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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 24

Forum Index > SC2 General
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Zoar
Profile Joined February 2013
United States39 Posts
February 07 2013 02:40 GMT
#461
move the rest of the pack away from them as they have no place to spawn same thing for hydras to lurkers as the product creature has a larger placement radius than mutas of hydras so just set a rally point for them to move away
Malhavoc
Profile Joined October 2010
Italy308 Posts
February 07 2013 06:35 GMT
#462
Ah got it! Rallyng the cocoons is useless, as it won't work. I shoul pribably move the mutas, but what if the cocoons are an handful and close to each other? That's pretty annoying.. Would be nice if they could just make their own space as they hatch.
winz
Profile Joined April 2011
Slovakia5 Posts
February 07 2013 12:48 GMT
#463
On February 06 2013 02:32 King_Nothing- wrote:
Dont know if its a sc1 campaign bug or bliz bug. But for some reasons my game keep crashing when i try to load a saved game in map 8 in the very first terran campaign. The error message says it is some direct x problem and i should update the driver. Both directX and my GFX driver is up to date. The map works fine if i start from scratch, so i guess i have to beat the map in one go

I have this problem as well, I've found a workaround that works for me. Loading the first level from the second campaign (the zerg one) and then loading the saved game (without quiting the mission) results in a successful load. No idea why
King_Nothing-
Profile Joined November 2008
Denmark11 Posts
February 07 2013 22:20 GMT
#464
Oh thanks a lot. Even tho it sounds a bit silly. But its an easy workaround
CVV
Profile Joined January 2013
6 Posts
February 08 2013 17:30 GMT
#465
Hey guys, can you give us an estimate when is the patch you mentioned coming out?

Coz with my luck I'll start playing today and next week the patch will come out and the saves will be incompatible...so I better ask. Cheers
Jones313
Profile Joined April 2011
Finland173 Posts
February 09 2013 23:02 GMT
#466
Whoops, we're in way over our heads here. Well, I'm out! I'll let Tel handle it.

On February 09 2013 02:30 CVV wrote:
Hey guys, can you give us an estimate when is the patch you mentioned coming out?

Coz with my luck I'll start playing today and next week the patch will come out and the saves will be incompatible...so I better ask. Cheers


No estimate. It'll probably take a week, at the very least. Would losing saves be such a big deal though, just finish whatever map you're on before getting the update, and you're good. Nothing is carried over between the maps - not by saves, anyway.
Telenil
Profile Joined September 2010
France484 Posts
February 10 2013 14:26 GMT
#467
There are too many things for me to answer them all, but I'll take this into account for the next patch.
I have no idea what could cause the IA to forget how to use transport, I've never had that problem in any of my testings.

Map 3 is broken because of a line I added when testing the map, it makes all IAs activate right at the beginning of the map. you can skip map 3 (and 4 if you want to do it with infested CCs) until this is fixed. Congrats if you beat it even with that bug ^^
The patch will probably take a week or two to come, there have been quite a lot of useful bug reports and suggestions for the campaign - thanks to everyone who gave some, by the way.

Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
CVV
Profile Joined January 2013
6 Posts
Last Edited: 2013-02-11 10:59:06
February 10 2013 16:20 GMT
#468
All right, all finished, god that was some good fun again I'd gladly pay money for this amazing product. Guys you should've made a website with some sort of voluntary donate button, I'm sure lots of people would contribute and you'd get something for the time you obviously spend with this (that is, if Blizzard would not object of course).

As for chapter 3 - that was completely insane, I restarted like six or seven times but finaly made it. On Duran. Can't imagine playing that on Kerrigan. The key is to take the expo on the high ground to the right of the main and block off Red's attacks with sunkens. Then you'll be fine - that is, if you can deal with the constant waves of tanks and BCs ))

Otherwise no complaints, everything worked perfectly, cheers again.
Malhavoc
Profile Joined October 2010
Italy308 Posts
Last Edited: 2013-02-11 16:34:40
February 11 2013 12:14 GMT
#469
As for mission 3, I think too that's really over that top, compared to the rest (played everything at Duran difficult). I managed to beat it after a lot of tries going ling/hydra and then transitioning into muta as I was able to hold the expansion. BTW, don't know if it was so in the original SC1 too, but mass muta just own everything.. in every mission I just try to get on 2+ gas and then mass muta and air upgrades (double spire). Opponents almost never has enough counter-air.. only risks are science vessels, valkiries, storms, reavers and maybe defilers, but the opponent seldom use them.. which in the end makes the mass muta strategy a good solution for every mission.. which is a pity

..as I said, maybe that was the case even in the original! :D ..all thing aside, that was awesome and incredibly well made!

EDIT: BTW, is the "Dark Origin" mission available somewhere? I've noticed a link in the first pages of this thread, but it does not work..
CVV
Profile Joined January 2013
6 Posts
February 11 2013 19:35 GMT
#470
Malhavoc - oh yeah, mass muta absolutely rules. I think I won all missions with that strategy, except the one with the walled off toss base where you can't use air. Mass muta is somewhat more expensive than mass hydra but much, much more effective. And yeah, science vessels and storms are a serious menace, but for storms I just pick one muta and position it right above the high templar, then attack. The stupid templar launches the storm and kills the muta AND himself Science vessels are simple - two scourges will do the trick

The problem is the gameplay can become a bit boring, going with the same strategy all the time, then again in the toss campaign you always go with mass carrier. Only the terran campaign is more variable. But it's still the best game ever.
Telenil
Profile Joined September 2010
France484 Posts
February 11 2013 19:49 GMT
#471
On February 11 2013 21:14 Malhavoc wrote:
BTW, don't know if it was so in the original SC1 too, but mass muta just own everything.. in every mission I just try to get on 2+ gas and then mass muta and air upgrades (double spire). Opponents almost never has enough counter-air.. only risks are science vessels, valkiries, storms, reavers and maybe defilers, but the opponent seldom use them.. which in the end makes the mass muta strategy a good solution for every mission.. which is a pity

..as I said, maybe that was the case even in the original! :D ..all thing aside, that was awesome and incredibly well made!
It was more difficult to pull off in the original because it required a lot more micro, you couldn't select 30 mutas and stack them, nor could you get 20 larvas and morph them all. For that reason, I'm not completely satisfied with the mass mutas and I'll probably add more valkyries to the attack waves in version 1.1.


On February 11 2013 21:14 Malhavoc wrote:

is the "Dark Origin" mission available somewhere? I've noticed a link in the first pages of this thread, but it does not work..
Dark Origin is available in Queen of Blades as "ZergX09S" (possibly ZergX09b in the launcher).
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
UberJumper
Profile Joined February 2012
Canada18 Posts
February 11 2013 22:28 GMT
#472
On February 10 2013 23:26 Telenil wrote:
There are too many things for me to answer them all, but I'll take this into account for the next patch.
I have no idea what could cause the IA to forget how to use transport, I've never had that problem in any of my testings.

Map 3 is broken because of a line I added when testing the map, it makes all IAs activate right at the beginning of the map. you can skip map 3 (and 4 if you want to do it with infested CCs) until this is fixed. Congrats if you beat it even with that bug ^^
The patch will probably take a week or two to come, there have been quite a lot of useful bug reports and suggestions for the campaign - thanks to everyone who gave some, by the way.



Well that explains mission 3 being so difficult.
TheFrankOne
Profile Joined December 2010
United States667 Posts
February 11 2013 23:16 GMT
#473
On February 12 2013 07:28 UberJumper wrote:
Show nested quote +
On February 10 2013 23:26 Telenil wrote:
There are too many things for me to answer them all, but I'll take this into account for the next patch.
I have no idea what could cause the IA to forget how to use transport, I've never had that problem in any of my testings.

Map 3 is broken because of a line I added when testing the map, it makes all IAs activate right at the beginning of the map. you can skip map 3 (and 4 if you want to do it with infested CCs) until this is fixed. Congrats if you beat it even with that bug ^^
The patch will probably take a week or two to come, there have been quite a lot of useful bug reports and suggestions for the campaign - thanks to everyone who gave some, by the way.



Well that explains mission 3 being so difficult.


I enjoyed it. 3 felt about as hard or harder than 10 took me 4 or 5 restarts after figuring out a way to get a little more ahead at the very beginning and so many reloads from saves.

The campaign was awesome overall.
CVV
Profile Joined January 2013
6 Posts
February 12 2013 08:22 GMT
#474
i wonder about the terran scanning ability in the Mass Recall. Everytime I attack a terran AI with a cloaked unit/lurker, it scans me. And it seems to have an unlimited scan energy. Is it supposed to be like that? Because it makes units like wraith or lurker ineffective against terran.

I'd say the AI should be able to scan for cloaked/burrowed attackers but not without some kind of limit.
Telenil
Profile Joined September 2010
France484 Posts
February 12 2013 09:13 GMT
#475
The IA uses energy and ComSat stations to scan as a player would, its only superiority is that it reacts almost instantly. Remember that scans are cheap in Brood War, they are no mules and the energy returns quickly. An AI may have 4 to 8 scans available, and combined with turrets and science vessels, it is usually more than enough to defeat any cloaked force. It's not something that was particularly intended, we put the ComSats and things turned out that way.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
--Zom--
Profile Joined February 2011
19 Posts
February 12 2013 16:10 GMT
#476
I have just downloaded all the files required for all the campaign, and would just like to say thanks for taking the time to do all of this!

The only problem I have encountered so far is that the sc1BWmod seems to be out of date?

Episode 2 and 3 works fine, but Episode 1, 4, 5 and 6 don't work at all, they give an error reading "The launch of this game makes reference to mod or map dependencies which are no longer available"

Has this been fixed at all? I'm using the v4.6 of the sc1BWmod and have downloaded it multiple times but get this error everytime!

Thanks for any help,
Zom!
Malhavoc
Profile Joined October 2010
Italy308 Posts
February 12 2013 16:30 GMT
#477
Out of curiosity: how do you make the voices? They are absolutely perfect. Does the editor just require to assign a Text To Speech "voice" (one for each character, which were already available from WoL), or did you have to follow a much more difficult approach?
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
February 12 2013 18:45 GMT
#478
Playing the last campaign now, it's truly a work of art!

The one problem I have, do you guys stretch the splash screens to fit the dimensions of the monitor somehow? I'm noticing the distortion on my 5:4 monitor that isn't present in the WoL campaign.

It's not a huge problem, just curious.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
jackn8r
Profile Joined September 2012
United States3 Posts
February 18 2013 04:01 GMT
#479
I have to say...I've just finished rebel yell and this is fun as shit, and extremely well made. Props to you guys, and thanks for being such great community members.
Telenil
Profile Joined September 2010
France484 Posts
February 18 2013 09:38 GMT
#480
Version 1.1 will be out very soon, maybe tonight, maybe tomorrow.

On February 13 2013 03:45 [UoN]Sentinel wrote:
The one problem I have, do you guys stretch the splash screens to fit the dimensions of the monitor somehow? I'm noticing the distortion on my 5:4 monitor that isn't present in the WoL campaign.
Uh, I think the loading screen is set to "fullscreen", yes.

On February 13 2013 01:10 --Zom-- wrote:
The only problem I have encountered so far is that the sc1BWmod seems to be out of date?

Episode 2 and 3 works fine, but Episode 1, 4, 5 and 6 don't work at all, they give an error reading "The launch of this game makes reference to mod or map dependencies which are no longer available"
If episode 2 and 3 work, then you have sc1mod, not sc1BWmod. Which language are you playing in?

On February 13 2013 01:30 Malhavoc wrote:
Out of curiosity: how do you make the voices? They are absolutely perfect. Does the editor just require to assign a Text To Speech "voice" (one for each character, which were already available from WoL), or did you have to follow a much more difficult approach?
Which voices, those of units, of characters?
Basically, we get the files from Brood War, and import them as Sounds in the editor. Then the sounds can be linked to a unit, or be used independently as a transmission.

On February 18 2013 13:01 jackn8r wrote:
I have to say...I've just finished rebel yell and this is fun as shit, and extremely well made. Props to you guys, and thanks for being such great community members.
Much appreciated =)
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
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