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On January 21 2014 19:26 [SC]Django wrote:Please visual & graphics changes to : Vulture "Ion Thrusters" upgrade icon change: ![[image loading]](http://static2.wikia.nocookie.net/__cb20100822111651/starcraft/images/f/f1/SC2NitroPacks.jpg) Siege tank "Siege Mode" upgrade icon change: ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/7/72/TransformationServos.png) Maybe Change model from dropship for this "Hercules dropship" http://starcraft.wikia.com/wiki/Hercules_dropshipOf course change size... Sentinel: model, portait and sounds change to Oracle ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/f/f4/Oracle_HoTS_Beta.jpg/200px-Oracle_HoTS_Beta.jpg) and why arbiter doesn't have old remastered sounds ? Please for this changes i I would be happy.
I have mentioned most of those in the past. Namely the Oracle and the Dropship. The Hercules model is oversized but there is another dropship model available. As for the sentinel model, I have mentioned that one alot. It is bugged, ugly and cannot be cloaked, but Gossen/Kabel likes to stick to light protoss tech. Don't ask.
More custom sound files will increase the size of the mod through.
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On January 21 2014 23:09 Sumadin wrote:Show nested quote +On January 21 2014 19:26 [SC]Django wrote:Please visual & graphics changes to : Vulture "Ion Thrusters" upgrade icon change: ![[image loading]](http://static2.wikia.nocookie.net/__cb20100822111651/starcraft/images/f/f1/SC2NitroPacks.jpg) Siege tank "Siege Mode" upgrade icon change: ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/7/72/TransformationServos.png) Maybe Change model from dropship for this "Hercules dropship" http://starcraft.wikia.com/wiki/Hercules_dropshipOf course change size... Sentinel: model, portait and sounds change to Oracle ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/f/f4/Oracle_HoTS_Beta.jpg/200px-Oracle_HoTS_Beta.jpg) and why arbiter doesn't have old remastered sounds ? Please for this changes i I would be happy. I have mentioned most of those in the past. Namely the Oracle and the Dropship. The Hercules model is oversized but there is another dropship model available. As for the sentinel model, I have mentioned that one alot. It is bugged, ugly and cannot be cloaked, but Gossen/Kabel likes to stick to light protoss tech. Don't ask. More custom sound files will increase the size of the mod through.
could allways retexture the oracle to be golden instead of dark :p infact i saw one like that already looks pretty here it is the file download http://www.sc2mapster.com/assets/dark-protoss/files/148-khalai-oracle/ its just textures so its small size image:
![[image loading]](http://www.sc2mapster.com/media/images/50/482/Khalai-Oracle.png)
for dropships you've these (left one looks cool): http://www.sc2mapster.com/assets/soulfilchers-models/files/3-dropship-variations/ + Show Spoiler +
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Hello guys I am back :-)
I have spend yesterday evening and this morning reimplementing the modified movement in the data editor. I can tell you already that I am quite fond of how well it works. I have made one change that is key: Instead of giving the blockers (I called them followers before) a higher push priority, I gave them the push priority of the marines. This means that the blockers can be pushed aside like normal units but they still spread out the unit formation. I initially assumed that bigger units also have higher push priority but it turns out all units I have checked have the same priority so this works for all units equally. Because of this, microing units works much better, there was almost no blocking in my tests. I have also had no trouble chasing and killing a marauder with a zergling. Surrounds work also, as do melee vs melee engagements. However, there is a problem with stutter stepping marines. The chasing zerglings are blocked off almost completely and can not attack. This will need some ideas. I have made another demonstration video. Enjoy.
Some more implementation details: My changes consist of a new behaviour, associated effects and the blocker unit. The only thing that needs to be done to apply the new movement is to add the behaviour to it. For now I am just using a trigger that adds the behaviour to every unit entering the map (unless it is a blocker unit).
As for the problem of raising depots and planting buildings: It is possible to deactivate collisions with structures (think forcefields).
Since we generate the blockers periodically, problems with bunkers, dropships, etc. should not arise.
Also the blockers have a timed live, so every issue that remains should go away after 3 seconds :-)
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Hmm I liked the movement better before? Could you make it that the invisible units that spawn after movement stay alive a bit longer, or die when other unit stops.
In previous video they were spreading out even more which I liked.
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On January 21 2014 23:48 NukeD wrote: Hmm I liked the movement better before? Could you make it that the invisible units that spawn after movement stay alive a bit longer, or die when other unit stops.
In previous video they were spreading out even more which I liked.
Yes I agree. Increasing the lifetime of the blockers is no problem. I am going to double the lifetime to 6 seconds and try how that works.
EDIT: Changing the livetime doesn't really change anything. But I have randomized the starting time of the period so the blockers are not generated all at once. Now the spreading is smooth as a babys bottom :-)
I used triggers for this however. No idea how to do this in the data editor.
What also helps mitigate sudden jerks while moving is setting the movement speed of the blockers slightly higher than that of the unit they are following. Here is how it looks at the moment.
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![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/f/f4/Oracle_HoTS_Beta.jpg/200px-Oracle_HoTS_Beta.jpg)
Wow that oracle looks really cool.
I have a question for the creators of this mod. Originally the terran's macro mechanic was to be dropping reactors. (well, giving buildings reactor properties for a limited time) Did you change it up because you thought it was to hard to balance or because you thought you couldn't get it working properly.
If its the latter, I think I could get it working. The way I see it, the terran will have to string together multiple drops while building reactored units so that they don't lose the debuff. Simple units, like marines and vultures would be fine with this, but doing something like creating two battlecrusiers would require you to keep the debuff on the starport for the entire construction of the second battlecrusier.
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On January 22 2014 04:25 Bswhunter wrote:![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/f/f4/Oracle_HoTS_Beta.jpg/200px-Oracle_HoTS_Beta.jpg) Wow that oracle looks really cool. I have a question for the creators of this mod. Originally the terran's macro mechanic was to be dropping reactors. (well, giving buildings reactor properties for a limited time) Did you change it up because you thought it was to hard to balance or because you thought you couldn't get it working properly. If its the latter, I think I could get it working. The way I see it, the terran will have to string together multiple drops while building reactored units so that they don't lose the debuff. Simple units, like marines and vultures would be fine with this, but doing something like creating two battlecrusiers would require you to keep the debuff on the starport for the entire construction of the second battlecrusier.
It was because of difficulties in the editor etc. Starbow team likes the drop reactor thing. We couldnt get it to work the way we wanted it.
I dont remember completely how we wanted it but something like better effect on baracks, less on factories. Iam sure someone else can fill in much better than me
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Here's a list with the assets changes you should made. Its really easy and i think older models should get replaced. 1. A dragoon portrait. God its been 2 years without a dragoon portrait. Do you think this is good ? + Show Spoiler +
2. Corsair portrait. Isnt the current one ugly ? + Show Spoiler +
3. Arbiter. oh , how much i hate you for having a 2010 Arbiter model. + Show Spoiler +
4. Optional , but id like it. Same as with Arbiter , 2010/2011 model. + Show Spoiler +
5. An sc1 Archon portrait. + Show Spoiler +
6. Archon model. This one is special , it has an unique team colored aura , which helps understanding the unit's owner. + Show Spoiler +
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Wow great work leZael! i hope this gets in, looks awesome!
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Those models are really beautiful. Would love that dragoon portrait alot
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At lest the dragoon, corsair portrait and archon model should be implemented if we can
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That reaver scares me.... When i see that arbiter model, i dont get a picture of the one we have now. But its probably ugly so i rpefer this one!
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Why does the reaver scares you? I like it T'T
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On January 22 2014 05:17 IeZaeL wrote:Here's a list with the assets changes you should made. Its really easy and i think older models should get replaced. 1. A dragoon portrait. God its been 2 years without a dragoon portrait. Do you think this is good ? + Show Spoiler +2. Corsair portrait. Isnt the current one ugly ? + Show Spoiler +3. Arbiter. oh , how much i hate you for having a 2010 Arbiter model. + Show Spoiler +4. Optional , but id like it. Same as with Arbiter , 2010/2011 model. + Show Spoiler +5. An sc1 Archon portrait. + Show Spoiler +6. Archon model. This one is special , it has an unique team colored aura , which helps understanding the unit's owner. + Show Spoiler + Sick! I especially like the reaver and the archon. Hope they will be implemented.
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Hell why is roach look like the dumb campagin roach and its red and shoot fire? why does it shoot fire? make no sense for insect to spit fire. (and don't come now with it makes no sense that insect are big as human, that is the way it is in starcraft universe it is normal for zerg to be big but not normal for zerg to spit fire)
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On January 22 2014 07:41 cabal] wrote: Hell why is roach look like the dumb campagin roach and its red and shoot fire? why does it shoot fire? make no sense for insect to spit fire. (and don't come now with it makes no sense that insect are big as human, that is the way it is in starcraft universe it is normal for zerg to be big but not normal for zerg to spit fire) I agree the starbow roach is a bit corny. It doesn't really fit in with the rest of the zerg.
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I like the starbow roach, it's not as nondescript as the current sc2 one.
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I had my first game first loss. This mod is gonna get big in the future.
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Though Im a Starter Edition user it's no hassle to pick all 3 races! And now im installing SC2 SEs to my network pcs so I can party up with my real friends in the cafe. Starbow is so fucking fun to play.
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Currently the models and icons are not a priority, but in the future, may be implemented.
@Corsair: It would be nice if you could include the ability "graviton beam" on this unit, maybe the targeted light and medium units receives 50% of the damage and armored units gain 100% damage. What you think of this, kabel?
I'd like to see an alternative way to counter tanks, lurkers and reavers.
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