white (maybe not) but overlords patrol between base structures commonly and would just fly halfway across the map and look bizarre if the structures were in the top left. I have an AI plugin that resolves this issue now via deaths, so that'll be taken care of in the update. 1 structure is removed for each expansion, and a notowns_jump command checks for that structure and jumps to a block that adds extra hydralisks to the attack waves, as a way to make white competitive regardless of the number of expos you take. Not a clean way of implementing it, and now that there are better ways, I'll clean it up.
u
Peeano
Profile Blog Joined March 2009
Netherlands5204 Posts
Last Edited: 2017-12-31 19:57:47
December 31 2017 19:52 GMT
#66
Just write a trigger that deals with players who abuse the 11 muta micro. (maelstrom+storm would be fun way to punish it)

I still haven't really finished it yet, but I'd like to echo that I believe the difficulty level is fine where it's currently at. Any friends I will recommend this to, will not have the knowledge, experience nor mechanics like the regular BW forum visitor. Please don't over-tweak the difficulty level where it becomes discouragingly hard for noobs (or have it as an option).

+ Show Spoiler +

Btw, on mission 6 you get to fly your factory by telling it to build a machineshop on a different location, which then allows you to reach and kill the entire north west part of the map if you wanted to. A fix could be to create a no-fly-zone. (I've seen that feature in a couple of UMS, where your building just explodes once it flies over/into the no-fly-zone)
FBH #1!
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-01-01 01:32:56
December 31 2017 23:16 GMT
#67
On January 01 2018 04:52 Peeano wrote:
Just write a trigger that deals with players who abuse the 11 muta micro. (maelstrom+storm would be fun way to punish it)

Well, getting the units and upgrades is easy enough, but getting the AI to use spells intelligently is a whole different story…

I still haven't really finished it yet, but I'd like to echo that I believe the difficulty level is fine where it's currently at. Any friends I will recommend this to, will not have the knowledge, experience nor mechanics like the regular BW forum visitor. Please don't over-tweak the difficulty level where it becomes discouragingly hard for noobs (or have it as an option).
That's why I think different difficulty levels should be available.


+ Show Spoiler +

Btw, on mission 6 you get to fly your factory by telling it to build a machineshop on a different location, which then allows you to reach and kill the entire north west part of the map if you wanted to. A fix could be to create a no-fly-zone. (I've seen that feature in a couple of UMS, where your building just explodes once it flies over/into the no-fly-zone)

Damn, why haven't I tried that?!

EDIT: lol, even better, you can directly trigger the victory cutscene that way. So another abusive Speedrun strategy.
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
January 01 2018 05:10 GMT
#68
On January 01 2018 04:52 Peeano wrote:
I still haven't really finished it yet, but I'd like to echo that I believe the difficulty level is fine where it's currently at. Any friends I will recommend this to, will not have the knowledge, experience nor mechanics like the regular BW forum visitor. Please don't over-tweak the difficulty level where it becomes discouragingly hard for noobs (or have it as an option).
The difficulty will be a bit more forgiving for entry level players due to extra failsafe mechanics (more resources), and more engaging across the board with stronger AI. That's the intent, anyways.

+ Show Spoiler +
On January 01 2018 04:52 Peeano wrote:
Btw, on mission 6 you get to fly your factory by telling it to build a machineshop on a different location, which then allows you to reach and kill the entire north west part of the map if you wanted to. A fix could be to create a no-fly-zone. (I've seen that feature in a couple of UMS, where your building just explodes once it flies over/into the no-fly-zone)
Noted. I'll remove the liftoff order from the factory and see if that fixes it.
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
February 05 2018 19:57 GMT
#69
I am now actively developing the final update for Inconsummate. This will fix bugs in maps 3 and 6; improve AI in all maps; rebalance resources in most maps; and smooth out cutscenes in most maps. If anyone has any feedback they'd like to share re: changes along these lines, please let me know and I will take it into consideration during the update process.

I expect to be done with this update within two weeks.
u
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