|
On November 12 2010 11:16 Aeres wrote: If you can somehow wizard this one up, remember that while you're in the process of launching a Nuke, you cannot produce a new Nuke from the same Silo until the launch is completed or the Ghost dies mid-cast. Currently, you can produce another Nuke from the same silo immediately after the Ghost starts casting.
That one is wrong, it's possible to build another nuke just when the one at the silo leaves. That's less or so between the red dot appears on the ground and all players get the warning. However, the supply consumed by the nuke keeps the same until the nuke drops and explodes.
|
On November 12 2010 13:35 MavercK wrote: yea it's great work. just in regards to building sizes im fairly hesitant to change these as buildings become skewed/stretched. im still iffy about how the supply depot is currently being stretched to 3x2. almost everything else can be fixed however.
also in the next version i'll be introducing a hardcore mode. selectable in the lobby (Standard as it is now and Hardcore features BW restrictions).
the restrictions currently are Cannot select more than 1 building at a time Cannot select more than 12 units at a time Workers do not automatically mine when rallied to a mineral field.
selection limitations isn't where i want it currently however. as there is a delay for example you can select 30+ units and then a trigger will remove units from selection until you only have 12. this means there is about 0.1 seconds where you have 30 units selected. currently looking at refining this.
1a 2a 3a, shall rise again!
|
On November 13 2010 05:48 Golondrin wrote:Show nested quote +On November 12 2010 11:16 Aeres wrote: If you can somehow wizard this one up, remember that while you're in the process of launching a Nuke, you cannot produce a new Nuke from the same Silo until the launch is completed or the Ghost dies mid-cast. Currently, you can produce another Nuke from the same silo immediately after the Ghost starts casting. That one is wrong, it's possible to build another nuke just when the one at the silo leaves. That's less or so between the red dot appears on the ground and all players get the warning. However, the supply consumed by the nuke keeps the same until the nuke drops and explodes. Shit, you're right. I knew there was some sort of restriction for building Nukes from a Silo currently launching, but wasn't quite sure whether it was the Nuke itself or something else. Thanks for pointing that out!
Remember, I don't have BW installed on my computer, so I'm getting all my info from other sources / my own memory. Please please please, tell me when I'm wrong!
|
little thing. if you cancel a zerg building, then immediately build a new one, then the little dead building area overlaps the new one so it looks like the dead pulp is on top of the little drone swimming in his little egg.
I also had a brilliant idea for the queens nest!
![[image loading]](http://i.imgur.com/HdCAw.jpg)
![[image loading]](http://i.imgur.com/nI774.jpg)
![[image loading]](http://i.imgur.com/8O6rd.gif)
now, if you had two spawning pools stacked like a castle, one smaller and on top- without the gene pool obviously- then added the top of a lair/hatch/hive or whatevers suitable on top of that it would look like a QUEENS NEST! cool huh?
|
When is the version going to be updated? This stuff is amazing btw! I can hardly play ladder anymore.
|
well im still not happy with my limits to unit/building selection it's far worse online than i said before theres a large delay inbetween selecting units and limiting the selection to 12. online moreso.
unforunately i dont think theres a better way to do it so i might just have to deal with it for now and complain to blizzard
|
I noticed one more think which Aeres didnt notice(i think).
You are not able to build Missle turrets when your ebay is flying !!!!! Quite a huge bug since in BW you use flying ebays to give siege tanks more range.
|
On November 16 2010 05:18 MasterReY wrote: I noticed one more think which Aeres didnt notice(i think).
You are not able to build Missle turrets when your ebay is flying !!!!! Quite a huge bug since in BW you use flying ebays to give siege tanks more range. Wow, good catch! I never noticed that one. Thanks for bringing it up!
|
will fix it for next version.
|
![[image loading]](http://img573.imageshack.us/img573/1623/controlgroupmadness.jpg)
limiting unit selection is such a pain haha
|
Lol day9 minimized ftw XD
|
new version going up now fairly experimental with the new features.
Hardcore Mode Added This incorporates a few of the restrictions players had to deal with in the original Starcraft - Brood War - Limited to 1 Selected Building at a time (No MBS) - Limited to 12 Selected Units at a time (No Unlimited Unit Selection) - Control Groups are Limited to 12 Units at a time - Workers cannot be rallied to Mineral Fields with the "Gather" Ability (No Automine)
Many many changes to tooltips Extractor/Refinery Health increased from 500 > 750 Can now cancel Sunken/Spore Colony Morph by hitting ESC Sunken Colony Morph Cost reduced from 75 > 50 All Attack/Armor/Shield Upgrades take longer for Level 2 and 3 Mutate Lurker Den cost increased to 200/200 Consume can no longer be cast on Larva or Eggs Consume will fail to cast if the Defiler already has 250 Energy Units that are Burrowed will not be affected when Plague is cast. Units who are already affected by Plague and then Burrow will still take Damage. Guardian/Devourer food cost increased from 2 > 4 Spawn Broodling and Ensnare now affect Friendly Targets Restoration can no longer be used on targets affected by Defensive Matrix Comsat Station no longer gains 50 Energy when it connects with a Command Center. Only when it has completed construction will it gain 50 Energy. Stimpack ability removed from Bunkers Charon Boosters now only grant Increased Range to it's GtA Attack Pylon Armor reduced from 1 > 0 Shield Battery can now cast it's Ability by simply Right Clicking a unit without full Shields Disruption Web no longer prevents Spells from being cast Yamato Cannon is now Explosive Damage Infest Ability added to the Queen Infested Terrans can now be built from the Infested Command Center Mineral Gather rate reduced from 4.4575 > 3.838 Can no longer Zoom or Rotate the Camera Fixed Missile Turret Requirement. You may now build Missile Turrets with a flying Engineering Bay.
Mining rate might be too fast with this version. Feedback on this specifically would be nice
|
Will you be changing the Lurker Den into what it was in Brood War? (an upgrade at the hydralisk den called "Evolve Lurker Aspect")
|
eventually. for now it looks cool.  but yes. the lurker den is temporary
|
Just played the new version, works great and the old bw mode is a lot of fun. From what I can tell the mining rate seems about right since all my old build timings I used to have were pretty much exactly right in the few games I played. Just curious if it is possible to make mind control open up a 2nd food count for the mind controlled race rather than having it count against your current protoss food?
|
On November 17 2010 13:05 Zymurgy wrote: Just played the new version, works great and the old bw mode is a lot of fun. From what I can tell the mining rate seems about right since all my old build timings I used to have were pretty much exactly right in the few games I played. Just curious if it is possible to make mind control open up a 2nd food count for the mind controlled race rather than having it count against your current protoss food?
are mind controlled units not supposed to count to your food?
|
Wow, so many changes this version. It makes me feel warm and fuzzy inside to know I was able to help. =D
On November 17 2010 13:10 MavercK wrote:Show nested quote +On November 17 2010 13:05 Zymurgy wrote: Just played the new version, works great and the old bw mode is a lot of fun. From what I can tell the mining rate seems about right since all my old build timings I used to have were pretty much exactly right in the few games I played. Just curious if it is possible to make mind control open up a 2nd food count for the mind controlled race rather than having it count against your current protoss food? did mind control units not count to your food? Mind Controlling a Protoss unit would count as part of your standard 200 food, but with the benefit of not being limited by the 200 cap. In other words, MC'ing a Carrier when at 106/112 food would make you supply-blocked, but you could still MC that Carrier if you were supply capped, making your food go to 206/200.
Mind Control on a Terran or Zerg unit would make the food counter for that race appear next to your Protoss food count, basically giving you 200 extra supply for that race. So, if you MC'd a Mutalisk, a Zerg food counter would appear, reading 2/0 (since you have no Overlords or Hatcheries, your total sustainable food would be at 0).
I hope I'm being clear with this! =O
|
On November 17 2010 13:10 MavercK wrote:Show nested quote +On November 17 2010 13:05 Zymurgy wrote: Just played the new version, works great and the old bw mode is a lot of fun. From what I can tell the mining rate seems about right since all my old build timings I used to have were pretty much exactly right in the few games I played. Just curious if it is possible to make mind control open up a 2nd food count for the mind controlled race rather than having it count against your current protoss food? did mind control units not count to your food?
They count towards their respective races. So mind controlling Zerg or Terran units have no effect on psi count.
|
im not too sure if i can replicate that.
|
just tried your map out, good job man. Makes me really miss the reaver. Keep up the good work!
|
|
|
|