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On March 15 2011 08:11 MavercK wrote: yea specifics are necessary. it's possible. given the amount of triggers this map has that lag is being caused by them. but unless everyone is having the same issues and it can be narrowed down somewhat i can do nothing about it.
![[image loading]](http://img857.imageshack.us/img857/6774/errorpt.jpg) This pops up for whoever hosts the game. My PC handles max settings for everything easily but for this map only it looks like this and gives me terrible framerate. I'm on XP64 if that even matters.
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the dialog box is a population limit selection. you can set 200/500/1000/infinite
i'll fix the text eventually
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How about putting the valks missile pods on the sides of the cockpit?
![[image loading]](http://image.gamespotcdn.net/gamespot/images/2008/044/reviews/943419_20080214_embed003.jpg)
And about the burrow/mineral interaction tricks, can't you just disable collision detection for 1 second after unburrowing? That's essentially what the surfing tricks in BW were based on. Same thing for workers, whenever they are using the "gather" command just disable the collision and let them surf through destructible terrain.
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Seeing this I was like... that can't be a valk... and it wasn't.
Anyway, the Valks in BW don't have missile pods, because they were originally a bomber. Their purpose was changed, but the model wasn't.
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On March 15 2011 11:07 lololol wrote: Seeing this I was like... that can't be a valk... and it wasn't.
Anyway, the Valks in BW don't have missile pods, because they were originally a bomber. Their purpose was changed, but the model wasn't.
That's really interesting.
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Well Games Workshop's land speeders were most likely the inspiration for SC valkyries, since they look 99% alike. If blizzard didn't get sued why would a modder feel at risk for plagiarism?
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I thought it was fan art or something, but it was noticably different from the valk... and the next moment I noticed it isn't supposed to be a valk at all. It wasn't meant as "they are too similar" at all and the general model is a cockpit with wings, which you can find in pretty much every sci-fi setting with variations.
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im happy with the current model and or buhhy's update for it im not too keen on the added missile pods. as i understand it valkyries shoot their missiles from under/from their wings.
a simple missile pod texture on the wings where the attachment points are would be fine.
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What are you guys talking about? And what's this about similar? Take a good look. Spot the difference game.
Regardless, the Valk's pods could be just right below the panel. The bottom part in that extrusion that holds the wings/panels maybe?
Buhhy, it's awesome. No doubt about it.
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I've been playing some and found some stuff that need changing:
-Medic flare and restoration shouldnt be able to be casted on buildings. Detector units blinded should not longer detect. -Emp shouldn't affect the vessel that launches it. -Annoying bug with vultures, when they're still and ordered manually attack a own unit that it is in front of the vulture (it doesn't have to turn) it won't shoot it. Quite a pain when you're trying to kill your own mines while leapfrogging. -Scvs should be able to be lockdowned -Valkyries do only half the damage they should do. Also don't damage your own units when ordered to atack them. -Queens while infesting should be inside the CC, or at least be invulnerable until CC is infested. -I'm not quite sure of Sc 2 dimensions, but i would swear infested terrans do have a very small radius of damage compared to BW. Infesteds moving are lol and carriers seem quite imba with interceptors charging out that quickly. I'll be playing it more in the future
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Optical Flare and Restoration can no longer be cast on Structures Optical Flare now suppresses Detection EMP should no longer affect the Science Vessel that cast it. Removed Biological Target Filter from Lockdown Ability
fixed those vultures should be fine. they work fine in my testing but i made some changes anyway which should make it full proof. valkyries currently do damage based on where they impact. which means most units only get hit by splash unless the missile lands directly on the target. i dont have a fix for this as of yet. but i am aware of it. infested terrans have a splash radius abit larger than a siege tank. it appears accurate to me. carriers i should fix but im not sure yet how to replicate carrier moving micro thing.
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The splash radius discrepancy is because of clumping and unit size. If the ratio between unit size, splash areas and range is kept as in BW, unit clumping would make splash damage significantly better than in BW. It would also mean that units would be significantly smaller. Alternatively attack ranges would be significantly bigger(or a mix of both).
Currently unit sizes are larger in comparison to splash areas/attack ranges. In BW a zergling is a 0.5 x 0.5 square and a dragoon is a 1x1 square In the mod they are with radius of 0.4375 and 0.8125, which is a diameter of 0.875 and 1.625, resulting in over twice the size.
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yea im not sure which exactly to do. perfectly accurate or for the sake of clumping
i never worked it out tho. is 1 radius the same as 1x1 square?
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when will this be published on EU? i would love to play
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On March 15 2011 21:04 FoFo wrote: when will this be published on EU? i would love to play it is published on EU
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On March 15 2011 20:27 MavercK wrote: yea im not sure which exactly to do. perfectly accurate or for the sake of clumping
i never worked it out tho. is 1 radius the same as 1x1 square?
1 radius means a diameter of 2 , so 1 radius is roughly equal to a 2x2 square.
On March 15 2011 01:26 exploding.godhand wrote:I just played some bw. Zerglings shouldn't have the wings when they get meta boost, dunno if you implemented this yet. But, maybe the ling model WITH the wings would be a good broodling model, thoughts? ![[image loading]](http://wiki.teamliquid.net/starcraft/images/e/e4/Broodling.png)
Please play the mod before making suggestion , the speedling change was made months ago ...
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On March 15 2011 21:35 Jetaap wrote:Show nested quote +On March 15 2011 20:27 MavercK wrote: yea im not sure which exactly to do. perfectly accurate or for the sake of clumping
i never worked it out tho. is 1 radius the same as 1x1 square? 1 radius means a diameter of 2 , so 1 radius is roughly equal to a 2x2 square.
well thats what i implied. in theory a zergling being 0.5 of 1x1 square i set zergling radius to 0.25 problem is it's really small if people had issues with zerglings surrounding enemies currently... i can imagine the uproar of 0.25 zerglings. thats even smaller than the SC2 default of 0.375
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On March 15 2011 21:35 Jetaap wrote:Show nested quote +On March 15 2011 20:27 MavercK wrote: yea im not sure which exactly to do. perfectly accurate or for the sake of clumping
i never worked it out tho. is 1 radius the same as 1x1 square? 1 radius means a diameter of 2 , so 1 radius is roughly equal to a 2x2 square. Show nested quote +On March 15 2011 01:26 exploding.godhand wrote:I just played some bw. Zerglings shouldn't have the wings when they get meta boost, dunno if you implemented this yet. But, maybe the ling model WITH the wings would be a good broodling model, thoughts? ![[image loading]](http://wiki.teamliquid.net/starcraft/images/e/e4/Broodling.png) Please play the mod before making suggestion , the speedling change was made months ago ...
I played terran and protoss, not zerg.
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Last time I played the speedling portrait had wings, dunno if this was fixed.
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