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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 10

Forum Index > SC2 General
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Jones313
Profile Joined April 2011
Finland173 Posts
May 06 2012 14:42 GMT
#181
On May 06 2012 10:25 Gradius wrote:
Show nested quote +
On May 06 2012 06:16 Jones313 wrote:
Well, I'm done. Chapter 5, The Iron Fist is out. Plan was to get it out before the weekend but I ended up doing a lot more last minute changes than expected. I think it turned out pretty good, though, check it out if it sounds like your thing, etc.

Pretty good so far.

Having some problems with the Dylarian Shipyards mission though. Locking down a science vessel doesn't seem to disable its detection. Also, IIRC, the original SC would reveal the area you could nuke so that you didn't walk into a siege tank line with your ghosts (auto-reveal region trigger).


Hm, you're right, Lockdown should disable detection. There's always flares available for that purpose, though, so you shouldn't have too much trouble clearing the map. As for walking into tank lines, there's not that much detection around so... Cloak is pretty good. The original map reveals small areas around each Battlecruiser, I didn't think that was necessary. You can spot potential nuke spots pretty easily. I guess I could reveal the areas on DuGalle difficulty.
Gradius
Profile Blog Joined May 2009
United States112 Posts
May 06 2012 22:07 GMT
#182
Oh and the Ride of the Valkyries scene was brilliant. It had to be done. Thank you. :D
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 07 2012 01:43 GMT
#183
Okay weird bug time. The most obvious one is in te Dylarian Shipyards mission. Beep beep beep beep... the text dialog starts and continues throughout the mission.. The second one is pretty strange: engineering bays cannot be canceled. If you do, the SCV goes away but the structure still remains.
=Þ
Spriki
Profile Joined April 2012
216 Posts
Last Edited: 2012-05-07 11:21:36
May 07 2012 11:21 GMT
#184
thanks for the installment, can't wait to start playing
Professional couch potato l Lover of Spectator Sports
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 07 2012 14:40 GMT
#185
Sweet, I've been waiting on the Iron Fist for a while, one of my biggest frustrations w/ Episodes V and VI is the control group limits are unbearable. Like in Protoss you can pull off a lot using 24 units. Terran you might need 3-4 control groups, and Zerg I've found you'll have at least six.

As soon as I get home I'll give it a go.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Jones313
Profile Joined April 2011
Finland173 Posts
Last Edited: 2012-05-07 21:47:42
May 07 2012 21:44 GMT
#186
You're welcome guys.

On May 07 2012 07:07 Gradius wrote:
Oh and the Ride of the Valkyries scene was brilliant. It had to be done. Thank you. :D


Heh, thanks but don't thank me, thank Wagner. :p Ride of the Valkyries is almost too obvious I guess, but yeah, had to be done.

On May 07 2012 10:43 Heh_ wrote:
Okay weird bug time. The most obvious one is in te Dylarian Shipyards mission. Beep beep beep beep... the text dialog starts and continues throughout the mission.. The second one is pretty strange: engineering bays cannot be canceled. If you do, the SCV goes away but the structure still remains.


Apparently there are unforeseen system requirements for that mission. It seems that the text writeout sound gets stuck on infinite loop if the game slows down during the intro. If you save after the intro and load the save, it should go away (see the comments on the project page for more info).

Engineering bays: Aw hell. Will be fixed for the next mod update.
monk
Profile Blog Joined May 2009
United States8477 Posts
May 09 2012 06:12 GMT
#187
Bug: Arbiters don't damage burrowed lurkers.
Moderator
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 09 2012 20:06 GMT
#188
Bug: Duran and Vultures do fractional damage to buildings and large units like tanks. Like Duran should be doing 6.25 to large but he's doing 0.5 instead. Same goes for Vultures.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 09 2012 20:56 GMT
#189
I think it's only on the first mission.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Phael
Profile Joined May 2010
United States281 Posts
May 09 2012 21:18 GMT
#190
The torrasque from the last mission seems incredibly neutered (and has weird AI). The first one spawns at half health, and ignored my bunkers and tanks to focus on scvs only. After that, a new one spawned once every 15-20 min? When I cleared the level, it took me about 45 minutes to clear the brown cerebrate and I took out a grand total of 2 torrasques the entire map. I selected the hard difficulty.

Perhaps it should spawn every 3-5 min like in the original BW map?

Also, not sure if makes any difference, what's with lurkers continuously burrowing out of the range of anything? By the end of the mission, there were about 30 burrowed lurkers of various broods sitting just outside of my bunker/siege line. They burrowed before they were ever in range of anything - no bunkers, no buildings, I didn't send troops outside of the line to attack, they just decided they liked the ground there I guess?
Jones313
Profile Joined April 2011
Finland173 Posts
May 10 2012 22:37 GMT
#191
Bugs noted. Cheers.

On May 10 2012 06:18 Phael wrote:
The torrasque from the last mission seems incredibly neutered (and has weird AI). The first one spawns at half health, and ignored my bunkers and tanks to focus on scvs only. After that, a new one spawned once every 15-20 min? When I cleared the level, it took me about 45 minutes to clear the brown cerebrate and I took out a grand total of 2 torrasques the entire map. I selected the hard difficulty.

Perhaps it should spawn every 3-5 min like in the original BW map?

Also, not sure if makes any difference, what's with lurkers continuously burrowing out of the range of anything? By the end of the mission, there were about 30 burrowed lurkers of various broods sitting just outside of my bunker/siege line. They burrowed before they were ever in range of anything - no bunkers, no buildings, I didn't send troops outside of the line to attack, they just decided they liked the ground there I guess?


The first Torrasque spawns at half health in the original. It does seem to hate SCV's for some reason... I think it has some issues with targeting, I'll look into it. The respawn timer is set to 10 (game) minutes, which could be less I suppose. 3-5 minutes sounds a bit much.

Lurkers are completely controlled by the standard in-game AI, so I don't know. Didn't seem quite as bad from my experiences, they would do that a lot, but they'd also hit bunkers/depots a lot (and admittedly just kind of sit there afterwards). It does make for deadly Lurker traps sometimes, which is cool.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2012-05-11 01:41:49
May 11 2012 01:20 GMT
#192
This isn't really a bug, but just a note:

On the fourth mission (Assault on Korhal), you have four entrances into your base - one up the ramp, one south, one east, and one north. Apparently it says in the strategy wiki that they're supposed to attack you from all four sides, but they never come from the place with the ramp, which made it really easy to expand and mass tanks.

I've done the mission once on easy, and the second time on hard I early expanded up the ramp and they never came for my expansion. So if they do attack from the southwest on hard I might have screwed them up.

Also, the ending to Mission 5 is a work of art, incredible cutscene on your part
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
monk
Profile Blog Joined May 2009
United States8477 Posts
May 12 2012 13:24 GMT
#193
Bug: EMP doesn't work and has weird animation.
Moderator
OminouS
Profile Joined February 2010
Sweden1343 Posts
May 13 2012 00:57 GMT
#194
RotV made my day. Should have seen that one coming though
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 13 2012 15:54 GMT
#195
Welp, I'm done with Episode V. Very nicely done, gentlemen.

Is there someone already working on the last episode? Otherwise I prolly couldn't do it all but I could help with map layout / translating into Russian.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Hobbes5744
Profile Joined May 2012
1 Post
May 13 2012 19:46 GMT
#196
Hey all,

i seem to have a problem with the Iron fist campaign. Map 5a and 5b cause my screen to go completely black. I cannot get control of my desktop once it does this. This occurs whether i try to load the map from in game or in the editor. ANy help would be appreciated.
Jones313
Profile Joined April 2011
Finland173 Posts
Last Edited: 2012-05-14 21:54:28
May 14 2012 21:31 GMT
#197
On May 11 2012 10:20 [UoN]Sentinel wrote:
This isn't really a bug, but just a note:

On the fourth mission (Assault on Korhal), you have four entrances into your base - one up the ramp, one south, one east, and one north. Apparently it says in the strategy wiki that they're supposed to attack you from all four sides, but they never come from the place with the ramp, which made it really easy to expand and mass tanks.

I've done the mission once on easy, and the second time on hard I early expanded up the ramp and they never came for my expansion. So if they do attack from the southwest on hard I might have screwed them up.

Also, the ending to Mission 5 is a work of art, incredible cutscene on your part


Good point. The map was done relatively quick, I don't think the AI will use the ramp the way they are set up now. I'll see what I can do. And yeah, Starcraft in 3D is pretty cool. :p

On May 14 2012 00:54 [UoN]Sentinel wrote:
Welp, I'm done with Episode V. Very nicely done, gentlemen.

Is there someone already working on the last episode? Otherwise I prolly couldn't do it all but I could help with map layout / translating into Russian.


Thanks, but no one is actively working on the last episode yet. As far as I know, anyway.

On May 12 2012 22:24 NrGmonk wrote:
Bug: EMP doesn't work and has weird animation.


I'll admit, this was a known issue before the latest version was out. Maybe next time...

On May 13 2012 09:57 OminouS wrote:
RotV made my day. Should have seen that one coming though


The unit was named Valkyrie solely for this purpose.

On May 14 2012 04:46 Hobbes5744 wrote:
Hey all,

i seem to have a problem with the Iron fist campaign. Map 5a and 5b cause my screen to go completely black. I cannot get control of my desktop once it does this. This occurs whether i try to load the map from in game or in the editor. ANy help would be appreciated.


Ouch. And this happens immediately after starting the mission? There's a good amount of terrain detail and triggers in those maps, maybe that has something to do with it. I dunno, try lowering your graphics, and/or saving the maps as new files via the editor.
Intrepid64
Profile Joined May 2012
United States1 Post
May 17 2012 05:38 GMT
#198
I'm not sure if anyone's mentioned this, but in BW if you mind controlled a zerg unit, you would get a seperate zerg supply count/cap. Seems like you tried to do this here, since it would pop up a counter for zerg supply, but it would always be 0/0 while the mind controlled units would count towards your protoss supply.
Bromazepam
Profile Joined August 2011
820 Posts
May 17 2012 07:15 GMT
#199
The link for the BW mod on the site is broken: it has a double slash at the end.

Other than that, I love you guys.
Saying that something is killing esports is killing esports.
Berceno
Profile Joined May 2012
Spain401 Posts
May 17 2012 11:38 GMT
#200
WTF, how can I install this ....... It doesnt work at all, and in the official page doesnt give a fuck about how to play
protoss living in da ghetto
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