[A] Starbow - Page 59
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Danko__
Poland429 Posts
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Kabel
Sweden1746 Posts
(Regarding how to change the name of one of the armor types to "medium") Via the text editor. The relevant strings are of type "(nothing)", which doesn't have subtypes. Each attribute has 2-3 strings associated with it, not sure why some have the 3rd and others don't. Make sure to set the display to "all data sources", the main one seems to be "Core.SC2Mod". Note there's no search bar, so click either the "Text" or "ID" tab for an alphabetical listing. The IDs are: e_unitAttribute"internal attribute name here" e_unitAttributeBonusAgainst"internal attribute name here" e_gameUIString"internal attribute name here" <<<This one is only present in about half of them The only reason this is necessary is to make siege tanks deal 35 dmg vs light units and 50 vs everything else. Its the only unit in the game that benefits from this new armor system. And it is extremely annoying to fix since the text editor has no search function>.< There must be another way to find a balance in this. If tanks instead deal 45 dmg vs all (including light units) and 70 vs armored, will that be a big deal? Ok. they 1 shot workers, 1 shot zerglings and shoot Zealots in 4 shots instead of 5. But if they get 0.5 seconds slower attack speed in return? There must be another way to get a balance in this. The other unit that dealt less damage was vultures. They did 12 vs all, 6 vs armored and 18 vs light. And they beat the crap out of hydras anyways. It is right now at 8 vs all and 18 vs light. I might aswell lower that to 6 vs all and 18 vs light. After all, they are suppose to deal weak dmg and be fragile, but fast and very good vs light units. And their spider mines is their main weapon. Edit: Although, I can add an invisible behaviour to each light unit instead.. The behaviour can have a damage reduction effect of 15 and only work when Siege tanks shoot at them. This means that when the tank shoot at a worker for example, it actually deals 50 dmg as normal, but the behaviour on the unit reduces 15 of it... Hmm this one might actually work.. | ||
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decemberscalm
United States1353 Posts
On August 13 2012 09:54 Kabel wrote: I would like to publish stuff on youtube. But I play on a 5-year old laptop on lowest graphic settings. If I upload content on youtube, it will look kinda.. grey. (You see the pictures at the opening post.) I have loads of good matches as replays, but no one wants to upload them on youtube for me. : / Anyone interested? I don´t expect anyone to cast them or do anything fancy. (if you don´t want) Just publish good replays as VODs, so people can get a grasp about the gameplay. I'll absolutely upload them to youtube or at the bare minimum try. I recently upgraded to a much better processor so that helps as well. I don't know if you can send replays through pms or not, but if you can't just send em over to decemberscalm@hotmail.com. | ||
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Kabel
Sweden1746 Posts
Units damage vs certain armor classes has been adjusted. Siege tanks now deal 35 vs light, 65 vs armored and 50 vs everything else. (as before) Hydras now deal extra dmg vs armored units & buildings properly. Vultures dmg works etc. In general, units dealt "wrong" damage to wrong targets. Now it should work. New map in the map pool Oakshire by Aircooled & Gfire ![]() | ||
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Deleted User 97295
1137 Posts
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scen
Wales61 Posts
On August 14 2012 22:18 Laertes wrote: No one's on EU Q_Q There is now. | ||
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Kabel
Sweden1746 Posts
Immortal costs 100 minerals & 200 gas now. (It was vice versa before) Protoss had no gas heavy units until High Templars or Arbiters. Orbital Command has 100 energy as a maximum. Earlier, Terran had acess to almost unlimited scans. Vikings damage reduced from 6 missiles x 8 dmg to 6 missiles x 6 dmg. They still deal splash vs air units. SCVs life reduced from 60 to 50. (They are hard to kill during bunker rushes.) Reavers are now armored again. Each map now has 9 mineral patches at the main & 7 at the natural expansion. (Eaerlier it was 8 & 8) Ultralisks armor maybe works now... Sieged Siege tanks deal 35 dmg to TARGET light unit, but the splash dmg deal 45 dmg. It deals 45 dmg vs everything else and 65 vs armored. (Earlier the splash dmg did 50 dmg vs light units.) I´m online now on EU if anyone wanna play! | ||
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decemberscalm
United States1353 Posts
That was my first cast so apologizes if I wasn't incredibly good, but I think it turned out reasonably professional. This game needs more exposure. Just from watching the two replays I already like it more than vanilla. On that note, I won't be able to play until I'm moved in with my girlfriend in the next few days, but I'll be glad to match up with any NA players afterwards. I'm an extremely rusty masters player. Looking forward to playing matches with you. | ||
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Caas
Sweden51 Posts
im in Starbow channel on EU.. | ||
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Randomaccount#77123
United States5003 Posts
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seve
91 Posts
I think there was a highground advantage, but i am not sure what it was and if its still in the latest patch, Gossen might help here. I agree on the collision radius, not only because the importance of splash damage gets reduced in the later game, but also because it is making surrounds much harder from one angle (eg Zerglings seem to behave like water, they trickle through every little hole. | ||
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gCgCrypto
Germany297 Posts
Really love the worker- Mineral change though. i wisehd Blizzard would use the FRB Idea! | ||
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Kabel
Sweden1746 Posts
@ Barrin; And finally, I *very much so* agree with making units spread out more. Their collision radii is just too small right now in comparison to their movement speed. How do you mean?Ps. Yes there is a high ground bonus. See opening post for details. @ Seve: I aim to make this competetive in the same way as Starcraft is. Let me explain. You as a player has certain tools at your disposal: The APM, the game sense, the decision making, the knowledge of units, buildings and abilities interactions. The build orders, the strategic decision making etc. In short word, a game demands certain skills of a player, and this MOD will be no exception to that. A custom fun map on the other hand, where you and your teammates slaughters endless ranks of zombies, does not require the same skill set, but can maybe, still be competetive. Or rather, anything that involves winning or losing is for the most part competetive, no matter if it is just a casual game or a tournament centered around it. But, I am aware that this will never be a game for professional players, world wide tournaments as Starcraft 2 & Brood war is. Most people who play Starcraft 2 and competes in it will compete in Starcraft 2.. Not in a MOD made by some random dude in Sweden. So I do not have hybris ^^ But if some people actually enjoys playing this, who knows, maybe a small tournament can be hoosted at some time. I would like to watch it atleast @ gCgCrypto There is a main difference in that. They took away crucial componenets in the way you control the game. Those mechanics were important becaused it was an area that determined the skill level of players. Inject on the other hand, is an "ingame" mechanic, as I call it. I think Ingame mechanincs shall be interesting, useful and fun.. You learn to control the game so you can use the fun stuff in it! Now the experince you have while playing is reduced because you must use a certain ability every point of time in the game... As a comparision: Look at Mario Kart. You have to press A to accelerate and you have to click left or right to turn. This is a "outgame" mechanic, and it determines how good players are at controlling the game. A good player can turn at the right spots to gain some advantage etc. Imagine if Nintendo removed that. You auto-accelerated and auto-turned. Everyone could make perfect turns and have perfect speed. Instead every 40 seconds of the game a screen appears that says "Click the Z button 3 times in a row otherwise your car stops" That is a very shallow approach in adding depth and a skill gap to the game. And thats what Inject is. Something so good and so important that you must use it otherwise you fall behind. Yes, in Brood War you must select every building, select 12 units etc, but that is not mindless. There is a certain speed, decision making and multitasking involved in that. Its a fundamental restricion that adds boundaries to the game. Would Chess be more fun if both players can move 10 pieces pieces during their turn? The restriction of 1 piece makes the game interesting and more strategic. Not that you must move a certain piece every 40 seconds of the game, otherwise the opponent gains a major advantage.. :p Besides, Zerg still has Inject in the game. I have not removed any multi-tasking from Zerg. Rather I think I have added more micro APM stuff, like lurkers that must be burrowed, Scourges must be split, etc Edit: But auto-acceleration on Mario kart does not mean that the game can´t be fun. SC2 is still fun even though people like me rant about the bad stuff & crucial game mechanics etc. After all, it has sold in million of copies, there are major tournaments hosted around the world, a huge fanbase etc. There is still a skill gap. Blizzard made toooooons of money on it. Mission accomplished, no matter if random people on forums like it or not. I just feel that the game could have been so much more.. So this is my crusade against SC2 ^^ Have a new map and new update up on EU in a couple of minutes! | ||
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Kabel
Sweden1746 Posts
Lurkers deal 24 dmg instead of 20. (People just A-move into them without fearing the damage they do..) Players start with 7 workers instead of 6. 7 workers mines 7 resources per trip.. Its a good number,. I want to speed up the early game a little bit, and according to Roblins calculations, adding 1 more starting workers won´t have any negative effects on the economy, like too fast income etc. Gonna see how this works. Main base has 9 mineral patches & the natural expansion only has 7. Other expansions has 8. Ultralisks... I have added a buff to them that reduces armor by 10. Lets see if they get amor 0 now.. New Map Bazaar uploaded: Sorry NA, your update there is old. Gonna send you a new one soon. I´m online on EU now if anyone wanna play! | ||
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Caas
Sweden51 Posts
this feels like a new game. and frankly, i find this more fun than ordinary sc2 1v1 or whatever.. would be interesting if this could be implemented into ordinary maps too? very good work ! | ||
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Azera
3800 Posts
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Randomaccount#77123
United States5003 Posts
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Kabel
Sweden1746 Posts
If you accord to SC2, how is the interaction between fast units & radius? Or rather, how come that you think the radii is too small? What effects on the game does it have? | ||
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NukeD
Croatia1612 Posts
On August 16 2012 17:18 decemberscalm wrote: Hi! Casted a match and uploaded it to youtube.com, here is the link: http://www.youtube.com/watch?v=ENkCQCX9Lo8. That was my first cast so apologizes if I wasn't incredibly good, but I think it turned out reasonably professional. This game needs more exposure. Just from watching the two replays I already like it more than vanilla. On that note, I won't be able to play until I'm moved in with my girlfriend in the next few days, but I'll be glad to match up with any NA players afterwards. I'm an extremely rusty masters player. Looking forward to playing matches with you. I enjoyed this a lot and this is the sort of thing I was browsing Youtube forever to find. Please make more as Im very interested in watching it and i think there is a lot more people like me. | ||
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decemberscalm
United States1353 Posts
On August 17 2012 04:38 NukeD wrote: I enjoyed this a lot and this is the sort of thing I was browsing Youtube forever to find. Please make more as Im very interested in watching it and i think there is a lot more people like me. Thanks! I know I can do a much better job next time, it was really rough. I need some NA players on my friends list. If anyone is down hit me via pm with your friend info. | ||
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![[image loading]](http://i.imgur.com/7tlkZ.jpg)