[A] Starcraft 2 Brood War - Page 77
Forum Index > SC2 Maps & Custom Games |
Kinetik_Inferno
United States1431 Posts
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Jetaap
France4814 Posts
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MavercK
Australia2181 Posts
dragoons still have the default pathing. to fix vultures i made a behavior that suppresses collision for the unit. until another unit comes into the radius of the unit. this makes collision work normally. but the unit doesn't know it's going to collide until it does. thereby preventing it from trying to avoid the unit before it collides with it first. | ||
BrTarolg
United Kingdom3574 Posts
I.e using the autosplit mechanism you get ALOT of minerals when you begin to saturate (as opposed to BW where you can almost never fully saturate) I think this above everything kinda breaks the game, you shouldnt be able to support stuff like 5 gates off 1 base and stuff | ||
MavercK
Australia2181 Posts
On January 10 2011 16:42 BrTarolg wrote: Btw is there going to be a fix for the "too many minerals when saturating" bug? I.e using the autosplit mechanism you get ALOT of minerals when you begin to saturate (as opposed to BW where you can almost never fully saturate) I think this above everything kinda breaks the game, you shouldnt be able to support stuff like 5 gates off 1 base and stuff i dont know what i can do to fix it. increasing mining time makes early game broken. ideas are welcome. | ||
BrTarolg
United Kingdom3574 Posts
On January 10 2011 18:01 MavercK wrote: i dont know what i can do to fix it. increasing mining time makes early game broken. ideas are welcome. Well, whilst it might be a little crude... You could have a trigger that counts if more than one worker is mining a single patch, and if so increase the mining time This would essentially change the current mining rate (which is a straight line) into one which is 2 linear lines glued together (the second slope being less efficient than the first) and then finally being a flat line (when its 3 workers per patch) This wont exactly be the same as BW, which is a straight line for 1 worker per patch followed by a roughly logarithmic curve With this fix you would get slightly less minerals than usual after 1 worker per patch, but it would catch up slightly and overtake as you reach the full 2 minerals per patch (assuming you made the line so it was one of best fit of the logarithmic part of the BW curve) Another possible fix that would be slightly more efficient would be to have it so that you graph up the minerals per minute in BW, and the minerals per minute in SC2, and have a trigger to keep track of the number of workers on a single base worth of minerals, and force it to "miss" minerals (so for example, make it so that every 4 sets of minerals returned = 32 minerals, you lose 1 set = 8 minerals, if you were on x number of workers, and then you could tweak it to every 5 sets, ever 6 sets etc. depending on what the bw graph is - the more workers the more often you would miss out minerals) and just work it out manually for every single number of workers (up to something reasonable like 4 workers per patch) and create an adjustment as such. I should imagine that peoeple have created graphs for minerals/minute already in normal SC2 (just multiply by 1.6) and maybe someone out there has made graphs for BW so you dont have to do it yourself | ||
buhhy
United States1113 Posts
On January 09 2011 16:21 MavercK wrote: well the dragoon has like 8 walk animations depending on which direction it's going in a few of them i've watched they use the same walk animation irregardless of direction I can send you the model after I finish optimizing the poly count and keyframe counts, if you want. | ||
Kinetik_Inferno
United States1431 Posts
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MavercK
Australia2181 Posts
more Gna stuff | ||
Essbee
Canada2371 Posts
nice stuff Gna, wow. | ||
baskerville
541 Posts
now if we could just get you to sing along with the music... + Show Spoiler + (like root' catz on his stream) edit: lol | ||
MavercK
Australia2181 Posts
![]() 1.2 is released on SEA. im patching atm. problem is im at work. i'll try work on it tonight hopefully get it all ready. theres actually a fair bit to do now that 1.2 is actually out. | ||
Essbee
Canada2371 Posts
![]() Dont forget to make a channel for sc2bw right away ![]() | ||
MavercK
Australia2181 Posts
this new method will be more complicated for EU/KR publishers but it's not too bad. | ||
Essbee
Canada2371 Posts
Edit: I'll check if there are remakes of them Edit2: well this thread that you have certainly heard about: http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171 The OP is out of date but you can browse through the pages to find a lot of good remakes. Ask them if they are willing to share their works. I found this remake of Circuit Breakers quite great: http://www.teamliquid.net/forum/viewmessage.php?topic_id=151638 | ||
MavercK
Australia2181 Posts
testing some things then i'll put them up in the next hour or so. circut breakers looks good, i'll probably use that. | ||
Superiorwolf
United States5509 Posts
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MavercK
Australia2181 Posts
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Kinetik_Inferno
United States1431 Posts
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MavercK
Australia2181 Posts
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