On January 17 2014 20:18 Foxxan wrote: And some maps needs 4workers to mine gas effeciently.
I suggest players using 3-4 workers depending on the angle of the geyser. If you can draw a vertical or horizontal line from the side of a geyser crossing your main building, you only need 3 workers, else 4. It seems more symmetrical than sc2's geyser mining, if you apply that rule.
Are you going to add old voices from BW to starbow? Some of them like zealot attack is nearly impossible but quotes, some attacks like marine fire or siege tank could be done.
There is a bug with a Siege Tank in Siege Mode which will be fixed with the next patch. It prevents the tank to target fire unless you are ordering it to attack the whole time.
Technical explanation: The bug is created by a buff's "suppress movement" flag and the allowed movement setting of its weapon which was set to "moving". For some reason, the game engine decided that these settings combined result in a loss of the order after a few game ticks. Obviously this is an engine bug, as the tank could easily attack while standing still as the target is in reach. The buff's flag is required to allow Dropship's to pick up the siege tank in siege mode as normally they can't pick up immobile units (hardcoded restriction).
On January 18 2014 07:28 Ahli wrote: There is a bug with a Siege Tank in Siege Mode which will be fixed with the next patch. It prevents the tank to target fire unless you are ordering it to attack the whole time.
Technical explanation: The bug is created by a buff's "suppress movement" flag and the allowed movement setting of its weapon which was set to "moving". For some reason, the game engine decided that these settings combined result in a loss of the order after a few game ticks. Obviously this is an engine bug, as the tank could easily attack while standing still as the target is in reach. The buff's flag is required to allow Dropship's to pick up the siege tank in siege mode as normally they can't pick up immobile units (hardcoded restriction).
Ahli, I appreciate your work you are putting into the editing of the mod. It´s certainly hard to create all these workaround to get units to work properly. lfward for the next patch/bugfix.
Kabel or anyone else on the SB design-group, I would love to read what your plans are for each race's macro mechanics. I wrote an exceedingly long post in the "Starbow Beta" thread which is on like p73-75 that I hope you guys might consider - I think it really has the potential to take this experience to the next level.
I just hope you guys realize that having hard macro is not a bad thing at all...and that there might be more ways to achieve that design goal than removing MBS/UUS.
Loving all the work so far, ready to rage at Protoss (from Hider's remarks).
On January 18 2014 13:35 BasetradeTV wrote: Not sure if this has been reported yet or not, but after going back to cut up vods I noticed scourges do not currently appear in the production tab
On January 18 2014 13:35 BasetradeTV wrote: Not sure if this has been reported yet or not, but after going back to cut up vods I noticed scourges do not currently appear in the production tab
I noticed it alongside you ^^
To fix it, give the unit a "leader alias". While you are on it, give the unit a score for produce and kill. Blizzard's rule for that is adding the resource costs, as far as I know. Also, set the cost category to "Army". Then it should be tracked properly in the spending tab of the leaderpanel, too.
Starbow Map Owners, please make a team map that has closer positions for team games, so team games aren`t as one sided gang up on one guy games. Right now i enjoy a lot the mod, but i need to get a better feel of protoss against protoss.
I think scourges used to either friendly fire or overkill in bw. You had to split them up in to pairs or something to use them really well or you got really weird results, like 15 scourge killing almost nothing after they reach the first target. I saw yesterday a lot of scourge perfectly distributing detonations like banelings. Don't know if intended or not.
Treating banes like bw scourge might be fun as well, and would justify a buff since they'd be so hard to use and micro-heavy suddenly
On January 19 2014 10:47 CutTheEnemy wrote: I think scourges used to either friendly fire or overkill in bw. You had to split them up in to pairs or something to use them really well or you got really weird results, like 15 scourge killing almost nothing after they reach the first target. I saw yesterday a lot of scourge perfectly distributing detonations like banelings. Don't know if intended or not.
Treating banes like bw scourge might be fun as well, and would justify a buff since they'd be so hard to use and micro-heavy suddenly
Sourge did overkill when I played bw. They don't here. It going to be hard to balance because air stronger than bw @ no selection limit.