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[A] Starcraft 2 Brood War - Page 48

Forum Index > SC2 Maps & Custom Games
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Prev 1 46 47 48 49 50 246 Next
Retgery
Profile Joined August 2010
Canada1229 Posts
October 20 2010 01:55 GMT
#941
I thing you need to edit about Polaris rhapsody: The top right, and bottom left corner bases should have a 2 gas geysers instead of 1
Fall down 7 times, stand up 8.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
October 20 2010 02:14 GMT
#942
PM sent! \o_
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
MavercK
Profile Joined March 2010
Australia2181 Posts
October 20 2010 02:14 GMT
#943
it was like that originally but i had conflicting images.
is the one with 2 geysers the latest version?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
vek
Profile Joined March 2010
Australia936 Posts
October 20 2010 06:14 GMT
#944
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
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-10-21 11:52:54
October 21 2010 10:52 GMT
#945
new version going up

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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
October 21 2010 13:56 GMT
#946
Yey! I'm useful! \o/
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
IseeFish
Profile Joined June 2010
United States45 Posts
Last Edited: 2010-10-21 21:19:47
October 21 2010 20:27 GMT
#947
Can't make valkyries (even with control tower).
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
Profile Joined March 2010
Australia2181 Posts
October 21 2010 23:22 GMT
#948
new version going up. pretty much just bug fix for things IseeFish listed.


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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
October 21 2010 23:34 GMT
#949
does anyone know how/if the attack priority in starcraft 1 worked? if it existed at all?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
IseeFish
Profile Joined June 2010
United States45 Posts
Last Edited: 2010-10-22 01:00:56
October 22 2010 00:59 GMT
#950
My issue with the Ocular Implants is when hovering above with the tooltip. I have the same issue with the khaydarin amulet and the overlord antenna upgrade. I don't see proper names/description.

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
Profile Joined March 2010
Australia2181 Posts
October 22 2010 01:33 GMT
#951
i'll probably remove lurker den eventually. for now it just looks cool while it's morphing.
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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
fishball232
Profile Joined May 2010
United States90 Posts
October 22 2010 01:54 GMT
#952
u can use the keriigan thing on campaign as the darkswarm
"You really have to detach yourself and accept that you suck at StarCraft. Like I suck at StarCraft and it's all I've done for 15 years"-Artosis 2013
nalgene
Profile Joined October 2010
Canada2153 Posts
October 22 2010 03:02 GMT
#953
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?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
MavercK
Profile Joined March 2010
Australia2181 Posts
October 22 2010 03:09 GMT
#954

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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
October 22 2010 03:31 GMT
#955
Are you changing the animation colors for the dark swarm?
Is the dark swarm working as the same size as the animation?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-10-22 03:37:14
October 22 2010 03:36 GMT
#956
no. not sure what you mean?
yes.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
October 22 2010 07:58 GMT
#957
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.
Formerly Golondrin
MavercK
Profile Joined March 2010
Australia2181 Posts
October 22 2010 08:12 GMT
#958
your 2nd paragraph is about starcraft 2?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
October 22 2010 08:30 GMT
#959
Yup, Sc2. And seems like i was wrong about it changing from beta. Been testing and worked fine. Every unit has a field on the editor "Attack target priority". Just reduce it from 20 (20 is the standard for most units) to whatever number you want it.
Formerly Golondrin
MavercK
Profile Joined March 2010
Australia2181 Posts
October 22 2010 08:36 GMT
#960
i guess i'll just change it for all units to either 1 or 2
2 for attacking units, 1 for workers/medics/etc
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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