Replay, please. (:
@KingOfFlan
I (or somebody else) could make the radius/model size calculation for ground units - as I did for all air units. I don't know if it was already done for every unit.
Forum Index > SC2 Maps & Custom Games |
k10forgotten
Brazil260 Posts
July 06 2011 21:23 GMT
#3261
Replay, please. (: @KingOfFlan I (or somebody else) could make the radius/model size calculation for ground units - as I did for all air units. I don't know if it was already done for every unit. | ||
MamiyaOtaru
United States1687 Posts
July 07 2011 03:16 GMT
#3262
On July 07 2011 06:11 herberckl wrote: Maverck, please dont do 8 direction movement or at least make it an option. Cant we enjoy the advancements of the engine a little? Will you introduce 256 colours as the next feature? I love how tight and responsive the controls are on sc2bw and with 8 direction movement im afraid it will feel just so much worse. I always hated microing vultures in broodwar for example. Trying to click on them when they were turning. I know you aim for the perfect recreation of broodwar but cant there be some benefits from having the new engine? sort of feel the same way. I liked that wallins weren't some arbitrary thing that people I played with at home could never figure out. I totally get the wanting to re-create it all, but I'd love a version that was mostly just the old tech tree and units. On the other hand, adding too many more options in the lobby wouldn't be that great to do | ||
MavercK
Australia2181 Posts
July 07 2011 03:43 GMT
#3263
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Reptilia
Chile913 Posts
July 07 2011 03:52 GMT
#3264
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Seam
United States1093 Posts
July 07 2011 04:35 GMT
#3265
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MavercK
Australia2181 Posts
July 07 2011 04:36 GMT
#3266
as a result about 5 maps will have to be removed for now, Big Game Hunters Circuit Breaker Grand Line Match Point Python 2 im moving these to my other account so that all maps are on one account. this will make the stats system function correctly. update is nothing really. it's just to get the stats working. | ||
MavercK
Australia2181 Posts
July 07 2011 04:42 GMT
#3267
On July 07 2011 13:35 Seam wrote: Playing on BGH, making Scourge or Mutas seems to cause everyone to have an insane amount of lag. due to air unit spreading. i can slow it down but i worry about abuse | ||
Seam
United States1093 Posts
July 07 2011 04:43 GMT
#3268
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MavercK
Australia2181 Posts
July 07 2011 06:52 GMT
#3269
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TheWarbler
United States1659 Posts
July 07 2011 07:07 GMT
#3270
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MavercK
Australia2181 Posts
July 07 2011 08:55 GMT
#3271
On July 07 2011 16:07 TheWarbler wrote: What about fixing defensive matrix? So you know it works ![]() whats wrong with defensive matrix? | ||
MavercK
Australia2181 Posts
July 08 2011 04:51 GMT
#3272
for EU/other publishers to fix the siege tank bug i will explain how + Show Spoiler + ![]() you need to remove the highlighted Element (Target) from the Include Field for each of the listed effects EXCEPT for Dark Swarm CrucioShockCannonEnemyDamage <-- Remove Target from Include CrucioShockCannonEnemyDamage Dark Swarm <-- DO NOT Remove Target from Include CrucioShockCannonEnemyDamage Miss <-- Remove Target from Include CrucioShockCannonEnemyDamage Shields <-- Remove Target from Include CrucioShockCannonEnemyDamage Shields Miss <-- Remove Target from Include | ||
MavercK
Australia2181 Posts
July 08 2011 16:20 GMT
#3273
*poke* | ||
sylverfyre
United States8298 Posts
July 08 2011 17:39 GMT
#3274
On July 07 2011 05:38 da_head wrote: i just played a few games and noticed something strange. at the 14 minute mark, i was on 3 base maxed out fully teched with like 25 gateways, yet i was banking 5k... i believe the mining rates for minerals are waaaaaaaay too high. Is this maybe because the worker mining pathing is using SC2's pathing organization leading to more efficient mining? | ||
MavercK
Australia2181 Posts
July 08 2011 18:41 GMT
#3275
On July 09 2011 02:39 sylverfyre wrote: Show nested quote + On July 07 2011 05:38 da_head wrote: i just played a few games and noticed something strange. at the 14 minute mark, i was on 3 base maxed out fully teched with like 25 gateways, yet i was banking 5k... i believe the mining rates for minerals are waaaaaaaay too high. Is this maybe because the worker mining pathing is using SC2's pathing organization leading to more efficient mining? well in sc2 workers will wait at a mineral patch if current minig worker is almost done i removed this however. the only difference i can see so far is workers aren't on 8 directions. also the acceleration/deceleration is abit different i'll try to evaluate it soon when im not breaking my brain over my current goals | ||
aztrorisk
United States896 Posts
July 08 2011 19:15 GMT
#3276
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Gyro_SC2
Canada540 Posts
July 08 2011 19:21 GMT
#3277
nobody in the chatchannel | ||
BrTarolg
United Kingdom3574 Posts
July 08 2011 22:24 GMT
#3278
On July 09 2011 03:41 MavercK wrote: Show nested quote + On July 09 2011 02:39 sylverfyre wrote: On July 07 2011 05:38 da_head wrote: i just played a few games and noticed something strange. at the 14 minute mark, i was on 3 base maxed out fully teched with like 25 gateways, yet i was banking 5k... i believe the mining rates for minerals are waaaaaaaay too high. Is this maybe because the worker mining pathing is using SC2's pathing organization leading to more efficient mining? well in sc2 workers will wait at a mineral patch if current minig worker is almost done i removed this however. the only difference i can see so far is workers aren't on 8 directions. also the acceleration/deceleration is abit different i'll try to evaluate it soon when im not breaking my brain over my current goals I think changing the acceleration of the SCV/probe/drone rates and deceleration rates might help a lot with the currently overpowered SCV AI Also maybe its just me but the SCV AI seems like it decelerates too fast to attack something so thats probably part of it | ||
MavercK
Australia2181 Posts
July 08 2011 22:41 GMT
#3279
On July 09 2011 07:24 BrTarolg wrote: Show nested quote + On July 09 2011 03:41 MavercK wrote: On July 09 2011 02:39 sylverfyre wrote: On July 07 2011 05:38 da_head wrote: i just played a few games and noticed something strange. at the 14 minute mark, i was on 3 base maxed out fully teched with like 25 gateways, yet i was banking 5k... i believe the mining rates for minerals are waaaaaaaay too high. Is this maybe because the worker mining pathing is using SC2's pathing organization leading to more efficient mining? well in sc2 workers will wait at a mineral patch if current minig worker is almost done i removed this however. the only difference i can see so far is workers aren't on 8 directions. also the acceleration/deceleration is abit different i'll try to evaluate it soon when im not breaking my brain over my current goals I think changing the acceleration of the SCV/probe/drone rates and deceleration rates might help a lot with the currently overpowered SCV AI Also maybe its just me but the SCV AI seems like it decelerates too fast to attack something so thats probably part of it units kinda hack their deceleration alot of the time. they will just stop instantly if they are inrange and sometimes they dont start decelerating until that time. but acceleration is definitely worth looking at | ||
da_head
Canada3350 Posts
July 08 2011 23:05 GMT
#3280
On July 09 2011 04:15 aztrorisk wrote: Problem with this game is that every time I try to play it, I have nobody to play it with because of Blizzard's awful custom map settings. tell me about it. | ||
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