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[A] Starcraft 2 Brood War - Page 83

Forum Index > SC2 Maps & Custom Games
Post a Reply
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jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-15 16:46:50
January 15 2011 16:21 GMT
#1641
Bug report

+ Show Spoiler +

Terran :
Lifted command center is changed to orbital(while moving to right 175 degree) or fortress(180 degree).
My opinion : Valkyrie's some attachment effects(such as defensive Matrix) are way TOO big.
And how about add a lockdown skill sound? I think it's too silent...

Protoss :
Dark Templar is not recognized as a bionic unit.
Cloaked unit's hallucinations are cloaked, too(In original game, hallucinated DT or OBs are not cloaked).
And how about add a dark archon's skill effect and sound?(and his player color)

Zerg :
Queen don't go to her rally point.
Spawn broodring have two icons. One does not need.
Ensnare can affect to burrowed zerg units(In original game, It can't be). And it should change to missile type(I think this problems are caused from fungal growth's mechanism)
Hydralisk in dark swarm can attack with his arm. Melee attack animations need delete.
Guardian/Devourer cocoons removed


synapse
Profile Blog Joined January 2009
China13814 Posts
January 15 2011 18:31 GMT
#1642
This is
really effing awesome
I'm playing it right now ^^ if only defilers weren't critters...
:)
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-01-15 19:14:31
January 15 2011 19:00 GMT
#1643
On January 15 2011 18:53 MavercK wrote:
watching a game today and more testing. it all seems perfect.
siege tank shooting a unit under dark swarm. unit takes no direct damage. nearby units take splash damage. unless they are burrowed.

this is correct yes?

in other good news i got spider mine detection working correctly. it's trigger based which is less than ideal and there may be bugs. but so far testing has gone well.

*EDIT*
also checking spider mine damage radius. haha. i completely missed that one
100% damage radius increased from 0.4687 > 2.17
50% damage radius increased from 0.7812 > 3.26
25% damage radius increased from 1.25 > 4.34

so yea. mines gonna be buffed. a shit ton.


The attack gets displaced 1 range from the center of the target towards the tank
tank - - - - - - explosion - target

The unit itself will still take splash damage, since it's inside the splash range(unless it's burrowed, since burrowed units are immune to 50% and 25% splash). If it's large enough it will even take full damage, since the displacement is from the center, but there aren't any units that large, they all take 25% or 50% damage.
Using this, for example you can aim at burrowed lurkers that are further away, so the 100% splash area lands on top of the closer lurkers and deals damage to them.

This applies to all ranged splash attacks, except the lurker and firebat, since they fire in a line. Archons even appear to hit themselves when attacking under swarm.

The firebat attack is 3 splash areas in a line infront of him(similar to the hellion and lurker, but without the restriction to be hit by only 1 splash area at once), each dealing 8 damage, so it can deal up to 24 damage, but there are no units with small size that would be hit by the 100% of all 3 areas. Depending on the angle units with size of 15x15 or larger can take full damage from all 3.

Also here you can get the exact regeneration and healing speed for everything:
http://www.staredit.net/starcraft/Regeneration

Here's a topic about attack speeds:
http://www.staredit.net/topic/6791/0/&sess=c2483f
The biggest difference with the mod is marine attack cooldown when stimmed, there's also the test map if you wish to test them yourself.
I'll call Nada.
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 15 2011 20:08 GMT
#1644
Hi, marines cant move shoot in BW - they have to wait for their animation to finish

here they dont ^^
MavercK
Profile Joined March 2010
Australia2181 Posts
January 15 2011 21:50 GMT
#1645
havn't seen you in awhile lololol
ty for the good info as always.

and yea. Marines and other units (Hydras for example) are too strong with stop stutter micro so im working on that.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
January 15 2011 22:16 GMT
#1646
MavercK !!!
You gotta fix the "The Document does not contain a Document Info data component." error for the sound mod publishing.
Im really motivated to play this map and spread it now that we have channels^^
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
[Eternal]Phoenix
Profile Joined December 2010
United States333 Posts
Last Edited: 2011-01-15 23:27:15
January 15 2011 23:26 GMT
#1647
Possible Bug: Are spider mines supposed to do full damage to every armor type? I thought they were. I'd double check that one and adjust it.

Also fantastic job so far with responding to bug reports and working out fixes. Everyone knows how important every detail is for BW, so far it's really really close, and I think given some more time it will be nearly perfect.
'environmental legislation is like cutting scvs to stop an imaginary allin that is never going to come, while your opponent ecos and expands continually'
SpeedUpCrab
Profile Joined January 2011
Korea (South)17 Posts
January 16 2011 01:54 GMT
#1648
On January 16 2011 01:16 MasterReY wrote:
The Document does not contain a Document Info data component.

error msg when publishing the sound mods


That'just what I wanted to Say.......in English.
MavercK
Profile Joined March 2010
Australia2181 Posts
January 16 2011 01:55 GMT
#1649
it's because theres no name for that locale. for some reason it's bugged. i'll try something else.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 16 2011 02:18 GMT
#1650
Spider mines should do explosive damage, and they should also do allied damage

That should be fixed ^^

Also in battles atm hwen i was zvzing ling AI seemed to bug out - if you a-move it seems a spine crawler has a huge priority so if its surrounded even if other lings/workers are attacking your lings just all die...
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-16 02:26:40
January 16 2011 02:21 GMT
#1651
spider mines are explosive and they do allied damage already

zergling and sunken colony have the same attack priority. drones however have lower.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
SpeedUpCrab
Profile Joined January 2011
Korea (South)17 Posts
January 16 2011 02:44 GMT
#1652
hey, did you fix the bug? (The Document does not contain a Document Info data component.)
SpeedUpCrab
Profile Joined January 2011
Korea (South)17 Posts
January 16 2011 04:14 GMT
#1653
I don't have much time because I have to go high school domitory.(I'll be back after a week.)
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-16 09:27:39
January 16 2011 06:36 GMT
#1654
http://www.sc2mapster.com/maps/brood-war-1-5/files/47-sc2bw-v0-94b/
i manually localized every file for enGB and koKR. all i can think of to get it to work.

changes

Circut Breakers map ported by Grebliv
Shield and HP Regen rates changed for Zerg/Protoss Units/Structures
Attack Speed Values for all units tweaked slightly
Irradiate no longer causes units to Flee
New Carrier Model/Texture by GnaReffotsirk
Movement delays added to Hydralisk and Marine Attack to prevent them doing crazy stop move micro.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 16 2011 06:52 GMT
#1655
Circuit breakers!! nice changes
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 16 2011 09:04 GMT
#1656
On January 16 2011 11:18 BrTarolg wrote:
Spider mines should do explosive damage, and they should also do allied damage

That should be fixed ^^

Also in battles atm hwen i was zvzing ling AI seemed to bug out - if you a-move it seems a spine crawler has a huge priority so if its surrounded even if other lings/workers are attacking your lings just all die...



Heyhey

Is the drone priority meant to be like that?
MavercK
Profile Joined March 2010
Australia2181 Posts
January 16 2011 09:13 GMT
#1657
not sure. im not 100% sure about how attack priority works in brood war
off the top of my head it's just attacking units over non attacking. so i should probably change it. i'll look into it.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-16 09:42:17
January 16 2011 09:40 GMT
#1658
publishing a minor version


SCV/Probe/Drone priority increased to 20. same as any other unit.
most units sizes changed. Dragoons for example will now fit through a 1x1 grid wall.
Psionic Storm reduced from 3 > 2.5 radius
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
January 16 2011 10:14 GMT
#1659
MaverecK, do you have any new information and plans for custom ladder for sc2bw?
MavercK
Profile Joined March 2010
Australia2181 Posts
January 16 2011 10:21 GMT
#1660
nope, is a pretty big project
programming the client and the website.
something i'd love to have done but someone else would have to do it for me
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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