small error. In the mission Terran00t, the trigger: "Supply Depots", the condition: "(Number of Living units in (Supply Depot units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 2 "
must be <=2
and add the condition "(Number of Living units in (SCV units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 2"
Otherwise advice appears after construction, which is a not logical
not created "Cinematic Notes" after the mission trigger "ScoreScreen” "Dialog - Create a label for dialog ScoreScreen with the..." located before "Dialog - Create a Non-modal dialog of size (100, 100) at (0, 0) relative to Center of screen"
I have to be real, after finishing Overmind just earlier I have certain issues around the Auir invasion missions. Full Circle isn’t too bad but Invasion of Auir is insane even on Easy. I recall it being quite tough in the last version as well but this time around it felt like I had far less resources and Protoss tactics were made tougher which made it near impossible for me to field a decent defense force to expand. Even moving to take the resource node East of your starting base sets off an utterly unreasonable counter push by the Toss forces. Also I see their AI has been expanded to make more liberal use of Storming HT and Reavers in addition to the Carrier/Scout balls the previous versions AI relied on. While I can absolutely respect this if it were Normal and especially Hard, Easy was supposed to be easier if I understood the version notes correctly. It’s near impossible with that three pronged attack to push out and get to the crystal let alone defend it. Even when I rushed to Ultras and went Ultra/Hydra/Guardian I BARELY fielded a force capable of pulling the mission off and the sheer lack of resources and ability to hold bases in the face of these rolling cheese waves really killed the enjoyment of the mission for me. Other than that the campaign was as superb as I remember it, story wise. I’ve always been a big Zerg/Overmind fan.
On the subject of enjoyability though I do have one other small gripe regarding the Char chapters of the story. While I was pulling my hair out in frustration during Invasion of Auir I could actually respect the plausibility of it being that tough. I mean Auir is their homeworld, the center of their whole culture and way of life so it would make sense that they would have that kind of zealous, tenacious and indomitable defense at the ready. However during the missions on Char I felt like the Zerg were far less established in the beginning than their invading adversaries. I get that Char isn’t their homeworld per se, but it IS where the main Hives were established and from where the Overmind launched all the Zerg offensives we had to weather during Rebel Yell. So I feel like from New Dominion through Eye for an Eye that the Zerg really should have had more bases established and more standing forces to start during their missions than the invaders do. Especially when you contrast it to how hugely established and aggressive the Protoss are on their home turf. Just a suggestion that maybe it should be revisited in later versions.
On March 02 2015 12:33 MNV12 wrote: I somehow broke the unit pathing in 3-10. They created a huge 100+ unit deathball. This screenshot was taken after they were hit by 5-6 storms.
Not sure if this is a problem, the screenshot seems consistent with the way the AI gathers its attack waves before sending them. Did you actually see a hundred units, or is it a figurative way to say "a lot"?
On March 03 2015 15:43 Re1deR wrote: he's in episode 5
This is intentional, we took the video as an introduction to the Terran campaign rather than Brood War. I guess that's arguable, but that's how we did it.
On March 04 2015 09:02 C3rberu5 wrote: While I can absolutely respect this if it were Normal and especially Hard, Easy was supposed to be easier if I understood the version notes correctly. It’s near impossible with that three pronged attack to push out and get to the crystal let alone defend it. Even when I rushed to Ultras and went Ultra/Hydra/Guardian I BARELY fielded a force capable of pulling the mission off and the sheer lack of resources and ability to hold bases in the face of these rolling cheese waves really killed the enjoyment of the mission for me.
I think I didn't nerf that level as much as the others, because people playing on Medium reported they didn't feel pressured at all. Will fix for Easy!
Tell me if you have the same problem in future missions.
However during the missions on Char I felt like the Zerg were far less established in the beginning than their invading adversaries. I get that Char isn’t their homeworld per se, but it IS where the main Hives were established and from where the Overmind launched all the Zerg offensives we had to weather during Rebel Yell. So I feel like from New Dominion through Eye for an Eye that the Zerg really should have had more bases established and more standing forces to start during their missions than the invaders do. Especially when you contrast it to how hugely established and aggressive the Protoss are on their home turf.
It's a complicated issue. The Zerg didn't have many buildings in the original either, so anything we add would be a deliberate difference with the original maps. I did occasionally add a starting gateway or cyberntics core in the Protoss campaign because it was just too much of a bore, but the Zerg situation isn't quite as bad. In any case, we don't do anything bigger than adding one tech structure or a couple of drones.
It's a complicated issue. The Zerg didn't have many buildings in the original either, so anything we add would be a deliberate difference with the original maps. I did occasionally add a starting gateway or cyberntics core in the Protoss campaign because it was just too much of a bore, but the Zerg situation isn't quite as bad. In any case, we don't do anything bigger than adding one tech structure or a couple of drones.
Honestly, nothing more than that needs to be done. I just felt it was a little weird that on their home turf there would even be a hive cluster without a minimum a Spawning Pool and Evo Chamber in the beginning. As long as they were able to get up their static D structures and pop out more lings that should be more than sufficient early capability to buy time to get econ going and tech up.
Oh and one other small note on the bug front, at the conclusion of Eye for an Eye the story text detailing the Swarm's exodus and Tassadar/Raynor/Zeratul's fate on Char plays twice, once at the conclusion of the mission, and once after the Swarm warp cinematic.
On March 02 2015 12:33 MNV12 wrote: I somehow broke the unit pathing in 3-10. They created a huge 100+ unit deathball. This screenshot was taken after they were hit by 5-6 storms.
Not sure if this is a problem, the screenshot seems consistent with the way the AI gathers its attack waves before sending them. Did you actually see a hundred units, or is it a figurative way to say "a lot"?
It was on easy mode, they have never attacked with a force that large in any mission besides maybe the ones where they spawn in units at the last minute to attack a point.
I killed at least half of them before that screenshot was taken. They just kept piling more units into that area, they didn't move out to attack me. It was after I killed some of their buildings, so maybe that had some sort of effect on where they were rallying their units.
Mission 5-5A Ground Zero is quite difficult on easy mode. It took me a while to complete it. I've been playing through the campaigns side by side with my gf who is completely new to starcraft, but is catching on and she could not handle nukes coming at her from all sides. She struggles with installation type missions too. Missions where you have no base to build units. Perhaps add some sort of difficulty scaling to those for inexperienced players.
So far we have been having a blast, nearly finished with the 5th campaign since the new update. All bugs and issues so far have been reported already.
I've got a friend struggling with easy mode too. He finished Terran 10, but he had to reset a few times on several of the later missions and was getting discouraged. He hasn't touched Mass Recall since.
I believe it was stated previously that you made the missions themselves a little harder than in the original, but that it was counterbalanced by the fact that you're not fighting the UI. Personally, I think the original StarCraft, even without the challenging UI, is difficult enough not to warrant an 'easy' label. I would suggest making the missions themselves on easy at least as easy as the original campaign. If that's not challenging enough for some, there's always Normal and Hard!
On March 07 2015 09:52 MNV12 wrote: Also I tried giving her a save from my PC and her game crashes whenever she tries to load it. Not sure why.
If the message she gets when it won't load reads something to the effect of "the maps used are not the same" or some such it might be because you're running different mods. One may be running SCM and the other might be running the BW mod with more vintage sounds. The maps need to be utilized with the same mod it was saved with.
I played most of the sc1 terran campaign, its fantastic. I just had to replace my HD though, so I'll wait until you figure out that auto installer solution, which is extremely alluring to me after the first install process
Great work. I like this better than the sc2 campaign, Blizz should buy you out and release your campaign as an unlockable feature in lotv
Can anyone suggest a work around for the load save error or hard lock? Should I maybe reload SC2 and then the mod?
On February 22 2015 01:45 Grimmbald wrote: Tried starting over on that level and then loading my save and it worked but then in the next map "survive for 30 minutes" the game locked up. No OGL/DX error just a hard lock. Not seeing this with anything else but I suppose it could be an issue with my PC. Drivers up to date, on everything. Play Grey Goo and Starcraft 2 campaigns fine. Just reformatted a month ago when I got an SSD for my OS. Has to be a bug in the mod. To bad cause you guys have done fantastic work on this. BTW I would have paid as much as 19.99 for this just so you know.
On February 20 2015 13:05 Grimmbald wrote: Bug maybe.
Installed and watched the first cinematic and played first two missions, tutorial and Terran Mission 1, but now when I try to load a save at Terran mission 2 I get a ogl/DX crash saying check my drivers. Drivers are up to date and HotS loads fine its just the mod.
Hey! We have corrected most of the issues that have been brought up since the latest update. Thanks everyone. We meant to release another quick update sooner, but decided to take our time instead and do as much as we can since it's probably going to be the last one for a while.
On March 07 2015 17:07 AmicusVenti wrote: I've got a friend struggling with easy mode too. He finished Terran 10, but he had to reset a few times on several of the later missions and was getting discouraged. He hasn't touched Mass Recall since.
I believe it was stated previously that you made the missions themselves a little harder than in the original, but that it was counterbalanced by the fact that you're not fighting the UI. Personally, I think the original StarCraft, even without the challenging UI, is difficult enough not to warrant an 'easy' label. I would suggest making the missions themselves on easy at least as easy as the original campaign. If that's not challenging enough for some, there's always Normal and Hard!
On March 07 2015 09:32 MNV12 wrote: Mission 5-5A Ground Zero is quite difficult on easy mode. It took me a while to complete it. I've been playing through the campaigns side by side with my gf who is completely new to starcraft, but is catching on and she could not handle nukes coming at her from all sides. She struggles with installation type missions too. Missions where you have no base to build units. Perhaps add some sort of difficulty scaling to those for inexperienced players.
Hmm. There are players with so many different gaming backgrounds/skill levels/mentalities, which makes adjusting the difficulty levels... difficult. We wouldn't want huge differences between difficulty levels either, so as not to have the options be either too easy or too hard.
I guess one thing we might consider is eventually adding yet another level or two, maybe one where the AI would indeed act like in the original game.
As for 5-5, it's very possible the nukes are a bit rough for inexperienced players - though you can't say you weren't warned. :p Installation maps should definitely have difficulty options as well.
So far we have been having a blast, nearly finished with the 5th campaign since the new update. All bugs and issues so far have been reported already.
Glad to hear you guys are enjoying the campaigns anyway. My girlfriend, also completely new to Starcraft (and games not for the NES), has only finished three maps so far - I guess I need to get her to play to get some direct feedback. Thanks for taking the time to report all the issues.
On March 07 2015 09:52 MNV12 wrote: Also I tried giving her a save from my PC and her game crashes whenever she tries to load it. Not sure why.
If the message she gets when it won't load reads something to the effect of "the maps used are not the same" or some such it might be because you're running different mods. One may be running SCM and the other might be running the BW mod with more vintage sounds. The maps need to be utilized with the same mod it was saved with.
The saves are a bit wonky, sometimes they work, sometimes not. We don't know what causes this. Obviously the saves won't work if any files you're trying to load have been changed.
On March 08 2015 04:38 HewTheTitan wrote: I played most of the sc1 terran campaign, its fantastic. I just had to replace my HD though, so I'll wait until you figure out that auto installer solution, which is extremely alluring to me after the first install process
Great work. I like this better than the sc2 campaign, Blizz should buy you out and release your campaign as an unlockable feature in lotv
Hey, thanks. Yeah, where would Blizzard be if it wasn't for us...
We'll have the installer out by the next update.
On March 09 2015 07:21 Grimmbald wrote: Can anyone suggest a work around for the load save error or hard lock? Should I maybe reload SC2 and then the mod?
On February 22 2015 01:45 Grimmbald wrote: Tried starting over on that level and then loading my save and it worked but then in the next map "survive for 30 minutes" the game locked up. No OGL/DX error just a hard lock. Not seeing this with anything else but I suppose it could be an issue with my PC. Drivers up to date, on everything. Play Grey Goo and Starcraft 2 campaigns fine. Just reformatted a month ago when I got an SSD for my OS. Has to be a bug in the mod. To bad cause you guys have done fantastic work on this. BTW I would have paid as much as 19.99 for this just so you know.
On February 20 2015 13:05 Grimmbald wrote: Bug maybe.
Installed and watched the first cinematic and played first two missions, tutorial and Terran Mission 1, but now when I try to load a save at Terran mission 2 I get a ogl/DX crash saying check my drivers. Drivers are up to date and HotS loads fine its just the mod.
All I've got is try to finish a map before quitting. The saves just don't always work, and the mod auto-saves progress after each mission. I'm hoping the installer takes care of this problem somehow.
Hey, thanks. Yeah, where would Blizzard be if it wasn't for us...
:D Well, the only thing I can say that they'd be definately poorer with 40 Euros... 'Cause I bought SC 2 only to be able to play the most recent Mass Recall versions
On March 09 2015 08:33 Jones313 wrote: We'll have the installer out by the next update.
Did you change the extension so that sc2mapster (hopefully) won't block it again? Or other kind of magic trick? Btw, I got a solution, but it's a little bit complicated. You upload the .cmd file to a proper website [e.g. mega, solidfiles, mediafire] and then you save its link in a .txt for example, which you put in a .rar file, which you upload to sc2mapster. So if somebody downloads it, he gets a link which he can copy paste to be able to download it..... But I guess you got an easier solution :p
On March 09 2015 08:33 Jones313 wrote: All I've got is try to finish a map before quitting. The saves just don't always work, and the mod auto-saves progress after each mission. I'm hoping the installer takes care of this problem somehow.
Doesn't the installer just simply put the files to their proper place? If it does only that, I see no reason to believe it'd solve the problem. Also, I am a little bit confused. The guy who originally made it said it'd work with the starter edition, which again, if it simply puts the files to their proper place only sounds impossible.
Also, that's my only idea as well.. Finish the map you've started.
On March 09 2015 22:56 valas991 wrote: 'Cause I bought SC 2 only to be able to play the most recent Mass Recall versions
This is truly the best compliment we can read about Mass Recall. Thanks! =)
On March 09 2015 08:33 Jones313 wrote: The guy who originally made it said it'd work with the installer edition, which again, if it simply puts the files to their proper place only sounds impossible.
It also creates a shortcut that I think opens the Launcher through sc2.exe, as opposed to the editor. In other words, it doesn't open the editor at all, it points at the map and orders the game itself to start it. You can't use that shortcut when logged on a Battle.net server, but it is no big deal since the current version of the Battle.net launcher lets you chat with your friends even if no game has been started.