[A] Starcraft 2 Brood War - Page 48
Forum Index > SC2 Maps & Custom Games |
Retgery
Canada1229 Posts
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k10forgotten
Brazil260 Posts
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MavercK
Australia2181 Posts
is the one with 2 geysers the latest version? | ||
vek
Australia936 Posts
On October 19 2010 21:26 MavercK wrote: if you go into options > hotkeys. the sc1 hotkeys should all be classic. i know siege mode is O and marine is definitely M on sc1 setting... so i dunno. Yep it works, I didn't realise custom games had a separate hotkey setting from the base SC2 game so my mistake there. The only hotkey I noticed was wrong after setting it to SC1 properly was scanner sweep should have been S instead of C. Great work though. | ||
MavercK
Australia2181 Posts
find it by searching for "SC2BW" now Spider Mines now kill other Friendly Spider Mines with Splash Damage Defensive Matrix now leaks 0.5 damage every attack instead of 50% chance of 1-3 Dropship no longer has Energy Splash Damage (Siege Tank/Scarabs/Spider Mines/etc) no longer deal their 50% and 25% radius damage to Burrowed Targets (This makes burrowed units abit more resiliant to Splash Damage) Persistent added to Spider Mine Damage (if 3 mines exploded at exactly the same time. 1 would kill the other 2. instead now all 3 will explode and deal damage.) Wireframe/Icon/Portrait changed for Dropship (k10forgotten) New Sounds for Drone/Probe/SCV Valkyrie now gains benefits from Upgrades Devourer now gains benefit from Flyer Carapace Upgrade Weapons that dealt Explosive or Concussive Damage used to not benefit from Upgrades when dealing damage to shields. this is has been fixed. *EDIT* having issues publishing. might not go up tonight. *EDIT2* should be resolved. should be up on SEA/US now. | ||
k10forgotten
Brazil260 Posts
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IseeFish
United States45 Posts
Bunkers can still be salvaged. Description for Ocular Implants upgrade is messed up SCV don't show proper animation when repairing Dropship have a very high attack priority Cant place assimilator on top mid expand (Polaris) Arbiter can statis himself Right clicking somewhere with a pylon selected spams: No units can handle that command | ||
MavercK
Australia2181 Posts
Attached Control Lab Requirement for Valkyrie's now functions correctly. allowing them to be produced. Bunkers can no longer be Salvaged SCVs now show an animation and sound when Repairing again. Dropship Attack Priority lowered from 20 > 15 Arbiter's should be no longer be able to Stasis themselves (They can Stasis over Arbiters. but not themselves) Fixed a bug in the Terrain that prevent an Extractor/Assimilator/Refinery being constructed on the Vespene Geyser at the 12 o'clock Expansion on Polaris Rhaspody i had no issue with the Ocular Implants Description however or Pylon right clicking. | ||
MavercK
Australia2181 Posts
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IseeFish
United States45 Posts
The issue with the pylon is just that I'm getting a small text message on the left if I try to order the pylon to move with the left mouse button. Nothing major. There's also the lurker den, which was not in scbw. (it can give away the fact that you are researching the upgrade) Also, the reaver wireframe does not look very nice. Dark swarm also doesn't look good and is visually distracting. Thanks for making this great mod btw. | ||
MavercK
Australia2181 Posts
reaver wireframe is a left over from the old model. I MIGHT update this. Dark Swarm, if anyone can find a model that would better suit this ability in Starcraft 2 i'd be willing to change. Tooltips sometimes screw up with different locales/regions. i can fix this but i thought it was already done. | ||
fishball232
United States90 Posts
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nalgene
Canada2153 Posts
Let mutas release without speed loss/quick turn away? | ||
MavercK
Australia2181 Posts
Can you make it so archons slide at a target if they spam click as the attack is in motion Let mutas release without speed loss/quick turn away? most likely. u can use the keriigan thing on campaign as the darkswarm i already am. | ||
nalgene
Canada2153 Posts
Is the dark swarm working as the same size as the animation? | ||
MavercK
Australia2181 Posts
yes. | ||
Plissken_2097
Spain628 Posts
On October 22 2010 08:34 MavercK wrote: does anyone know how/if the attack priority in starcraft 1 worked? if it existed at all? Never seen/heard of medic/SCV walls? Non-attack units were targeted only when there are not any other attack unit in range. If there're attack units nearby non-attacking units, those ones will completely be ingored until the last attacking unit is gone or manually aim the target. Even when attacking a worker, if a attack unit gets in range, it automatically switch target (If it was not manually selected to attack the worker). I remember on beta it was possible to change the priority within the field "Attack priority target" and it worked fine. A group of marines against another group of marines fighting, could send scvs to the enemy marines and being ignored while dealing damage. Had to change the SCV priority, since was at 20 (bunkers were at 19, lol) On release or on some beta patch that was changed. I don't know how that works exactly now. On the secret mission of the campaign, at the loading screen there was a tip that could be a clue, was something like " put your medics behind your marines or they will be shot". I'm starting to think, that units target the closest unit they have around. If there're 2 units at the exact same distance, but one has higher priority it will be targeted first, then the other. Im not complety sure though. I will try to test that on the editor. | ||
MavercK
Australia2181 Posts
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Plissken_2097
Spain628 Posts
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MavercK
Australia2181 Posts
2 for attacking units, 1 for workers/medics/etc | ||
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