Sorry about the delay. The header generation for the mod has secretly been corrupted for a while (so all of my backups are also corrupt) and I'm slowly learning how to salvage the pieces to put it back together. Should be finished today and the change will be in effect.
[MOD] Bx Deluxe Monobattles - Page 3
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urashimakt
United States1591 Posts
Sorry about the delay. The header generation for the mod has secretly been corrupted for a while (so all of my backups are also corrupt) and I'm slowly learning how to salvage the pieces to put it back together. Should be finished today and the change will be in effect. | ||
urashimakt
United States1591 Posts
I'll be rolling out the option to all maps when I get the time to apply and upload all of them. | ||
RainFall
United States24 Posts
Before i go into that, i want to make sure we're on the same page as the the necessity of the PF to hold If the other team has t1/1.5 units and the terran does not, game theory dictates that the terran MUST open with a PF unless his teammate cannons the ramp for him or has a teammate that is not on the cross side of the map who can defend him. If the t1.5 unit is reapers, he must open with a PF 100% of the time in all situations. Protoss can hold not only 1, but 2 cannon rushes if scouted without killing the proxying probe. Zerg can do this as well. It takes a bit of skill to hold 2, but it can be done. The protoss uses cannons. The Zerg uses spines. The Terran, unless they have t1/1.5 units, absolutely must open 10 supply, 11 refinery, XX(# is loose) ebay->PF to stop a cannon rush. Not only does the terran have to open PF, he must get the range upgrade, which takes time. It's not a problem as it's a normal build order to get it immediately on the next 100 gas protect simcitied buildings. Not only does the terran have to PF, but he has to simcity all of his buildings inside his mineral line/adjacent to the PF to protect them from t1/1.5/cannon rush. What happens in the 2 and 8 positions is that the PF, even with range upgrade, cannot reach the cannon/pylon/probe on the high ground behind the mineral line. In the 10 and 5 positions it can. If the map was change to match the 10 and 5 positions it would be perfect. It's a negligible change only cannon rushers would hate. At this point in the game, if you were up against 4 random terrans, it would be mandated GTO(game theory optimal) to cannon the 2 and 8 positions, and they do. What i have said about cannons is also true about reapers. The thing is that most people have not figured this out yet. All you have to do is have you reapers behind the mineral line on hold position and the terran cannot mine. It's a gross map imbalance Before you say "scout noob". Yes this is true, but you must scout it _immediately_, where as in the 10 and 5 positions you can scout it at a reasonable time and, with the right build order, hard counter it. Even scouted, you cannot hold reapers on hold position behind the mineral line. Terran is forced to have 1 scv patrolling that area until they or another teammate gets units out to stop a cannon rush. Even then, all protoss has to do is adapt and send 2 probes to deal with your 1 scouting SCV and you won't be able to deal with as effectively as you should be. This is not reasonable for 1 race to have to divert an SCV full time over a slight map change. Once they get the pylon down. it's essentially GG and you have to lift unless you have a competent t1 unit to help you. I've reached Diamond in 1v1 with T/Z, Platinum as P, and Masters in all 3 races in 2s as Zerg, 3s as Protoss, and 4s as Terran. All of this with absolutely horrible unit control. ![]() I'm open to strategy discussion about this, but please make sure you have a competent grasp on monobattles metagame and understand game theory. | ||
Tntnnbltn
Australia32 Posts
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Childplay
Canada263 Posts
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urashimakt
United States1591 Posts
On March 21 2012 07:28 Childplay wrote: how come whenever i play, i never see the unit screens like the ones in the screenshots? i only see Go, no choices, and i cant reconsider my units, so i only have a 1 time random pick If you're not getting a reroll, you've clicked one of the racial icons at the top and you didn't realize it. To get the reroll you must Random Any (click the icon that looks like all 3 racial icons clumped together), then hit Go. Reading the tooltips will fully explain these options. Your settings are remembered between each game, so if you've set yourself to Random Terran you will always be shown the Random Terran screen first, so hitting Go each time will only Random Terran (no reroll). The screenshots are slightly outdated. The background is no longer blue, for example. The racial buttons at the top are now bigger and more detailed. Also, in public games Allow Picking is set to Off, so you won't be able to see any of the specific unit icons. | ||
Childplay
Canada263 Posts
On March 21 2012 07:44 urashimakt wrote: If you're not getting a reroll, you've clicked one of the racial icons at the top and you didn't realize it. To get the reroll you must Random Any (click the icon that looks like all 3 racial icons clumped together), then hit Go. Reading the tooltips will fully explain these options. Your settings are remembered between each game, so if you've set yourself to Random Terran you will always be shown the Random Terran screen first, so hitting Go each time will only Random Terran (no reroll). The screenshots are slightly outdated. The background is no longer blue, for example. The racial buttons at the top are now bigger and more detailed. Also, in public games Allow Picking is set to Off, so you won't be able to see any of the specific unit icons. ah thank you very much. I totally did not even think of the f12. Guess im going random random every game xD | ||
mikiao
United States161 Posts
One question though. At the lobby I had terran chosen in my first couple games and at the unit selection I ended up with Corruptor (Zerg). Is that a bug? Can the host force random race? Or did I somehow click something off? Otherwise, I'm enjoying it a bunch. | ||
Teence
Canada157 Posts
On March 22 2012 10:49 mikiao wrote: Just played a few games (man I suck at monobattles). One question though. At the lobby I had terran chosen in my first couple games and at the unit selection I ended up with Corruptor (Zerg). Is that a bug? Can the host force random race? Or did I somehow click something off? Otherwise, I'm enjoying it a bunch. The race you pick in the lobby is independent of the race you can end up with in game. If you choose the "Random All" option, you'll be open to getting units from any of the races, but you'll have the option of repicking if you don't like the first selection. You can also choose a specific race to random from, but you don't get the option of repicking in this case. | ||
RainFall
United States24 Posts
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mikiao
United States161 Posts
On March 22 2012 11:19 Teence wrote: The race you pick in the lobby is independent of the race you can end up with in game. If you choose the "Random All" option, you'll be open to getting units from any of the races, but you'll have the option of repicking if you don't like the first selection. You can also choose a specific race to random from, but you don't get the option of repicking in this case. Oh. then I lucked out the first few games by getting terran then. I'll pay more attention then.. Thanks | ||
esReveR
United States566 Posts
On February 19 2012 11:51 urashimakt wrote: - We're considering completely disabling queens for non-queen Zerg players in favor of granting the Creep Tumor and Spawn Larva abilities to the Hatchery/Lair/Hive instead. Feel free to give input on the idea. Great idea! Then they won't be eating up supply. | ||
urashimakt
United States1591 Posts
On March 22 2012 19:54 RainFall wrote: For some reason tonight i couldn't get my infestors to load into overlords for drops. Bug? I'm not currently in town right now so I can't test it myself, but besides a few requirement changes and adding some Terran building behaviors there are no changes to the default game data. Especially none involving the Overlord and/or Infestor. Make sure you've researched the drop upgrade and if anyone else can confirm there is/isn't an issue with it that would be great. On March 23 2012 00:04 esReveR wrote: Great idea! Then they won't be eating up supply. We're not really worried about the supply. In fact, the solutions we're considering will continue to make sure that 2 supply is eaten up in return for the important macro mechanics. We just don't like that the Queen is wandering around as a unit with any sort of combat advantage. We may: 1) Disable her attacks and limit # of Queens = # Hatch/Lair/Hive under construction/completed. May also disable Transfusion. 2) Give Hatch/Lair/Hive an ability that requires Spawning Pool and takes as long as a Queen's construction time to enable 200 energy + Creep Tumor/Spawn Larva, where Spawn Larva would be cast-on-self and Creep Tumor would require a player owned unit in range of the target area. Using the ability makes the Hatch/Lair/Hive take up 2 supply. Would be disabled if Queen's are picked. 3) Create an upgrade at Spawning Pool that does what the above mentions, except it would be universal to all Hatch/Lair/Hive and wouldn't need to be done at each. #1 maintains most of the limitations behind those mechanics by keeping the abilities tied to a slow, killable unit. That's our favorite so far. | ||
HejaBVB
Germany125 Posts
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iHirO
United Kingdom1381 Posts
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urashimakt
United States1591 Posts
On March 23 2012 20:39 HejaBVB wrote: its impossible to get people into this custom on EU -_- While this mod may include features others lack, I can recommend the original mod by Klishu for you EU folk. I make this mod available over there for its tourney friendliness. On March 23 2012 21:46 iHirO wrote: Is there any chance of writing custom build orders for the AI or is it too much work? At the moment, unless they have a tier 1 unit they just build all the structures, get upgrades for units they cant make and then never attack. Computer slots are pretty much only available so that I can easily test algorithms automatically. Unless you can convince me that playing team monobattles vs comps is fun/useful I have no plans to write new AIs. | ||
urashimakt
United States1591 Posts
Players who leave before the game starts should also no longer stall the ready process. Let me know if there's a situation where this still isn't true. | ||
urashimakt
United States1591 Posts
You can hover over your unit information or type "stats" after being shown a unit to view unit-specific and total wins/losses. Since editing bank files is pretty easy, the mod code is publicly available, and we want to maintain the melee feel of gameplay for tournament usage we will not be adding in any achievements or rewards for reaching any given statistic. It is possible in the future that we will obfuscate the bank files and add in simple rewards (a title or something) that is only effective in non-referee mode. If that happens, bank statistics will be wiped. Useful note: Only you can ever see your stats. UPDATE: Actually, we've decided that obfuscating/securing the bank file and adding in cosmetic rewards would be a fun thing to do and a method of dissuading "I don't like my unit" leavers. If we can't find a way to do this without making the mod code private, we may also remove it from easy public access. Additionally, we would prevent methods of "farming" a ratio by joining/leaving a game with a friend or a computer. A game would have to meet certain criteria before it would affect user stats. Some examples of what we might implement if we feel sufficiently confident in bank security:
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JustPassingBy
10776 Posts
Don't want to waste my hours waiting for other players in an open lobby... (record was like 15min and we were two players by then, or when the second player who joined after me left the lobby, to be precise). | ||
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