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Project: Hydra -- co-op for 1.21+ - Page 2

Forum Index > BW General
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maiashnuggles
Profile Joined April 2018
1 Post
April 06 2018 05:06 GMT
#21
Curious if single player mode is available yet?
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 06 2018 19:26 GMT
#22
I've decided to can it due to the engine not yet having the AI functionality necessary to create competent allied AI. If you want singleplayer content you can try Inconsummate, my custom campaign for 1.16.1, which is going to get alater this month.l later this month.
u
kli6891
Profile Blog Joined October 2008
United States143 Posts
April 07 2018 03:58 GMT
#23
On April 07 2018 04:26 Pr0nogo wrote:
I've decided to can it due to the engine not yet having the AI functionality necessary to create competent allied AI. If you want singleplayer content you can try Inconsummate, my custom campaign for 1.16.1, which is going to get alater this month.l later this month.


Is the whole project canned or just the single-player part?

Thanks for Hydra & Inconsummate, btw! Greatly enjoy playing them.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
April 07 2018 04:07 GMT
#24
Honestly really liking this, hope your living situation/life is going alright!
Never say Die! ||| Fight you? No, I want to kill you.
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 07 2018 13:24 GMT
#25
Only the singleplayer portion has been cancelled. I don't know when I'll be able to work on Hydra again but I have every intention of finishing the rest of the campaigns. Just need time.

Thanks for everyone's support, much appreciated.
u
Maniacal jackal
Profile Joined June 2017
5 Posts
April 08 2018 04:06 GMT
#26
this is super cool and ive been thinking about doing something like this for a few months, all with Mass Recall and Co-Op Campaigns being released.

I have a few reservations or tips. and I know this may never see completion but we all hope.

first, all 6 campaigns need to be Broodwar scenarios. Medics and Lurkers and Dark Archons from Backwater Station to the end. Fact is, Broodwar is what people play, not vanilla. and Broodwar is balanced. it was very cool having medics in Starcraft 2 campaign as well. Its not a big deal but medics make terran fun and lurkers make zerg cool.

second, the issues of heroes has never been handled well. Warcraft 3 did heroes well though. In warcraft 3, heroes are not all that significantly different than regular units, at least at the start. And, well, Kerrigan having 200 hp and Raynor having 300 hp or whatever is just absurd. Small and medium units dont have that much health. hell, Carriers have 300 hp.

Heroes should simply start with relative max upgrades. Kerrigan should begin with 3 armor and deal 15 concussive damage or so, maybe 18 to make heroes a little extra powerful. medics will heal her, though, and extend her use in campaign. Too many times I just hide her and attack with other stuff. Heroes could use a 10% to 20% health boost over basic units...

Also, in warcraft 3 you can respawn your hero when they die. you dont lose the game. that would be a cool mechanic too. make heroes spawn from the command center / nexus / lair. That or Academy, Citadel, Queen Nest or something. Heroes should be more viable if they are going to be a thing, but not so overpowered they break the learning of the game.

Lastly, Raynor as a Vulture is neat- but He would be a lot cooler as a Seige tank. High armor starts will make heroes more resiliant to lings early on, but sunkens will still rip them apart. Seige tanks kill Sunkens. Tanks are basic terran strategy and it just makes sense to have a hero Tank.

Raynor- starts as a Vulture (85hp, 4 armor, 26dmg)but becomes a Seige Tank (140hp, 4armor, 36dmg)
Seige mode, Stim Pack (30 hp?), Spider Mine (x5), and Scanner Sweep.

Kerrigan can be a ghost, but I think she should upgrade to a Goliath at some point.
So she becomes a goliath with Cloak, lockdown, nuke, and stim pack.

BC heroes could have Scivessel spells and nuke or something. Make Shaezor the same as Kerrigan(goliath).

yeah...

good luck. looks dope.

Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 08 2018 08:27 GMT
#27
Thanks for your feedback, and for providing reasons for your suggestions.

I have no intention of enabling BW tech. Designing around vanilla tech is an interesting challenge for me and I intend to make the maps enjoyable to play despite the tech deficit. Doing things like enabling restore for science vessels makes TvT matchups more open to player choice/micro expression, and marines/firebats are still useful vs zerg.

Heroes are as impactful as they are precisely because they cannot be revived. Lose them and you lose the mission. If you aren't good enough at micro to use them without losing them, you'll have to adapt your strategies to compensate. Making them revivable a la war3 is the exact opposite thing I want to do; as blizzard made more and more casual moves with their games, I want to keep the difficulty meaningful and requiring a certain skill floor to be able to find success.

I was also thinking of changing the forms of the heroes but at the end of the day their 'upgraded' versions are more than fit to do battle with your opponents. I may consider adding more spells to units but I'm not yet convinced of the necessity. New technology has been made available that will allow me to create hp regen, life drain, and other unique upgrades that can affect the heroes to improve their scaling in later missions.

If you have any other feedback, please let me know!
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 12 2018 07:45 GMT
#28
Pushed an update with some new upgrades courtesy of Neiv:

-Neurostims (replaces Unknown Upgrade 55)
Costs 100/100/90, max level 1. Available from Trump Card onward. Doubles energy regen for ghosts, wraiths, science vessels, battlecruisers, and Kerrigan. AI terrans now research it in Trump Card.
Purchased from the Science Facility.

-Medstims (replaces Unknown Upgrade 56)
Costs 200/200/90, incrementing by 100/100/30, max level 3. Available from Revolution onward. Adds moderate life regen to marines, ghosts, and firebats. AI terrans now research it in Trump Card.
Purchased from the Academy, requires Armory (L1) and Science Facility (L2+).
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 14 2018 05:58 GMT
#29
Updated for patch 1.21.5.
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 15 2018 09:55 GMT
#30
New update:

Mod
-Neurostims cost up from 150/150/90 to 200/200/120
-Apollo Reactor cost down from 200/200/104 to 150/150/90
-Capacitors added; increases wraith ground attack speed while cloaked; costs 150/150/90; purchased from the control tower

Map 05 - Revolution
-White now researches Medstims
-Orange now researches Capacitors
-Notices added to inform players of those upgrades

Map 06 - Norad II
-Brown now upgrades Building Armor
-Notices added to inform players of Duke's resource reserves

Map 07 - The Trump Card
-Orange now researches Capacitors
-Brown now upgrades Building Armor
-"Immediate vicinity" emitter notice moved up to map start
u
iwanabana
Profile Joined August 2015
26 Posts
April 18 2018 00:51 GMT
#31
I think one key factor is really to provide enough resources for the players. At least, don't let the computer mine out possible expansion locations. Some carefully placed supply depots, doodads and spider mines will deter even the most aggressively expanding AIs.
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 18 2018 06:36 GMT
#32
I wrote all the AI from scratch. The AI mining out expansions if players are too slow is very much by design. If you have specific maps you'd like to reference I can take a look at whether or not I want to change them, but many of the missions (Norad II, Trump Card) feel too easy for me and I'm not quite sure how I'm going to make them as difficult as I'd like to.
u
iwanabana
Profile Joined August 2015
26 Posts
April 18 2018 10:19 GMT
#33
I see your point. I guess it's feels easy only because you know exactly how the maps are laid out - but I think it's fair to provide incentive for players to expand and macro up without being challenged too terribly (even maps like to Slay the Beast has 2 totally undefended expansions, PLUS two area towns.)
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 18 2018 22:09 GMT
#34
Yeah for many future maps I am adding new expansions that are lightly defended (some guards/small defenses) but the AI in Trump Card for example doesn't actually start out with those expansions. Instead they expand to them after a few minutes of game time. I'd like to create some more grand-scale macro missions and I think the first of those will likely be The Big Push, so I guess we'll have to wait to see if I've done right by the concept.
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
April 26 2018 19:37 GMT
#35
New update:

With Neiv's latest update to his mtl plugin, it is now possible to change player colors (and use 256 colorsets!). I am taking advantage of this in Project: Hydra and have updated all maps with new colors to reflect the factions.

Map 1 - purple zerg are now chestnut; white terran are now purple.
Map 2 - brown zerg are now olive.
Map 3 - white zerg are now olive.
Map 4 - purple zerg are now chestnut.

Other than those specific instances, the following general rules have been applied:
Orange terran in all maps are now scarlet.
Brown zerg in all maps are now chestnut.
Brown terran in all maps are now sienna.

Going forward this will help to characterize the distinct personalities exhibited by the different AI. Scarlet terran/orange zerg are air focused, sennia terran/chestnut zerg are ground focused, and the rest have less obvious specialties.
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
Last Edited: 2018-05-30 05:32:07
May 30 2018 05:31 GMT
#36
Rebel Yell 08 - The Big Push is now available. The map still needs balance tweaking and bug testing, so let me know what you think.
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
June 01 2018 22:24 GMT
#37
Patched t08 to allow SP play (with both bases being given to P1), and will eventually update the other maps with the same treatment. Also fixed the Covert Ops having irregular spacing on its command card, from back when Ghosts could cast EMP.
u
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
June 07 2018 00:57 GMT
#38
The following maps are now singleplayer compatible:
-1. Boot Camp
-2. Wasteland Station
-3. Desperate Alliance

Also included: minor terrain updates to maps 2 and 3, script fixes for map 1.
u
Ryzel
Profile Joined December 2012
United States528 Posts
June 07 2018 12:13 GMT
#39
Just wanted to let you know I appreciate what you do and look forward to when it’s done!
Hakuna Matata B*tches
Pr0nogo
Profile Blog Joined March 2011
United States301 Posts
June 08 2018 00:35 GMT
#40
Thanks man, progress has mostly been slow due to lack of testing (can't quite test all the maps' co-op functions in singleplayer) but I hope to be done with rebel yell soon enough.
u
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