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OneGoal: A better SC2 [Project Hub] - Page 75

Forum Index > SC2 Maps & Custom Games
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Prev 1 73 74 75 76 77 78 Next
moskonia
Profile Joined January 2011
Israel1448 Posts
October 23 2013 06:36 GMT
#1481
On October 23 2013 13:30 ftm wrote:
would really like to see this mod become a selectable option in custom map lobby, along with sc2bw and starbow mods.


i have been enjoying playing mech ALL THE TIME

2fac expand ftw.

These mods would need to be played by more than 10 people first.
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2013-10-25 05:50:55
October 25 2013 05:49 GMT
#1482
On October 23 2013 13:30 ftm wrote:
would really like to see this mod become a selectable option in custom map lobby, along with sc2bw and starbow mods.


i have been enjoying playing mech ALL THE TIME

2fac expand ftw.



It would be really, REALLY nice if the mod and the map could be selected desperately, or at least for standard melee games (anything more complicated than a standard melee map can easily break with the units or data or anything substantial being changed around, so I can see them not doing it for the effective SC2 equivalent of "UMS maps").

I mean, the engine has support for standalone mods, and for a map to be considered "standard melee" means it cannot mod the game in any way, nor declare any specific mod dependencies other than those needed for "doodads" and other neutral map features, why not promote the mod to a "first class citizen" in this case?

It would also make maintenance on our side much simpler, as we would no longer have to publish a map whose sole modification is pulling in our mod, but completely standard otherwise. If a map is a "standard melee map", which includes all ladder maps and tournament edition maps, then you could choose the "OneGoal mod" (or any published independent mod) for any melee map you want.
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
November 03 2013 20:21 GMT
#1483
--- Nuked ---
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2013-11-04 05:14:31
November 04 2013 05:09 GMT
#1484
Yea, there hasn't been as much activity lately, but the OneGoal chat room or here on this thread are probably your best shots at finding someone. What kind of times are you available?

EDIT: Oh, and there is the AI. Very hard, Elite, Cheater 1 (vision), and Cheater 2 (Resources) have been updated for OneGoal. I am currently working on getting the other AI levels "OneGoal-ified" as well
zergJared
Profile Joined October 2010
United States56 Posts
November 04 2013 05:33 GMT
#1485
You said you were gonna show your changes to blizzard. Have you done this yet?
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
November 04 2013 07:00 GMT
#1486
You can go to the forum posters chat and usually find someone who is interested in playing. We also have functional OneGoal A.I. You can also PM me and I might be able to set up a game or three with you. I am on US Mountain time.
Reflection and Respect.
Darkarus
Profile Joined January 2013
United States8 Posts
November 04 2013 15:56 GMT
#1487
You could try taking to a SC2 personality like Day[9] to see if they could find a time to play it during Blizzcon. Like they do with FFA.
Taeja and HerO FTW GO Team Liquid Fighting
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
November 08 2013 17:22 GMT
#1488
TotalBiscuit and WhiteRa both showed initial interest in playing, but those personalities both fell through. Day9 is hard to get a hold of. But we will see.
Reflection and Respect.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
November 08 2013 19:24 GMT
#1489
On November 09 2013 02:22 ItWhoSpeaks wrote:
TotalBiscuit and WhiteRa both showed initial interest in playing, but those personalities both fell through. Day9 is hard to get a hold of. But we will see.

I think that you should first get a hold of a very, very good game played in OneGoal, and then court a replay caster.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
techsy730
Profile Joined August 2013
United States20 Posts
November 09 2013 02:55 GMT
#1490
Just saw this in the panel discussion summary thingy for SCII version 2.1 (http://us.battle.net/sc2/en/blog/11523759/starcraft-ii-update-panel-recap-at-blizzcon-2013-11-8-2013)


Extension Mods

Extension Mods will allow you to easily apply the parameters of the mods you develop to any map without having to recreate them every time you want to see how they play on a new map.

The browser interface will be streamlined. All players will need to do to is select a map, apply the mod of their choice, and get back to gaming.


Hopefully, this will make it much easier to apply OneGoal or Starbow or whatever to an arbitrary map.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2013-11-27 01:14:38
November 27 2013 01:06 GMT
#1491
Here is a bunch of math regarding 1-supply hydras that I did once upon a time and just ran across recently.

100 army supply of roach/hydra:
+ Show Spoiler +

75/25 Roach, 100/50 Hydra
25 Roach: 1875 minerals/625 gas
25 Hydra: 2500 minerals/1250 gas
50 total: 4375 minerals/1875 gas

100/25 Roach, 75/25 1-supply Hyrdra
25 Roach: 2500 minerals/625 gas
50 Hydra: 3750 minerals/1250 gas
75 total: 6250 minerals/1875 gas


3-base saturation time to afford
+ Show Spoiler +

current roach hydra:
1.787 minutes for minerals
2.58 minutes for gas

hypothetical roach hydra:
2.553 minutes for minerals
2.58 minutes for gas

Either way, gas is the limiting resource.


These are calculations I did after incorrectly reading that the Roach would have 165 HP
+ Show Spoiler +

new Roach cost (100/25, as opposed to 75/25)

HP per 100 minerals:
old roach: 193.333
new roach: 165

HP per 100 gas
old roach: 580
new roach: 660

HP per total 100 resources
old roach: 145
new roach: 132


These are calculations I did based off of someone in a different thread who thought of the idea of hydras that are specialized towards taking out armored targets, specifically at 8 + 4 armored damage and an attack period of 1.2. This idea probably wouldn't work with them on tier one, but if OneGoal was trying make itself as much like vanilla HotS as possible while still promoting more entertaining gameplay, these figures may be useful to someone.
+ Show Spoiler +

DPS for rebalanced Hydras:
8 light damage at 1.2 cooldown: 6.666 dps
12 armored damage at 1.2 cooldown: 10 dps

DPS per 100 minerals:
old hydra: 14.5
new hydra:
against light - 8.888
against armored - 13.333

DPS per 100 gas:
old hydra: 29
new hydra:
against light - 26.666
against armored - 40

DPS per 100 total resources:
old hydra: 9.666
new hydra
against light - 6.666
against armored - 10

DPS per supply
old hydra: 7.75
new hydra:
against light - 6.666
against armored - 13.333


As you can see, these changes would make very large roach hydra armies a very sensible composition, particularly in ZvZ. The particular changes might not be perfect with tier 1 hydras and tier 2 roaches, but it would fit the overall theme of OneGoal in a tier 1 roach and tier 2 hydra scenario. It would also greatly improve Zerg's ability to dump minerals in the late game, with sturdier roaches taking up 33% more minerals.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
November 30 2013 08:22 GMT
#1492
WOW, thanks for doing the math on this one. We had these sort of dynamics in mind but the numbers make things a LOT more clear. Out of curiosity, what is the rule on OG Swarm Hosts?
Reflection and Respect.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-12-02 02:05:16
December 01 2013 18:55 GMT
#1493
One time in onegoal, did the raven have an ability that could move mechanical units?

Or was it another unit that had it?
If it is true, onegoal had an ability like this. Where can i watch it?

edit: i found it, it was on the raven
IS europe onegoal up to date? Factory have thor in there, is that correct?
DoctorBoson
Profile Joined July 2013
United States24 Posts
December 02 2013 05:00 GMT
#1494
On December 02 2013 03:55 Foxxan wrote:
edit: i found it, it was on the raven
IS europe onegoal up to date? Factory have thor in there, is that correct?


Sorry about the late reply; finals week is keeping many of us on our toes.

And, no, that should not be the case. I'll check in with rift to see if that's because of that last update or just hasn't been updated yet.
I love deadlines. I love the whooshing sound they make as they go by.
Zoar
Profile Joined February 2013
United States39 Posts
December 19 2013 20:38 GMT
#1495
Merry Christmas OneGoal team, hope the finals went well for you!
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2013-12-21 05:17:57
December 21 2013 03:41 GMT
#1496
OneGoal Update: OneGoal AI v2

For an early Christmas present, I have just sent David (RiFT) a patch containing version 2 of the OG AI as well as some bugfixes for the Monarch Plating ability of the Ultralisk and Warhounds not getting weapon upgrades after the weapon upgrade merge.

Most notable of the AI changes is the fact that Very Easy - Harder are now updated. Combined with what was updated before, Very Easy - Elite are now updated to work with OneGoal (well, so are Cheater (Vision) and Cheater (Resources), as they share the same logic as Elite). Only Cheater (Insane) still (tries) to use the "vanilla" SC2 builds.

You'll know when it goes live when you see OneGoal AI v2.00 (or greater) when you start a match with the AI.

Like last time, you can check out the OneGoal AI Release Notes* for more details of what has been updated.

* https://docs.google.com/document/d/1d8xjhaZe_YjDc4iUXd6_hpxQKp9LHig0lhGAlv313D0/edit?usp=sharing
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2013-12-29 00:31:46
December 21 2013 03:44 GMT
#1497
Also, I have been experimenting with the Extension Mod feature of the upcoming 2.1. OneGoal seems to work great with it. We'll definitely have OneGoal as an extension mod once 2.1 gets out of beta, and possibly even before then.

There will be another post once OG goes live as an extension mod you guys can use.

EDIT: It is out now.
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2013-12-29 00:05:50
December 27 2013 23:15 GMT
#1498
OneGoal Update: Extension Mod support released

Alight, for all of you guys on the PTR, OneGoal is now available as an extension mod on the PTR!

Terran weapons have also been split back up as we intended them to be (sorry mech lovers, but OneGoal getting the weapon upgrade merge as well was merely due to how Blizzard merged the weapon upgrades which interfered with how we had upgrades on the armory. This is fixed in 2.1, so the split is back in)


Just search for OneGoal in the extension mod list, and you should find it.

EDIT:
Also, for those who are interested, OneGoal is now released as an unlocked mod on the PTR. So feel free to see what we did or even tinker around yourself.
All we ask is that you properly attribute us.
Zergrusher
Profile Joined November 2011
United States562 Posts
December 29 2013 20:16 GMT
#1499
You know why not organize a Meeting between the StarBow creators, the OneGoal guys, and the SC2BW creators?

And have it streamed or something like a weekly podcast.

It would generate support for the mods and make people know about them, and if it is featured on TL it would work well.
Twine
Profile Joined June 2012
France246 Posts
January 03 2014 03:25 GMT
#1500
I played a few games on your mod and it is really cool !
Here are some of my thoughts :
TERRAN :

-Turret cost decreased from 100 to 80 (It would help against mass mutas in late game TvZ and also against proxy stargates)

-Ghost's EMP only deals 75 damages to shield, but still keep their 100 energy damage. (Not sure if its clear sorry)

-Raven's move speed increased from 2.25 to 2.80

-New research available for 100/100 during 70 seconds at the starport's tech lab, raven's spell : costs 100 energy, creates a magnetic field (radius 1.2) that lasts 8 seconds causing up to 150 shield damages (ground only) or up to 60 damages to biological units (ground only).
This would help a lot mech against protoss without having to make ghosts since ghosts and mech doesn't share same upgrades. It would also buff the raven in TvZ but not that much since the zerg armies are (most of the time) mobile and can escape the magnetic field pretty easily

-Mine's move speed increased from 2.81 to 3.20. Splash damage decreased from 40 to 20. Cooldown decreased from 40 seconds to 25 seconds.

-Tanks only costs 2 supply.

-Banshee's life decreased from 140 to 110. Now deals 12 damages (+6 against armored units)
=> This would help the harass banshees more difficult but also more powerful against protoss, since you could kill few stalkers with 2-3 banshees pretty easily, but that would be more micro-intensive since banshees would have less life. Would also help the bio/banshees combo against mecha in TvT.

-Battlecruiser's speed increased from 1.88 to 2.30. Building time reduced from 90 seconds to 70.
=> It would help the battlecruiser to be more accessible in late game without making it really more powerful (in term of damages)

PROTOSS :

-Mothership core now has 2 "mods" : The first is the agressive one, as we know from today (same skin, same movement speed), BUT doesn't have the photon overcharge ability, and the time warp's delay is being reduced from 30 seconds to 20.
The second mod would make the mothership core a defensive unit, with a different skin, without time warp and recall but with photon overcharge, with less movement speed (1.40 instead of 1.88)
It would take 10 seconds and 50/50 to switch between those 2 mods. No changes to photon overcharge spell.
You chose which one you want to spawn (Like helions and hellbats)

=> It would make the early pushs still holdable for protoss but ONLY if they scouted it and used defensive mod in time, it would nerf protoss all ins a little bit since the player could guess if it is an agressive strategy by seeing the skin of the agressive mothership core, and it would force the protoss to scout to know if he has to defend or to be agressive.

-Mothership now also has "Photon overcharge", movement speed's increased from 1.41 to 1.80, and the mothership's time warp (not the mothership core one) lasts 45 seconds.

-Archon's range against air is up from 3 to 5

-Tempest now does splash damages against armored units only.

-Blink now costs 50/100 instead of 150/150 but research time increased from 170 to 210


ZERG :

-Roach warren's building time reduced from 55 seconds to 40.
=> It would make the zerg less vulnerable against early gateways units rushs and also against fast helions.

-Locusts damages reduced to 10(+6 against biological units). Move speed increased from 1.88 to 2.95. (3.75 on creep). Evolve enduring locusts is removed.

-Infestor : Neural parasite no longer requires an upgrade.

-Nydus Network now has 200 max. energy and uses 75 energy for each nydus worm created instead of ressources.

-Corruptor : Corruption also slows the target by 20%,

-Burrow's research time reduced from 100 to 80.

-Burrow roaches speed is now 2.25



PS : I had to specify that those are changes originally purposed for the actual game, but it may give you some ideas

Thx for the great work !
#1 Bomber fan | Jin Air best KT
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