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[A] Starcraft 2 Brood War - Page 55

Forum Index > SC2 Maps & Custom Games
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Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
November 12 2010 20:48 GMT
#1081
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.
Formerly Golondrin
Retgery
Profile Joined August 2010
Canada1229 Posts
November 12 2010 22:57 GMT
#1082
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!
Fall down 7 times, stand up 8.
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 12 2010 23:00 GMT
#1083
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!
The room is ripe with the stench of bitches!
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
November 13 2010 06:44 GMT
#1084
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]
[image loading]
[image loading]

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?
What the Fu- REAPERS?!
jdsarge
Profile Joined October 2010
United States308 Posts
November 15 2010 06:01 GMT
#1085
When is the version going to be updated? This stuff is amazing btw! I can hardly play ladder anymore.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 15 2010 06:17 GMT
#1086
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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
November 15 2010 20:18 GMT
#1087
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.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 15 2010 20:22 GMT
#1088
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!
The room is ripe with the stench of bitches!
MavercK
Profile Joined March 2010
Australia2181 Posts
November 15 2010 22:24 GMT
#1089
will fix it for next version.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
November 16 2010 02:57 GMT
#1090
[image loading]

limiting unit selection is such a pain haha
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Tribune
Profile Joined April 2010
Australia60 Posts
November 16 2010 06:44 GMT
#1091
Lol day9 minimized ftw XD
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-17 03:39:14
November 17 2010 03:01 GMT
#1092
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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
November 17 2010 03:09 GMT
#1093
Will you be changing the Lurker Den into what it was in Brood War? (an upgrade at the hydralisk den called "Evolve Lurker Aspect")
MavercK
Profile Joined March 2010
Australia2181 Posts
November 17 2010 03:16 GMT
#1094
eventually. for now it looks cool.
but yes. the lurker den is temporary
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Zymurgy
Profile Joined December 2003
United States370 Posts
November 17 2010 04:05 GMT
#1095
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?
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-17 04:21:18
November 17 2010 04:10 GMT
#1096
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?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 17 2010 04:22 GMT
#1097
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
The room is ripe with the stench of bitches!
LinkinPork
Profile Joined April 2008
Canada223 Posts
November 17 2010 04:23 GMT
#1098
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.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 17 2010 04:27 GMT
#1099
im not too sure if i can replicate that.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Contagious
Profile Blog Joined December 2005
United States1319 Posts
November 17 2010 04:29 GMT
#1100
just tried your map out, good job man. Makes me really miss the reaver. Keep up the good work!
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