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OneGoal: A better SC2 [Project Hub] - Page 78

Forum Index > SC2 Maps & Custom Games
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techsy730
Profile Joined August 2013
United States20 Posts
April 23 2014 04:43 GMT
#1541
Can anyone who still plays this (I know there has got to be at least one of you out there) tell me if the AI just seems to "stop" for no reason, especially early to mid game?

I think one of the workarounds for the "won't build gas at expansions" issue may have had the much, MUCH worse issue of causing the AI to halt production for a while.

I would like to know how widespread this is so I can determine whether to investigate this after I finished my vanilla AI mod or if this needs to be fixed ASAP.
RapidKill
Profile Joined January 2014
United States9 Posts
April 27 2014 00:04 GMT
#1542
I haven't noticed the AI suddenly "stopping" for no reason. But then again, I play mostly on Fastest Maps with Very Hard and Elite AI. I'll let you know if I notice any "stopping" on regular maps. Does it happen with certain races? Or is it more random?

I've noticed a bug while playing Zerg. The Roach's Acid Saliva attack does only 9 damage to everything (light, medium, and armored) even though the weapon says otherwise (it's supposed to do 18, 20, 22 damage respectively). When you upgrade its ranged weapon, it does +1 damage to everything per upgrade.

Also, has a patch came in that you could change the Sentry Time Warp energy cost back to 75? And reverting the Ghost buff (innate +25 starting energy) while bringing back the Moebius Reactor for the Ghost Academy?
techsy730
Profile Joined August 2013
United States20 Posts
Last Edited: 2014-06-11 01:43:58
May 31 2014 04:12 GMT
#1543
Sorry for the delay in response. I think I have a patch for the roach issue (they were using the queen's weapon damage set or something weird like that), and hopefully David can get that up soon. Also, a tiny fix for the AI where the medium or medium-hard zerg AI was still using the vanilla AI. (not even big enough to justify an AI version bump)

Sadly, the way that Starcraft II handles balance patches means that our changes can get "overridden" by balance patches. One of the reasons I guess the editor warns you about the LibertyMulti and SwarmMulti mods. The balance patch changes don't even show up in the editor. Basically, the ghost and time warp issues are unfixable on our end until Blizzard rolls out a client version upgrade that "rolls in" the changes into the main files.

As you can kind of see, this project is mostly quiet now. I do not have the authority to claim it "dead", but I can say that we have gotten "good enough" such that a bunch of work is not needed. Unlike some other balance/redesign mods like StarBow (that is a great mod too, you should definitely check them out if you haven't already), OneGoal sort of had a well defined "done state" (see the project's objectives) that we could be "close enough" too.

Basically, this was a proof of concept mod, and we have pretty much proven that concept.
RedGD
Profile Joined January 2013
Germany22 Posts
August 28 2014 08:13 GMT
#1544
In the upcoming expansion and beyond, which units and abilities do you think should be balanced or should get slightly or extensive design changes? Additionally, which unit or abilitiy should be removed and which should stay in the game?

Submit your answers in the following survey:
https://docs.google.com/forms/d/16QzQEB2fugSzmrXM-0U6QQElIzSnaNeh37Xgr49LCrk/viewform?c=0&w=1&usp=mail_form_link

Answers:
https://docs.google.com/forms/d/16QzQEB2fugSzmrXM-0U6QQElIzSnaNeh37Xgr49LCrk/viewanalytics
JAMISON PATEL
Profile Joined April 2020
1 Post
Last Edited: 2020-04-13 04:29:33
April 13 2020 02:12 GMT
#1545


User was banned for this post.
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