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[A] Starcraft 2 Brood War - Page 218

Forum Index > SC2 Maps & Custom Games
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angelomar13
Profile Joined March 2013
United States7 Posts
Last Edited: 2013-03-27 22:36:48
March 27 2013 22:34 GMT
#4341
On March 28 2013 07:15 MavercK wrote:
Show nested quote +
On March 28 2013 06:15 angelomar13 wrote:
Srry Forgot. Where to get the link tho this mod?


it's only playable on b.net right now, i might release a downloadable version with this latest update but we'll see.



ohh ok. love what i see in all the videos the gameplay. thnx for the reply. BTW was just asking... cause i mostly play offline. lol. [with the ai].... since i work a lot .....
´´Puerto rico´´
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
March 27 2013 23:08 GMT
#4342
There isn't support for complex AI. Most of them just spam Marines, Zerglings, or Zealots, and only if you set them to Cheater 3.
u
angelomar13
Profile Joined March 2013
United States7 Posts
March 28 2013 01:11 GMT
#4343
well ok for that. well all i meant is the skirmish playing against cpu like that.
´´Puerto rico´´
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
March 28 2013 16:00 GMT
#4344
And that's what I was saying: there is currently no support for skirmish AI beyond very rudimentary low-level first-tier play.
u
angelomar13
Profile Joined March 2013
United States7 Posts
Last Edited: 2013-03-28 22:50:38
March 28 2013 22:47 GMT
#4345
then its just for PvP then?... aww

i suk at PvP... thats why i enjoy more PvE than PvP.... hope it comes as at .exe file or as a mod... well back to work.... .
´´Puerto rico´´
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 28 2013 23:22 GMT
#4346
Had a weird bug. Won't apply to BW mode, but during a PvT as the Toss, I had a about 8 gates in the main. All my gates were hotkeyed and rallied out to the map, but only 3 of them, the units would actually go to the rally. The rest got stuck in the main.

They moved out with zero problem when I ordered them to. Odd.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 30 2013 08:18 GMT
#4347
I was playing with air spread and micro.

I noticed you switched methods for spreading stacked units from how you used to do them.

You commented that the force method is sub optimal.

When I was toying with air spreading I constantly ran into a glitch where a group of stacked units would continually travel downwards while still stacked. I am guessing this is because the center where it puts the force effect is not able to find a spot in a bunch of 0 radius mutas.

I came up with a very simple alternative method I wouldn't be surprised you haven't already tried and didn't like already.
Just in case here it is: Order (triggering unit) to ( Move targetting ((position of (triggering unit)) offset by 1.0 towards (Random angle) degrees)) (replace existing orders).
That effectively stopped that bug because mutas are trying to move towards random angles instead of away from a sometimes non-existent center.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
March 30 2013 10:35 GMT
#4348
Hi. Is it possible to make Sc2bw compatible with WoL? Because people with only WoL cannot play it.
Mapmaker of Frost, Fruitland and Bridgehead
MavercK
Profile Joined March 2010
Australia2181 Posts
March 30 2013 10:41 GMT
#4349
On March 30 2013 19:35 Semmo wrote:
Hi. Is it possible to make Sc2bw compatible with WoL? Because people with only WoL cannot play it.


argh... i cannnnnnn but i miss out on alot of assets, i can't use anything from HotS =\
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
March 30 2013 14:00 GMT
#4350
On March 30 2013 17:18 decemberscalm wrote:
I was playing with air spread and micro.

I noticed you switched methods for spreading stacked units from how you used to do them.

You commented that the force method is sub optimal.

When I was toying with air spreading I constantly ran into a glitch where a group of stacked units would continually travel downwards while still stacked. I am guessing this is because the center where it puts the force effect is not able to find a spot in a bunch of 0 radius mutas.

I came up with a very simple alternative method I wouldn't be surprised you haven't already tried and didn't like already.
Just in case here it is: Order (triggering unit) to ( Move targetting ((position of (triggering unit)) offset by 1.0 towards (Random angle) degrees)) (replace existing orders).
That effectively stopped that bug because mutas are trying to move towards random angles instead of away from a sometimes non-existent center.


yea i dont like replacing orders or even messing with orders at all. when playing online it can really screw you up when units are getting weird orders and you dont know why.
what you described shouldn't however happen. are you playing on NA? which flying units was it?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Archerofaiur
Profile Joined August 2008
United States4101 Posts
March 30 2013 15:26 GMT
#4351
On March 30 2013 19:41 MavercK wrote:
Show nested quote +
On March 30 2013 19:35 Semmo wrote:
Hi. Is it possible to make Sc2bw compatible with WoL? Because people with only WoL cannot play it.


argh... i cannnnnnn but i miss out on alot of assets, i can't use anything from HotS =\


I really love the HOTS units. How can you have SCBW without the Devourer? Also any thoughts on using the Impaler Colony Model as Sunken Colony?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Semmo
Profile Joined June 2011
Korea (South)627 Posts
March 30 2013 18:57 GMT
#4352
On March 30 2013 19:41 MavercK wrote:
Show nested quote +
On March 30 2013 19:35 Semmo wrote:
Hi. Is it possible to make Sc2bw compatible with WoL? Because people with only WoL cannot play it.


argh... i cannnnnnn but i miss out on alot of assets, i can't use anything from HotS =\


Well you can export the models for the units, people did it with tilesets so...
I know it's cumbersome so if you want to do it, it'll be really nice ^_^ but if not it's ok
Mapmaker of Frost, Fruitland and Bridgehead
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-03-30 19:33:03
March 30 2013 19:25 GMT
#4353
On March 30 2013 23:00 MavercK wrote:
Show nested quote +
On March 30 2013 17:18 decemberscalm wrote:
I was playing with air spread and micro.

I noticed you switched methods for spreading stacked units from how you used to do them.

You commented that the force method is sub optimal.

When I was toying with air spreading I constantly ran into a glitch where a group of stacked units would continually travel downwards while still stacked. I am guessing this is because the center where it puts the force effect is not able to find a spot in a bunch of 0 radius mutas.

I came up with a very simple alternative method I wouldn't be surprised you haven't already tried and didn't like already.
Just in case here it is: Order (triggering unit) to ( Move targetting ((position of (triggering unit)) offset by 1.0 towards (Random angle) degrees)) (replace existing orders).
That effectively stopped that bug because mutas are trying to move towards random angles instead of away from a sometimes non-existent center.


yea i dont like replacing orders or even messing with orders at all. when playing online it can really screw you up when units are getting weird orders and you dont know why.
what you described shouldn't however happen. are you playing on NA? which flying units was it?

Absolutely don't worry about that. This was on a test map not the official pool so I'm sure I screwed up a dependency somewhere, I'm sorry I wasn't clear enough in the regard. I wasn't able to replicate it on an actual sc2bw map so I'm certain you have no need to worry.



On a side note I have a few suggestions in regards to mutas.
There is a few discreprencies between how sc2bw handles mutas and BW does. This is taken from testing on the official map pool so no conflicts there ^^.

SC2BW triggers actively cares if the units are selected so it can find out if there are less than 13 units and if the magic box is broken.

In BW, stacking only cares if you ordered your units a command if the magic box is broken, this is not a proactive and continual check. This means that as soon as you switch to your hatch hotkey your mutas instantly unstack in SC2BW as opposed to BW. This wouldn't be a problem if mutas auto stacked like they did in BW from merely move commanding around. Instead, you have to try to issue orders very close to the mutas to get them to stack and THEN start moving them.

Lastly, BW mutas don't start unstacking the moment they are stationary. It actually takes about a second for initial moment of unstacking, and spreads out over a long time until they are fully spread. This makes manually stacking mutas or even leaving them unattended for a few seconds a bit more painful than it was in BW.


Due to it being SC2, I can imagine you'll want to stack your mutas by ordering a move command right next to, or in the center of the mutas. If you order them to move somewhere far they won't automatically stack. If you delay the unstacking process, this will mean it won't be a complete pain to get your mutas to stack every time the SC2 way and would be more true to BW.

This also means that switching to different control groups won't force you to restack your muta flock to continue harassment.

Imagine trying to do dual prong muta harass when they all fan out immediately (unlike BW) but don't fan back in immediately (like BW).



If you want to go absolutely true to BW where the mutas immediately want to stack together instead of flying in formation, I think it would require some nudging via data and triggers.
Perhaps by analyzing which mutalisks are further from the unit center and nudging them towards that. But that might be too much pain to be unnecessary if you can get it down to simply clicking very close a muta flock to get a stack.



One last note to illustrate why this creates a big difference between sc2bw and bw.
Say you have a sci vessel that irradiates a flock of mutalisks. It is the easiest thing in the world to simply deselect the muta group by just click one muta or hitting a hotkey and then all of the damage is minimized.
It is much harder to unstack in BW than it is in SC2BW. A simple stop command handles the matter.

If a muta flock is on transit and gets irradiated, it doesn't matter, they are not selected and therefore unstacked. This would have been extremely painful in BW because the mutas are still stacked on route to their destination.



Thank you for reading ^^ I'll try to think of some solutions but my triggering is not up to par with yours.
Dirtyharry
Profile Blog Joined August 2012
Germany171 Posts
March 31 2013 15:14 GMT
#4354
I just played on US Fighting Spirit but there seems something wrong with the nydus network. I mean the nydus itself works fine. But you can also morph something like a worm or a snake who can attack buildings and another worm who can spit creep over the map. I lol'd so much when i saw this, is this stuff out of the campain? I did not finish it so far.
I was in Ravenholm
Master of DalK
Profile Blog Joined June 2012
Canada1802 Posts
Last Edited: 2013-03-31 17:22:47
March 31 2013 17:10 GMT
#4355
So uh.. sometimes it will be SC2 settings even though I have it to like Tournament settings or full BW settings '~'

EDIT: Dirtyharry tested the maps out, Match Point, Destination, Andromeda are the ones that do not work
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
Pr0nogo
Profile Blog Joined March 2011
United States312 Posts
March 31 2013 19:25 GMT
#4356
The Nydus Network glitch is because he's using campaign dependencies from HotS and didn't prohibit the use of the advanced Nydus Worms.
u
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2013-03-31 23:03:04
March 31 2013 20:13 GMT
#4357
Love the blue goo for Dragoon deaths, but despite the goo, it is pretty hard to tell when a Dragoon is dead. Maybe you should make the model transparent? Or, if you can modify the death model to make the Dragoon physically broken, that would be nice. It just looks exactly the same as a living Dragoon + blue goo. Multiple people have commented on this. Not sure if it is a bug or not (on FS).

EDIT: Another topic that I meant to post here. Regarding high ground advantage.
http://www.teamliquid.net/forum/viewpost.php?post_id=18170707
T P Z sagi
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2013-03-31 23:43:50
March 31 2013 23:21 GMT
#4358
the new dragoon death animation looks like it's still standing up when dead, but with a blue photoshop stamp under it--do you think you could change it back, or make it a bit more realistic?

-another thing i noticed is that units seem to be able to get closer to each other than in bw, and so scarabs/mines/stasis etc are more powerful
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
April 02 2013 02:14 GMT
#4359
My attempt at an accurate BW hydralisk attack, with comparison to BW: + Show Spoiler +


It is simply the roach launch missile effect and the drone attack sound. I'm not sure which exact launch effect sc2bw uses, but the roach one looks nice.
I think it is more accurate simply because there was not an acid projectile, but the SC2BW one is very visible which is nice for readability. It also has the acidic impact.

I made it for fun, as well as a zealot one-two BW punch animation but I can't quite seem to get that to work properly in game.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-04-12 06:23:43
April 12 2013 06:22 GMT
#4360
Did hots kill the playerbase x.x.

Had some more fun with modding data.
I was attempting to get the immortal to maintain its target while moving, going through various methods that all had their failings. The same method I got to finally word would also be applicable to the siege tank.


The BW siege tank is interesting, because like a carrier it constantly tracks its target while moving. If you order an attack on a unit (even a friendly unit) and then start moving the tank will maintain the attack command. If you stop, the tank will fire without requiring an additional attack command. This would be a complete pain in the ass to replicate for SC2, and largely unnecessary.

A small important touch that could matter is the rotation speed of the tank and its facing. It is better to attack a tank from wherever its turret isn't facing because it does take a second for the turret to swing, even better attacking it from behind. This matters for early game goon vs tank w/o siege tech, not incredibly so but still a detail that is easy to replicate, and much better than the silly looking SC2 version.

The SC2 tank resets its turret as soon as it moves. In order to fix this, I've giving the tank a dummy weapon with zero effects on it that has the same values as the normal weapon (most importantly range). Then I've given this dummy weapon the ability to move and shoot at the same time (weapon allowed movement: moving, options+: get rid of all the things requiring an attack command or target).
Last but not least, you'd need to go into the siege tank unit actor into events+ field. Any time it calls for the attack animation to play, make sure the event that calls it Siege Tank Weapon Start, includes the actual siege tanks damage dealing weapon for the sub field. This will ensure the dummy weapon that tracks targets doesn't start an attack animation while moving.

Fun stuff ^^
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