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[A] Starbow - Page 507

Forum Index > SC2 Maps & Custom Games
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Sumadin
Profile Joined August 2011
Denmark588 Posts
January 13 2014 23:37 GMT
#10121
On January 14 2014 08:33 Ahli wrote:
I took the freedom of checking out the StarbowBeta mod in the editor.

Bug:
- High Ground mechanic doesn't work properly in every case. If you switch targets between starts attacking and the actual weapon launch, the damage reduction effect applies to another target you attack. This just resulted in a Dragoon dealing 0.5 damage on a Marine standing right next to it.
FIX: remove the behavior, if the trigger doesn't add the high_ground behavior (so, remove the behavior in the else case)
- The High Ground mechanic doesn't work properly when a fast attacker switches the target. For example, a Marine shoots at something on a cliff and received the debuff. It deals 0.5 damage to the unit on the cliff. After dealing damage it is ordered to attack a unit directly next to it. The Marine attacks and deals 0.5 damage, too. The problem is the duration. It has a static duration of 1.5. It should be tied to the unit type instead to avoid overly long durations.
- The "Attack" button used by some units creates a problem when the "simple command card" game option is used by the player. For example, Arbiter shows the first row of commands. Btw, it doesn't show its abilities, so you should check the other button's settings, too. The button's field for that is named "Hides for simple text".

Possible Optimizations:
- Make use of the "default" case in switches (it's its own field) to save the last validator check. Also, that would be used automatically for all units that don't pass your other validators making it a more robust implementation. Else you might have attacks that don't deal damage to some units, if your validators and unit attributes aren't calibrated correctly.
- "Set to 1" trigger has a redundant "wait" action making the thread exist longer than necessary. There is a limit of 1024 threads.
- "Map Init" overrides the current order indicator setting for players 1 to 15. Player 15 is forced to be the player "Hostile". So, you either use 0 to 14 or 1 to 14, if you plan to never alter Player 0 (neutral) in a map (which you really shouldn't). => 1 to 14
- "Map Init" sets a custom value to 0. That's the initial value, so the whole loop is not required.
- Why is there a wait(0.0625) [= 1 game loop] at the end of the "siegedAttackAbility"? Why can't you just remove it? The only application of the custom value mattering for siege tanks is the same trigger...

I don't fully understand your siegedAttackAbility. Do you care to elaborate why it is required?


Probably to make Sieged Tank pickup available. Most likely that infact.

Sine you seems knowledgeable could you look into the bug where Vultures will appear double in Production tab and Unit Tab for observers? (8 vulture will appear in unit tab when only 4 is being made).
The basic key to beating a priest is playing a deck that is terrible.
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2014-01-14 06:53:12
January 14 2014 00:53 GMT
#10122
On January 14 2014 08:37 Sumadin wrote:
Probably to make Sieged Tank pickup available. Most likely that infact.

Sine you seems knowledgeable could you look into the bug where Vultures will appear double in Production tab and Unit Tab for observers? (8 vulture will appear in unit tab when only 4 is being made).

That's a really odd bug.
But I've fixed it via removing the "tech alias" of the vulture.

Other problems:
- the vulture is missing "prevent destroy" flag. AfaIk, that one alters which units belong to a message that a player has no more forces. Maybe other units miss that flag, too.
- "Mutate into Spawning Pool" button (used by the Drone) is missing a line break in its tooltip text.

edit:

other potential problem:
- "Spider mines 3 Buffs on same target" should use "less than 3" instead of "not equals 3" as the max stack count is 4. This could potentially cause problems.

BUG:
- the dropship model has a huge mouse zone attached to it. That is created by "Dropship Dummy" actor. Remove that actor! if the dropship is looking towards the player's camera, it's on the left side.

- Firebat has a validator "no markers" in its damage effect vs large units making it deal no damage. This just happened on StarcraftWinter's stream with decemberscalm commentating.

edit:
- carriers are missing the hallucination custom death in their unit actor.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Dubo
Profile Joined June 2010
United States161 Posts
Last Edited: 2014-01-14 06:04:24
January 14 2014 06:02 GMT
#10123
On January 14 2014 08:29 murphs wrote:
Glad you're enjoying it wheat.

Personally I was drifting away from SC2 since the release of hots. While hots is better than wings, it wasn't enough of an improvement. It's very difficult to remain interested in a game when all that holds you is some glimmer of hope that Blizzard will see the light and make the big changes that need to happen.

David Kim's balance post last week was the last straw. In a game with such deeply rooted design issues this guy hops on to the forums to let everyone know that winrates are near the 50% mark and therefore his job is done until a month later where he will do the exact same thing. Hopeless.

As if by divine intervention I discover Starbow this weekend past. I am playing it and enjoying it immensely. I don't care about the balance issues that may exist. Balance is a luxury we can afford to discuss when the fundamentals are solid and the game is fun. Starbow is FUN.

SC2 is dead to me now. I'm not waiting for Blizzard to fix the game because it won't happen. I'll be playing this instead.


This is exactly how I feel but I don't have your way with words. I hope Starbow takes off and I could care less what happens to SC2 at this point, because for the last year or two I've seen how little Blizzard cares about their community and I don't think SC2 even deserves success at this point.

On another note, so as not to double post, I noticed a bug today that makes vultures show up twice on the production and unit tabs, ie the actual number is doubled.
the scv is a spy!
Big J
Profile Joined March 2011
Austria16289 Posts
January 14 2014 07:33 GMT
#10124
small micro suggestion for abduct:
- instead of pulling a target to the viper location when the spell is cast, let it move towards the viper until it reaches the viper.

Then a player could influence a little bit where the target is being pulled (e.g. pull a little further through micro).
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 14 2014 08:44 GMT
#10125
Just want y'all to know Jaedong is playing Major in Starbow:

http://www.twitch.tv/zlfreebird
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 14 2014 09:48 GMT
#10126
On January 14 2014 17:44 Beef Noodles wrote:
Just want y'all to know Jaedong is playing Major in Starbow:

http://www.twitch.tv/zlfreebird

Everyone told him it was BW and he spent the entire time reading english tooltips apparently. So sad
He should focus on practice for his matches probably anyways.
PrimalDrone
Profile Joined December 2010
Ireland5 Posts
January 14 2014 10:04 GMT
#10127
Just wanted to post to say I love this mod, haven't had so much fun playing Starcraft in quiet a while! If you could somehow make a Starbow 1v1 ladder system I don't think I would play HOTS anymore!
vvv
Profile Joined October 2011
13 Posts
January 14 2014 11:31 GMT
#10128
What would you guys think of an alternative ladder for this mod? I think it could be implemented as an SC2Gears plugin with a supporting website. I'm ready to work on this but I'd like to know if you think this is a good idea before I start.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 14 2014 11:59 GMT
#10129
--- Nuked ---
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-01-14 15:48:35
January 14 2014 15:44 GMT
#10130
A SC2Gears plugin would also be a possible way of creating a ranking by doing automatic replay uploads.

Though it might go against the Terms and Conditions:

F. Host, provide or develop matchmaking services for the Game or intercept, emulate or redirect the communication protocols used by Blizzard in any way, for any purpose, including without limitation unauthorized play over the internet, network play (except as expressly authorized by Blizzard), or as part of content aggregation networks;
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
purakushi
Profile Joined August 2012
United States3304 Posts
Last Edited: 2014-01-14 15:58:21
January 14 2014 15:57 GMT
#10131
On January 15 2014 00:44 iHirO wrote:
A SC2Gears plugin would also be a possible way of creating a ranking by doing automatic replay uploads.

Though it might go against the Terms and Conditions:

F. Host, provide or develop matchmaking services for the Game or intercept, emulate or redirect the communication protocols used by Blizzard in any way, for any purpose, including without limitation unauthorized play over the internet, network play (except as expressly authorized by Blizzard), or as part of content aggregation networks;


What a silly rule =\
I say we just make it lol. Actually, I have already spoke to Xiphias about an already made one hosted by sc2replaystats that I was using for my mod a while back. Obviously, it never took off, but everything is already made now, and it seems to be exactly what we are looking for. It works seamlessly, too.
T P Z sagi
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 14 2014 16:27 GMT
#10132
It is to shoot down the pirated ladders of BW. Blizzard got their Reasons.
The basic key to beating a priest is playing a deck that is terrible.
vvv
Profile Joined October 2011
13 Posts
January 14 2014 16:38 GMT
#10133
Yeah, automatic replay upload is what I was thinking. The two players would need to upload the replays for a result to be validated. I don't think it goes against the TOS as it does not emulate nor redirect any Blizzard protocols, it merely provides similar functionality. Although I do think that some matchmaking features such as automated tournaments would be nice.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
January 14 2014 16:52 GMT
#10134
Yea a replay upload system is fine; as long as you don't mess with packets or files while playing, you're fine.
aka ChillyGonzalo / GnozL
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 14 2014 17:21 GMT
#10135
@burrow
I wanna see this on tier 2.
Reason: Baneling bombs in tvz, arrives so early.

What is the drawback here? Like none.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
January 14 2014 18:06 GMT
#10136
On January 14 2014 19:04 euHaze wrote:
Just wanted to post to say I love this mod, haven't had so much fun playing Starcraft in quiet a while! If you could somehow make a Starbow 1v1 ladder system I don't think I would play HOTS anymore!


u'll actually be playing HOTS anyway
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
January 14 2014 19:25 GMT
#10137
Bug Report
+ Show Spoiler +

URGENT -
- Firebats do 0 damage to Armored shields (tested against all protoss buildings, archons, stalkers, goons) They do correct damage to Light units. There are no medium units with shields to test.

Major -
- If a Tunneling Roach unburrows prematurely, the 50% damage reduction still applies for a full 5 seconds.
- Sieged tanks do not attack units using "Hold Fire" (namely, Lurkers and Ghosts)
- Ghost's Shock does not prevent the usage of some abilities. (Banshee's Cloak, Ghost's Cloak, Roach's Tunnel)
- Reaver deals 0 damage to friendly units (you can attack your own buildings and units but still deal 0 damage). The exploding scarab still deals splash to enemy units. Intentional?

Minor -
Spawn Creep Tumor tooltip still reads "Bonus: Zerg move faster on Creep"

Suggestions / Misc / Ignore This-
- Stalker is Armored, thought it was supposed to be Medium? Furthermore, Protoss has 0 medium ground units.
- Neither Protoss nor Terran have any Light air units. Maybe consider Sentinel or Banshee?
- Fusion Core granting access to +2 upgrades feels very unintutive to new players. We have the Science Facility model available, maybe we should replace Fusion Core with Science Facility (same stats, tech, upgrades, unlocks, etc). Just a different model.

Tales from Twitch Chat -
- Many people have said the Sentinel feels purposeless and/or weak.
- '' '' '' Defilers are too big.
- '' '' '' Queen has too many abilities
- '' '' '' It's difficult to distinguish Scourge from banelings.
- '' '' '' Kappa
aka ChillyGonzalo / GnozL
Dauntless
Profile Joined May 2010
Norway548 Posts
January 14 2014 22:26 GMT
#10138
I'd like to express my appreciation for making this mod. What you've done is amazing.

I'd also like to request a list of contributors, so it's easier to understand who is involved in the development when reading posts. Either that or some info in your signatures. Or both.

I hope you keep up the good work!
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
shin_toss
Profile Joined May 2010
Philippines2589 Posts
January 14 2014 22:47 GMT
#10139
On January 21 2012 03:42 Itisis wrote:
Barracks, Factories, and Starports can be salvaged..? Also, I don't see the reason behind the Gateway/Warp Gate change, seems like you just changed it for the sake of changing it.


It's actually good, have been thinking of this exactly long time ago, Warp gates use are only for special uses like harrasment warp ins and gives the defenders advantage in XvP since P can only get it after Twilight tech.
AKMU / IU
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 14 2014 22:52 GMT
#10140
Can we please have a discussion about LaLush's suggestion to increase the supply limit? 200/200 seems too small for every army (except maybe siege tanks).

Rebalance the game around 250 or 300 supply? I think not only would it reward macro oriented players, but it would also even further hurt the deathball because the units in the back wouldn't be able to fire because they are too far away.

Again, I think the only problem is the siege tank, but there could be other ways of balancing it.
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