I can't make defilers (I might be dumb, but i can't do it) I can create multiple buildings at once. You can select multiple buildings at once. In SC:BW when you hotkey a larvae, you can if the hotkey is empty (if you hotkey an zergling, it will just hotkey one of the 2 that will spawn). Here, if you do it, it resets the hotkey. You can select more that 12 units at once, then it just turns back to 12. Lurkers have no hotkey. Some hotkeys work, some don't (I mean edited from SC2. For example my lair was to A - as I have it in SC2- while the overlords were on O)
Don't know about the defilers, but for the unit selection thing it's a known issue, unfortunately it's impossible to do better without altering the client at the moment.
I have to say, this is awesome I played this just now with a friend, and it seems like he had a problem where lurkers burrowed, then unburrowed themselves.
On July 04 2012 12:57 MavercK wrote: yea im looking at that (you can see a couple of my posts in that thread) but im also looking at a couple other solutions
Modified movement isn't the answer, the answer is in the dynamic unit spacing/movement, as seen here http://www.teamliquid.net/forum/viewmessage.php?topic_id=223889 Unit spacing has to be heterogenous. Unit interaction has to be 'sticky' rather than 'slippery and pushy' Unit spacing has to be less concentrated than SC2 right now.
what i've been trying to implement is. in BW moving units wernt factored into pathfinding. so a unit would find a path. then it would run into another moving unit. it would stop for 1/4 or 1/2 a second and then see if it can continue, if not, it would find a new path. this is what spaces out units in BW. especially at ramps/choke points.
On July 05 2012 07:05 MavercK wrote: what i've been trying to implement is. in BW moving units wernt factored into pathfinding. so a unit would find a path. then it would run into another moving unit. it would stop for 1/4 or 1/2 a second and then see if it can continue, if not, it would find a new path. this is what spaces out units in BW. especially at ramps/choke points.
i have half a solution in place that does this.
That is an impressive endeavor. I didnt even think you could do something like that with the galaxy editor. If you cant get it to work will you implement something like dynamic unit movement?
i havn't really recreated it, i've simply simulated it. i check moving units and then i check the space infront of that unit. if theres another moving unit infront of it. i force the unit to stop for a short period of time.