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On February 02 2012 07:10 Tump wrote: I've found a ton of bugs, particularly game breaking ones involving Oracles and Shredders.
Bugs I've found:
Gameplay -Shredders can deploy while units are in the no-friendly zone if the friendly units in question are on a different elevation level. (i.e. Shredder on cliff, other friendly unit on low ground).
-When Phase Shifted, structures that support Arc Shield's attack can still fire.
-When Phase Shifted, Point Defense Drone and Auto-Turrets continue to function.
-When Phase Shifted, Bunkers continue to allow Infantry inside to fire.
-When Phase Shifted, Creep Tumors continue to function, unlike the Pylon's Power Field.
-Arc Shield's attack doesn't work on your own buildings of a difference race, with the exception of the Planetary Fortress, Missle Turret, Spine Crawler, Spore Crawler, Auto-Turret, and Point Defense Drone.
-Arc Shield overwrites the attack of Planetary Fortress, Auto-Turrets, and Missle Turrets, Spine Crawlers, and Spore Crawlers. Sometimes this can be broken by attacking a different target (even before Phase Shift is over with).
-Point Defense Drones attack with Arc Shield, but cannot select a specific target to focus fire.
-Xel'naga Watch Towers can be Phase Shifted. As they are supposed to be invulnerable, untargetable neutral structures, they must be made immune to Phase Shift.
-Creep Tumors under construction have a massive Arc Shield "blue" graphic.
-Commands issued to Spine Crawlers and Spore Crawlers before they are Phase Shifted continue if the buildings are uprooted and Phase Shifted afterwards.
-Viper can target burrowed units (at least friendly ones) with Abduct.
Units -Unit Tester map has no Mothership or Overseer, while it still has WoL's Thors and Carriers. Blizzard has stated that unit removals are not final (particulary in regards to the Carrier) - so I would just put them back in. You can always test without them. However, some would like to theory craft assuming some of the unit removals are reversed.
Tooltips -Unit Tester map tooltip for Replicator is that of a Sentry.
-Many tooltips for new units need to be redone. Mispellings, inproper grammar, random unneeded blank lines, etc.
Thanks for taking the time to find out all these bugs, I dunno how you found them all some of them would be very hard to notice. I hope the mod creater fixes these expecially the oracle ones. Great mod btw, Im playing it more than normal WoL ^^!!
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This might be an odd request but I would like to see a replay of someone going tempest vs muta to see how it works out. Sounds stupid but Im really interested to see how that will play out!
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I've just released a new patch 1.27 addressing all the bugs that have been mentioned recently .
Patch Notes 1.27 - Shredder no longer activates with varying cliff levels - Arc Shield now only works on protoss structures (like chronoboost) - Phase shift now disables point defense drones and auto turrets - Phase shift now completely disables bunkers - Phase shift now works on creep tumors - Phase shift now freezes timed life (pdds, auto turrets) - Phase shift now stops spine/spore crawler movement - Phase shift no longer works on Xel'Naga Towers - Viper's abduct no longer works on burrowed units
On February 02 2012 07:10 Tump wrote: I've found a ton of bugs, particularly game breaking ones involving Oracles and Shredders.
Bugs I've found:
Gameplay -Shredders can deploy while units are in the no-friendly zone if the friendly units in question are on a different elevation level. (i.e. Shredder on cliff, other friendly unit on low ground).
-When Phase Shifted, structures that support Arc Shield's attack can still fire.
-When Phase Shifted, Point Defense Drone and Auto-Turrets continue to function.
-When Phase Shifted, Bunkers continue to allow Infantry inside to fire.
-When Phase Shifted, Creep Tumors continue to function, unlike the Pylon's Power Field.
-Arc Shield's attack doesn't work on your own buildings of a difference race, with the exception of the Planetary Fortress, Missle Turret, Spine Crawler, Spore Crawler, Auto-Turret, and Point Defense Drone.
-Arc Shield overwrites the attack of Planetary Fortress, Auto-Turrets, and Missle Turrets, Spine Crawlers, and Spore Crawlers. Sometimes this can be broken by attacking a different target (even before Phase Shift is over with).
-Point Defense Drones attack with Arc Shield, but cannot select a specific target to focus fire.
-Xel'naga Watch Towers can be Phase Shifted. As they are supposed to be invulnerable, untargetable neutral structures, they must be made immune to Phase Shift.
-Creep Tumors under construction have a massive Arc Shield "blue" graphic.
-Commands issued to Spine Crawlers and Spore Crawlers before they are Phase Shifted continue if the buildings are uprooted and Phase Shifted afterwards.
-Viper can target burrowed units (at least friendly ones) with Abduct.
Units -Unit Tester map has no Mothership or Overseer, while it still has WoL's Thors and Carriers. Blizzard has stated that unit removals are not final (particulary in regards to the Carrier) - so I would just put them back in. You can always test without them. However, some would like to theory craft assuming some of the unit removals are reversed.
Tooltips -Unit Tester map tooltip for Replicator is that of a Sentry.
-Many tooltips for new units need to be redone. Mispellings, inproper grammar, random unneeded blank lines, etc.
Thanks so much for your feedback, these should all be fixed now. I will get the Unit Tester updated soon, re: the tooltips which server were you checking them on? I thought they were all correct at least on NA as of a few patches ago (not sure how they translated to other servers), if you could mention the units or some such I can definitely look into them .
On February 02 2012 01:51 Schtroumpfs wrote:Hey I have found a specific issue with the mod that can be resolve, thus providing a better sc2 hots experience. I have found a video on youtube that seems to be recorded during Blizzcon, because in the video there is a Swarm Host with the proper model, so it's not a mod. While looking at this video on youtube : Heart of the Swarm ZERG Unit - Burrow Ultralisks! , if you stop at 0:47, the description says that the charge of the ultralisk have a cooldown of 30 second and that, upon unborrowing, all unit in the vicinity are knocked back and suffer 10 damage. I don't know what they mean by vicinity : those that are under the ultralisk? so those this mean that the ultralisk unborrow when he is upon contact or under the target? ![[image loading]](http://i.imgur.com/gx5kO.png) Later on the video, from 1:00 to 1:05, i'm not sure but i think i have see the ultralisk unborrow directly under the target Also, i found it strange that at 0:43, we can clearly see that the Ultralisk only have the charge ability, not the Frenzied passive ability, which mean that the ultralisk is now subject to Concussive Shell, Fungal and mindcontrol. The Burrow Charge is the counter to those spell, but does that mean that if i have detection and awesome micro, i can fungal the ultralisk ? Thank you for reading my post, have a nice day everybody.
I didn't know about the 10 damage part, but as I have it now units within a small radius get pushed back a bit like in the video, I believe its 'under' not 'upon contact' since upon contact would make for some strange scenarios.
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No problem, thank you for taking the time to make the mod and add all the changes. My favorite custom map. :D
In the Unit Tester, the tooltips for Viper, Corruptor, Oracle have some minor punctuation and grammatical errors. Oracle has two unneeded less lines at the end of the tooltip, where it usually says "Can attack ground or air units." But since it can't attack either, it doesn't have those additional lines, not unlike the High Templar. The Replicant in the Unit Tester (but I believe NOT the melee maps) has the Sentry tooltip still. None of this is super important obviously, but I had a lot of spare time to test out your map.
Also, if it's possible for you to re-implement the Mothership and Overseer for the Unit Tester, that would be pretty cool. Like I said before, Blizzard has stated not all unit removals are final (particularly in regards to the Carrier, which has been going in and coming out of their current internal HotS Builds). Would be fun to theorycraft some stuff with those units. So at the very least keep Carrier and WoL Thor in but try to put the other two back We have the regular melee maps on Metalopolis, etc to have those units discluded. Doesn't matter in the Unit Tester, though.
Edit: Server is NA
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Just had another play with the newest version and noticed a few things; Swarm Host - The locusts dont attack anything on the way to their rally point, arent they meant to be on autoattack after coming out of the swarm host? Infestor - I was mucking around with a hard AI and neural parasited a probe. I could build a nexus, more probes and pylons fine but couldnt build a hateway eben on my own power grid. Viper - Abduct doesn't pull the unit to the viper anymore 
Keep up the good work mate ^_^
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On February 05 2012 20:54 KnT wrote:Just had another play with the newest version and noticed a few things; Swarm Host - The locusts dont attack anything on the way to their rally point, arent they meant to be on autoattack after coming out of the swarm host? Infestor - I was mucking around with a hard AI and neural parasited a probe. I could build a nexus, more probes and pylons fine but couldnt build a hateway eben on my own power grid. Viper - Abduct doesn't pull the unit to the viper anymore  Keep up the good work mate ^_^
Hm really? Which map was this on? I just tried all the above and they all worked perfectly on my base map.
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protoss were saying they couldn't build gateways on shakuras again
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so, antiga 1.17, have the lastest version of this mod?
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They should, I will check Shakuras to see whats up with the gateways.
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I was playing on Shakuras, pretty sure I had the most recent patch. Will check when I get home and let you know
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I'm highly interested in how you achieved Abduct's ability to continuously move ground units over cliffs and chasms no matter what unit it's used on. If you wouldn't mind revealing how you got around their Mover - Ground setting I'd be appreciative.
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Alright, tried it over the weekend - This time on Belshir which I had to download to play so definitely the most recent
Protoss couldnt build a gateway Abduct didnt pull the unit, the animation worked but the unit didnt move
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how do you add all the units? like the new ones? do you use the data editor? cause i really want to make my own custom melee map but i have no idea how to add new units ==;;
If you have any videos or websites that might help me please link me. and if you have any tips i would love them.
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Just got a bug pylons are not giving power to buildings on bel shir beach not sure why
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@XenoX101
Would you be able to incorporate your HOTS custom into a 6m1hyg map?
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On March 23 2012 07:11 MNdakota wrote: @XenoX101
Would you be able to incorporate your HOTS custom into a 6m1hyg map?
Hey, I could do this for say a few maps, let me know which ones and I'll see what I can do.
Also regarding the pylon power issue and abduct issue I'll try to get on to it but I've been extremely busy with uni so I can't promise anything, the other maps still work well and I'll be adding Cloud Kingdom and potentialy Korhal Compound sometime soon for those interested.
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On March 23 2012 11:00 XenoX101 wrote:Show nested quote +On March 23 2012 07:11 MNdakota wrote: @XenoX101
Would you be able to incorporate your HOTS custom into a 6m1hyg map? Hey, I could do this for say a few maps, let me know which ones and I'll see what I can do.
When you get time, could you edit the map Devolution 6m1hyg and implement your HOTS custom into it? For reference - http://www.teamliquid.net/forum/viewmessage.php?topic_id=322253
The download itself to the map - http://www.mediafire.com/?byss4x93gov8wab
Thanks XenoX101! Much appreciated by Barrin. 
EDIT: Proof that you have permission to edit his map so we're clear: + Show Spoiler +On March 23 2012 09:43 Barrin wrote:Show nested quote +On March 23 2012 09:41 MNdakota wrote:I think it would be great if someone would implement the HOTS custom mod by XenoX101 and have 6m1hyg along with it. Mostly for fun purposes, not testing. Does anyone have skill with the map editor because I certainly don't.  Barrin, you could possibly do it if you have time? I really love this idea but I'm too busy to take that task myself D: You have my permission to use Devolution for this.
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HOTS on Devolution sound really fun. The new positional units as well as the new casting abilities will make the game seem faster because more things are happening, despite the lowered income. I hope anyways.
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So I'd like to ask you guys who played the custom, how does the Replicant feels?
AFAIK, the most "replicable" units are Siege Tanks, Ravens and Banshees (maybe medivacs, in some contexts) against Terran and Infestors and Vipers (maybe Corruptors? if you could morph them to Broolords later?) against Zerg. Do these units have good or unbalancedly good sinergy with Protoss units?
How does that change the game and the metagame?
Does it stop Terrans from producing Banshees or punish those who do so?
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