|
On January 21 2014 23:37 AnteZ wrote:+ Show Spoiler +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. ome 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 :-)
Hey there! I'm not a starbow player, but I regularly check the threads in teamliquid related to sc2 mods to get some sort of feedback and ideas for the mod of my team because we usually have similar problems... And I thought... why don't I give something as an exchange?
@AnteZ:
I've seen your video, and I love how it works! You've had a really creative idea!
I know about a workaround that might solve your problem, I've sort of used it for our nydus canal ability.
You can configure the "blockers" to only block ally units. How to? There's a "collision" flag under the unit tab. If two units have the same collision flag, they can't occupy the same space. Your blocker must have "ground" and "forcefield", then it can't be in the same place that a forcefield or a ground unit occupies.
There are 6 unused ground collision flags. If you make 6 different blockers and each one with one of those 6 flags (and all the other flags unchecked), the spread trigger can work just as you want to with up to 6 different teams (maybe someone familiarized with galaxy script -or just data- can help you to add more collision flags, or you can use another flag that you don't use in the mod).
Every time that a ground unit is created, you have to check to which team it belongs, and assign to it a collision flag that will only have its team ground units (via behaviors or upgrades), and then create periodically for it the "blocker" just as you were doing it, but with the same flag of the team.
I see in it another problem with your trigger, but it's not a big deal: There are some units, like the Ultralisk, or the Thor, that can't be pushed away. Then, this system won't work for them.
|
Russian Federation13 Posts
Hi, guys. I should say I like your mod a lot. It is really great way to bring wave of fresh interesting features in slowly dying SCII ^__^ Not sure if there will be new major updates since the creator is going to make his bow but here there is a couple of suggestions. Maybe you’ll be fond of them, maybe not)
About cut units: It is a pity that new swarm host has been removed. Don’t get me wrong - I believe it to be unit with cool concept (ground carrier ftw) and graphics… just a horrible design( I assume that free locusts would be problem no matter how high (or low) their dps is… So maybe they should deal no damage at all? But increases damage dealt to unit attacked by them by other zergs (kinda like devourer acid spores). This way locusts can serve as army support, cannon fodder, encourage focus fire and micro, but be nowhere nearly as spendable and annoying.
About terrans: What do you think of diamondback (campaign unit)? Could it fit Starbow – with proper stats nerf of course? Imho it might make mech even more fun, supporting vultures hit-and-run tactics and being sort of alternative to tank
About abduct: Maybe it should neither insta-kill unit (assuming zerg has decent army) nor make it invulnerable after grabbing in a weird way but simply reduces dealt both by it and to it after grabbing?
P.S. Is toss going to get some army addition? I have seen discussion of floating probe-like unit recently in this topic...
Thank you for your time!
|
|
On January 22 2014 23:09 cacho56 wrote:Show nested quote +On January 21 2014 23:37 AnteZ wrote:+ Show Spoiler +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. ome 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 :-) Hey there! I'm not a starbow player, but I regularly check the threads in teamliquid related to sc2 mods to get some sort of feedback and ideas for the mod of my team because we usually have similar problems... And I thought... why don't I give something as an exchange? @AnteZ: I've seen your video, and I love how it works! You've had a really creative idea! I know about a workaround that might solve your problem, I've sort of used it for our nydus canal ability. You can configure the "blockers" to only block ally units. How to? There's a "collision" flag under the unit tab. If two units have the same collision flag, they can't occupy the same space. Your blocker must have "ground" and "forcefield", then it can't be in the same place that a forcefield or a ground unit occupies. There are 6 unused ground collision flags. If you make 6 different blockers and each one with one of those 6 flags (and all the other flags unchecked), the spread trigger can work just as you want to with up to 6 different teams (maybe someone familiarized with galaxy script -or just data- can help you to add more collision flags, or you can use another flag that you don't use in the mod). Every time that a ground unit is created, you have to check to which team it belongs, and assign to it a collision flag that will only have its team ground units (via behaviors or upgrades), and then create periodically for it the "blocker" just as you were doing it, but with the same flag of the team. I see in it another problem with your trigger, but it's not a big deal: There are some units, like the Ultralisk, or the Thor, that can't be pushed away. Then, this system won't work for them.
Hi. Yes i am actually using the unused ground collision groups so the blockers only interact with units, not structures or similar ( so you can raise depot and plant down buildings). Do you know of a way to assign these collision groups in a game? I have checked but the only thing i have found is a trigger to deactivate collision altogether. Do you know if there is a difference between using unused ground vs unused air? because only having 6 groups makes 4v4 impossible.
|
Keep the game as it is, don't kill it with crazy units or ideas please This is a game made of small victories, keep it that way.
|
On January 22 2014 23:50 AnteZ wrote:Show nested quote +On January 22 2014 23:09 cacho56 wrote:On January 21 2014 23:37 AnteZ wrote:+ Show Spoiler +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. ome 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 :-) Hey there! I'm not a starbow player, but I regularly check the threads in teamliquid related to sc2 mods to get some sort of feedback and ideas for the mod of my team because we usually have similar problems... And I thought... why don't I give something as an exchange? @AnteZ: I've seen your video, and I love how it works! You've had a really creative idea! I know about a workaround that might solve your problem, I've sort of used it for our nydus canal ability. You can configure the "blockers" to only block ally units. How to? There's a "collision" flag under the unit tab. If two units have the same collision flag, they can't occupy the same space. Your blocker must have "ground" and "forcefield", then it can't be in the same place that a forcefield or a ground unit occupies. There are 6 unused ground collision flags. If you make 6 different blockers and each one with one of those 6 flags (and all the other flags unchecked), the spread trigger can work just as you want to with up to 6 different teams (maybe someone familiarized with galaxy script -or just data- can help you to add more collision flags, or you can use another flag that you don't use in the mod). Every time that a ground unit is created, you have to check to which team it belongs, and assign to it a collision flag that will only have its team ground units (via behaviors or upgrades), and then create periodically for it the "blocker" just as you were doing it, but with the same flag of the team. I see in it another problem with your trigger, but it's not a big deal: There are some units, like the Ultralisk, or the Thor, that can't be pushed away. Then, this system won't work for them. Hi. Yes i am actually using the unused ground collision groups so the blockers only interact with units, not structures or similar ( so you can raise depot and plant down buildings). Do you know of a way to assign these collision groups in a game? I have checked but the only thing i have found is a trigger to deactivate collision altogether. Do you know if there is a difference between using unused ground vs unused air? because only having 6 groups makes 4v4 impossible.
1st Question: You can achieve that by creating a upgrade:
1) F7 (Data module) -> + -> Game data -> Upgrades -> Add upgrade (with the chosen name)
2) Under the "effects" tab, add a modification for each ground unit like in the image.
+ Show Spoiler +
3) Copy the effect as many times as flags you have and edit the copies via xml changing the number of the flag. Click after finishing the green XML icon at the top bar.
+ Show Spoiler +
4) Make a trigger in the initialization, and give one of those upgrades to each team.
(You can edit each unit upgrade via xml too to make it faster... just copy/paste the text between "<EffectArray" and "/>", change the unit ID next to "reference=" and increase the number next to "value=")
I thought that it could be done with a behavior too, but I can't see the option...
2nd Question: The air collision flags don't work like the ground ones. With them, two units can be in the same spot, but will slowly push each other.
This can work in 4v4, the problems are the FFA with more than 6 teams. The allied units can push each other, only the enemies can't. Each team (not each player) must have the same collision. Anyway, you can use other flags like D-8 Charge, small critter, swarm, larva... I think that those won't affect that much the gameplay.
|
Why on Earth a Scout requires a FBeacon? :\
|
|
well I think some feel that it is easier to just have a small program with an all-in-one features rather than having to work around in a web-site. I might be wrong though.
|
On January 23 2014 04:16 Xiphias wrote:well I think some feel that it is easier to just have a small program with an all-in-one features rather than having to work around in a web-site. I might be wrong though. But you'd need a website for purposes of distributing the program anyway. I suppose you're thinking of a launcher, the way that iccup worked? I don't think you can mimic all the functionality of the iccup launcher for sc2 anyway though.
(I personally don't mind a program btw)
|
Johny Zerg says: Currently the models and icons are not a priority, but in the future, may be implemented. How much time does the addition of these 2 icons ?
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)
This icon is really cool than those which are have in StarBow.
|
with little experience in sc2 or bw (mostly dicking around with friends), i played my first starbow game. and i won.
my opponent went 2base carriers vs zerg. he also had 26 apm i have to say it was pretty fun though. i like the need to inject much more often.
|
On January 23 2014 04:22 Grumbels wrote:Show nested quote +On January 23 2014 04:16 Xiphias wrote:well I think some feel that it is easier to just have a small program with an all-in-one features rather than having to work around in a web-site. I might be wrong though. But you'd need a website for purposes of distributing the program anyway. I suppose you're thinking of a launcher, the way that iccup worked? I don't think you can mimic all the functionality of the iccup launcher for sc2 anyway though. (I personally don't mind a program btw)
No, we cannot get all the functionality of iccup simply because of battle.net 2.0, but we will try and get as much as possible. A client seems to be the more elegant solution atm in spite of none of this being too elegant without blizzard...
|
Hey guys. Been hearing a lot about starbow recently and was wondering if the new patch that makes arcade free also makes starbow free to play. I kinda don't want to ever give Blizzard even the smallest amount of money ever again. I have WoL
|
Everything is free. Just open the arcade and go play.
I don't know if there are any plans for an extension mod yet, but would be an option.
|
On January 23 2014 07:57 Sumadin wrote: Everything is free. Just open the arcade and go play.
I don't know if there are any plans for an extension mod yet, but would be an option. Thanks for the info, really hope the stand-alone mod gets put together.
|
Do you guys keep change log somewhere?
|
When StarBow add to extension mods ?
|
Is there anyway to make Abduct work like Firebat's Lasso in Dota? Instead of insta-pulling a unit, it just latches on to it and then you have to move the Vipers back to drag the attached unit.
|
On January 23 2014 20:45 NapkinBox wrote: Is there anyway to make Abduct work like Firebat's Lasso in Dota? Instead of insta-pulling a unit, it just latches on to it and then you have to move the Vipers back to drag the attached unit.
Wouldn't make much sense game-design vise. In a game like DOTA where Heroes play a crucial role, it makes sense that single-target disablers like abduct or lasso are weaker and slower. But in an RTS like SC2 there is barely any single unit it would be worth wasting so much APM disabling if it took so long, and this is even less the case in Starbow. Abduct in SC2 and Starbow is a killing move and nothing less would be worth it.
|
|
|
|