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On January 14 2011 05:39 Essbee wrote:Show nested quote +On January 14 2011 05:36 Tempest[OEC] wrote: I hope I get to OBS some games today. It will be fun. Also, when observing games and you switch to a certain person's view the camera angle switches 180 degrees (and you can revert back by pressing End or Del key). Is that intentional?
Also any new maps on queue? We were doing a lot of games today but we stopped because some people had to go (including me because I'm so damn tired). I don't know if it's still going, go check by yourself  . And you just teach me something. I was like WTF the camera switching angle. I will try the DEL key for sure haha. Ill check it out later today. I hope I can see some of your games. Haha.
Im glad I could be of service.
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whats wrong with the reaver?
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Sometimes the reaver wasn't shooting for some reason
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New maps would be awesome as well. I got sick of watching Matchpoint games.
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On January 14 2011 06:40 Essbee wrote: Sometimes the reaver wasn't shooting for some reason
i think i know whats causing that. i'll work on a fix.
also i contacted the guy who remade Circut Breakers and he just wants to update the map to the current version and then i'll add it to the map pool. then that'll be it. i only have 10 map slots and that'll be 10. gonna try to publish a guide however so other people can publish maps using the mod. there are concerns with this however. i was hoping i could update the dependencies and all the maps would automatically update. this isn't the case however. everytime i update them. the maps need to be updated to use the latest version of the dependencies aswell. it's a concern.
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On January 13 2011 20:07 MavercK wrote: Ty.
yea. im aware of this. i've been brainstorming some ideas on how to deal with it. my best one is i will probably make it so that if theres 3+ workers very close to one another they will mine slower or lose acceleration or something something like this to slow down mining when theres high saturation.
Mines should do friendly fire. im pretty certain they do. unless 1.2 broke that aswell. agro and splash range i'll evaluate.
What about certain delay before a mineral patch can be mined again after a worker had taken the 8 minerals? When there're still not enough workers to be waiting right next to the mineral patch it won't affect too much to the mining rate. Sounds viable?
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well thats one thing i'd like to remove theres a variable that i dont have access to which is workers will stop and wait at a mineral patch if the current work is almost done mining. pretty sure this didn't exist in bw and it doesn't seem like i can change it. your suggestion may work
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On January 14 2011 01:36 Musiq wrote: Armories are still messed up, you can research +2 Attack and +2 Armor without Science facility.
i changed infantry armor/weapons to this vehicle and ship weapons have the same restriction i take it?
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On January 14 2011 08:31 MavercK wrote:Show nested quote +On January 14 2011 01:36 Musiq wrote: Armories are still messed up, you can research +2 Attack and +2 Armor without Science facility. i changed infantry armor/weapons to this vehicle and ship weapons have the same restriction i take it? Any upgrade past +1 requires Science Facility
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Btw there is one MAJOR thing:
Its WAAAAY too dark in all maps somehow. maybe add some lightning to the mod so its more bright.
BW was very very bright compared too SC2. I mean just compare this: + Show Spoiler +
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I can't wait to get home to play this. You've done a standup job and hopefully now there will be some people who want to play because of chat channels.
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After watching the ZvT video it makes me realize that SC2 would be so much better with those unit sizes, rather than the retardedly small, clumped together, tiny hitbox unit sizes that are currently in the game.
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On January 14 2011 10:30 MasterReY wrote:Btw there is one MAJOR thing: Its WAAAAY too dark in all maps somehow. maybe add some lightning to the mod so its more bright. BW was very very bright compared too SC2. I mean just compare this: + Show Spoiler +
I must say that this is very true, maybe playing with brightness could make this better. I know I was playing with everything on low graphics to have a "BW" feel (it was brighter) but I changed that back to medium because there was some spells that were too hard to see.
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Btw don't know how much this rly means but
Storm seems... different
When i was vsing zerg yesterday it just seems super easy to dodge storm after taking 1 or 0 ticks of damage. Is the aoe too small or smth?
Meh maybe i just suck and because of infinite unit selection that happens
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i'll evaluate it.
good news is i've made nice progress on mid game mining rates. i was able to disable workers ability to wait at a mineral patch if current worker was almost done. mining time was also increased. still testing but it seems good so far.
*EDIT* yea storm is super small. will be changed in next version
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Up on NA
Terran Vehicle and Ship Upgrades Level 2/3 now require a Science Facility All completed units will spawn at the bottom left of the Structure (affects CC/Nexus/Rax/Fact/Starp/Gate/Robo/Starg) Magic Box reduced in size back to default Mineral Harvest Time increased from 4.3 > 5.4 Workers no longer "Wait to Harvest" on Minerals Lurker Spines now extend slightly faster Spider Mine agro radius increased from 2.6 > 3.0 Psionic Storm radius increased from 2 > 3 (double that of SC2)
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On January 14 2011 19:55 MavercK wrote:Up on NA Show nested quote + Terran Vehicle and Ship Upgrades Level 2/3 now require a Science Facility All completed units will spawn at the bottom left of the Structure (affects CC/Nexus/Rax/Fact/Starp/Gate/Robo/Starg) Magic Box reduced in size back to default Mineral Harvest Time increased from 4.3 > 5.4 Workers no longer "Wait to Harvest" on Minerals Lurker Spines now extend slightly faster Spider Mine agro radius increased from 2.6 > 3.0 Psionic Storm radius increased from 2 > 3 (double that of SC2)
That's a great changelist, I will test today later.
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Hey does this mean we get fewer minerals now when not saturated in the early game?
Or does it combine together with the "wait to harvest" so that its balanced out?
edit:
Well couldnt tell much with minerals
A few things
MM is REALLY overpowered (or lurkers are seriously underpoewred) as atm you can literally just a-move MM's to kill lurkers efficiently even through a choke which is pretty crazy
Air units seem to fire strange, like the phoenixes they can shoot backwards and stuff... then again maybe its graphical only
Maybe its for the same reason that hydras are super overpowered vs protoss atm also despite smartcast storm, its really easy to micro out and the tight packing of hydras makes insane dps
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Found another bug
Tank splash damage doesnt work correctly - when you shoot up and miss, it does zero damage, it should still splash
Also, tanks can kill lurkers under dark swarm - burrowed units shouldn't take splash damage
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im aware of tank splash up cliffs issue. dont have a solution just yet.
im not sure about the second one. i remember testing this specific scenario. maybe i got it wrong. i'll look.
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