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Project: Hydra -- co-op for 1.21+ - Page 3

Forum Index > BW General
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Prev 1 2 3 4 Next All
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
June 13 2018 19:14 GMT
#41
10/6/18:

Map 3
-Added a shared expansion to the upper left for orange and olive
-Disabled resource persist triggers for the lower right orange expansions
-More script fixes

Map 5
-Now supports singleplayer
-Fixed portrait for Duke transmissions
-Re-added backstab goliath in micro section

Notably I can't test map 5 in multiplayer mode since the triggers that set up the intro are owned by p1, and I don't feel like reworking them so they work fine with another player. If anyone runs into issues playing that mission in co-op let me know.

13/6/18:

Map 6
-Now supports singleplayer
-Removed siege tank in Raynor's base; replaced with two goliaths

Map 7
-Now supports singleplayer

Progress has been made on map 4's singleplayer update, and today I spent almost 7 hours on map 9's layout. If all goes well, the next map will be released before June's end.
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
June 16 2018 02:40 GMT
#42
15/6/18:

Map 4
-Now supports singleplayer
-Fixed small cinematic bugs
-Fixed beacon removal triggers
-Removed hero flag from goliath
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
June 16 2018 19:39 GMT
#43
16/6/18:

Map 4
-Fixed duplicate transmissions
-Fixed not being able to commandeer vehicles after disks were secured if you only had one technician left
-Fixed Flag Beacon unit info pane
-Added more ambient events
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
June 22 2018 19:55 GMT
#44
m1-
tutorial text updated
mission objectives updated with every phase requirement
academy mineral cost reset to 150 (from 200)

m2-
orange overlords patrol

m3-
orange clusters fortify after a short time
orange defends more efficiently in the late game

m4-
the ultralisk is invincible until the hack is carried out

m5-
Confeds keep their bunkers staffed until they lose their command centers

m6-
Antigan bases fall more regularly
orange and chestnut attack the player(s) more frequently

m7-
fix: second emitter spawns when first is planted
fix: Confed base requests duplicate
fix: beacons ask for defense prior to the emitter being planted
zerg enrage miniscene now pings during the transmission
additional production structure requests for Confed AI
Sienna AI now nukes more frequently in the late game
Confeds keep their bunkers staffed until they lose their command centers

m8-
fix: rare desync/freeze due to dat requirements
one supply depot has been added to each player base
players gain control of their bases as soon as they land
one depleted geyser has been added to each mango base
non-mango Confeds keep their bunkers staffed until they lose their command centers
Ackmed exists (fix this please)
Mengsk unit responses have siege tank background sfx
white now takes control of three strategic points as you destroy more Confeds
u
Pit667
Profile Joined March 2009
Poland130 Posts
June 30 2018 11:17 GMT
#45
m8 crashes after about 25-30 min when playing single also in the mission briefings there is 6 becons to deploy emitters but map has only 4 becons
우정호 KT_VIOLET 1988 - 2012
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 01 2018 00:16 GMT
#46
Thanks for the briefing report. I updated the map with a fix a week ago or so, can you tell me the creation date of the mod file you're running?
u
Pit667
Profile Joined March 2009
Poland130 Posts
Last Edited: 2018-07-01 11:38:49
July 01 2018 08:37 GMT
#47
The date is 2018-06-23 15:34, I'm playing on old CPU (i3-540) maybe that is the problem, I will try on different machine and let you know.

EDIT:

Yes, the problem was my PC, managed to finish the map on another machine without any issues
우정호 KT_VIOLET 1988 - 2012
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 01 2018 09:36 GMT
#48
My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you.

provided you win this battle(unlikely) you just win the game since they have no units
Artillery spawned from the forges of Hell
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 01 2018 23:47 GMT
#49
On July 01 2018 17:37 Pit667 wrote:
Yes, the problem was my PC, managed to finish the map on another machine without any issues

Ok, if you encounter it again let me know. There was an issue where the game would freeze, but flat-out crashing to desktop shouldn't happen.

On July 01 2018 18:36 arb wrote:
My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you.

That's due to absence of define_max limits in the AI used in those maps. That doesn't occur in mine. If you find instances where you feel like this behavior is exhibited, let me know/send me screenshots/videos/etc.
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 08 2018 11:24 GMT
#50
8 July 2018:

m1-
fix: firebats not available for player 2
update: improve resource placement for player 2
update: zerg AI expands earlier into the game; is more aggressive

m2-
update: improve resource placement for both players
update: chestnut expands earlier into the game; is more aggressive

m3-
fix: bottom right base doesn't morph creep colony to sunken colony
update: chestnut expands into player 1's natural if allowed

m6-
fix: orange and yellow units ignore Duke's army/base when nearby
fix: chestnut expansions (replacing purple) hang early in-script
fix: purple towns survive too long
update: improve resource placement for both players
update: orange script rewritten to increase difficulty + consistency
new: south mineral-only claimed by orange early on

m7-
fix: zerg survive too long without emitter plant
fix: specific brown bunkers not being staffed
fix: brown script running at improper location
fix: ackmed spawning too early! go away ackmed!!!

m8-
fix: inaccurate briefing objectives
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 12 2018 12:44 GMT
#51
I've begun testing the 9th mission on my discord server. If anyone would like to help test and give feedback, join up and check it out!

12 July update:

general-
update: improve AI expansion safety checks

m2-
new: orange takes low ground mineral-only if allowed

m4-
fix: raynor slowly degenerates life

m5-
new: sienna takes top right expansion if allowed

m6-
fix: inconsistent issue where duke's base falls prey to a bored idle guardian
fix: inconsistent issue where chestnut fails to expand to purple bases if a command center dies
update: increase minerals in player bases, northeast and southeast expansions, and in chestnut area town north of player 2
update: delay ensnare and spawn broodling research times, improve spellcasting logic for chestnut
update: add weaker early attacks to all AI to increase scale-up time
update: broodlings no longer spawn out of caves (die nekron)
update: depopulate starting bases to increase scale-up time
update: siege mode no longer researched for players
update: reduce starting resources in singleplayer
update: shorten opening and closing cutscenes
update: reduce chestnut guardian count
new: first appearance of experimental "smart" targeting; orange really hates tanks!

m8-
new: sienna takes middle expansion if allowed
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 22 2018 04:13 GMT
#52
general-
update: Kerrigan benefits from Medstims
update: Kerrigan no longer regenerates life without Medstims

m6-
fix: creep under minerals in north zerg cluster

m9-
new: 👋
u
Pit667
Profile Joined March 2009
Poland130 Posts
July 25 2018 12:27 GMT
#53
Mod doesn't work on patch 1.22 😥
우정호 KT_VIOLET 1988 - 2012
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
July 25 2018 16:38 GMT
#54
Hey thanks for reporting, should be fixed now. Just redownload the exe and give it a go.
u
Pit667
Profile Joined March 2009
Poland130 Posts
July 25 2018 17:46 GMT
#55
Working now, thank you
우정호 KT_VIOLET 1988 - 2012
Pit667
Profile Joined March 2009
Poland130 Posts
July 31 2018 20:41 GMT
#56
m9 was quite challenging good job , but when I was trying to save below error pops up

[image loading]
우정호 KT_VIOLET 1988 - 2012
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
August 01 2018 04:13 GMT
#57
Thanks for reporting! I'll look into it and see if I can track down the issue.
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
August 01 2018 15:25 GMT
#58
Alright, should be fixed. Thanks again for reporting it. Next update should include map 10 unless a serious bug is found between now and then. For now, I've shipped the following changes:

mod-
neurostims now slightly reduces energy lost by cloaking

m1-
update: co-op player now purple, AI ally now white

m2-
update: co-op player now purple, neutral terran now white

m8-
fix: AI ally stops attacking if scarlet is destroyed before sienna (and other weird things)

m9-
add: upgrades for hero spell damage to science facility
update: improve purple psi storm spellcasting
fix: 'wax zerg' transmission sometimes plays without the players interacting with the zerg
fix: rare bug that prevented saving if a town existed without any units assigned to it
fix: bad tyrian attacks in early-game
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
Last Edited: 2018-09-01 01:41:16
September 01 2018 00:19 GMT
#59
This update brings a host of updates for maps 1 through 9 ranging from minor corrections to gamechanging bugfixes. It also sees the debut of map 10, The Hammer Falls, possibly the only good map in the entire project. Going forward, Rebel Yell's updates will be limited to simple bugfixes, as I have no plans to do anything more with the project this year. I do plan on remastering the campaign in a 1.16.1-only mod sometime in 2019, but that is evidently a long while away.

I've learned quite a bit from this project and I am unendingly grateful to the people who supported it during a development phase that was far too long. Even though I look at it as little more than a tech demo of what could have been possible in SC:R were Blizzard concerned with supporting custom content, and see it as very much a disjointed mess of a project, Hydra's Rebel Yell campaign taught me a lot about AI and level design in RTS environments, and I've learned more in 2018 than I did in 2017, which is all anyone can ask for of their creative endeavors. Once again I will take the time to thank those who contributed the most: Neiv, iquare, Suicidal Insanity, and poiuy_qwert for creating the tools that make my work possible; Nekron, DarkenedFantasies, and ciox for their mindful feedback that improve my work; and lastly Connor5620, 2w.Sovereign, sinneddennis, and Ultralisks whose diligent testing facilitated avenues of iteration I only dreamed of in the past. Cheers to you all, and here's hoping that I'm able to make something genuine with this concept next year.

I'll have some announcements on my next campaign in a few short months, if I have my way. In the meantime, if you do find an issue with Hydra or have a suggestion for its improvement when I do return to it, don't hesitate to comment below or contact me directly.

Patch notes:

m1-
fix: expand objective is considered complete before lifted command center lands
fix: allied AI bunker doesn't load at map start
add: victory transmission

m2-
fix: marine repeats firebat "what the hell" dialogue

m3-
fix: adjutant time warnings can play during victory dialogue
fix: purple confeds do not die as intended (again)

m8-
fix: white stops attacking if scarlet is destroyed before sienna

m9-
fix: waits were ignored in outro triggers, causing cutscene to desync
remove: debug triggers
add: Ackmed (smh)

m10-
new: now available
u
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
September 09 2018 06:48 GMT
#60
I've shipped an update to the project that does the following:

m2-
fix: singleplayer mode activates in multiplayer mode if player 2 loses all units
add: fog of war reveal for backwater command centers at map start

m5-
add: vision for players at antigan base

m9-
improve: AI recall usage

m10-
improve: AI recall usage
u
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