StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 75
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Branzer
2 Posts
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Beauenheim
2 Posts
Anyone have any ideas? Or perhaps a save at the setup? | ||
valas991
Hungary181 Posts
On December 01 2015 12:13 Beauenheim wrote: Hello, I own Starcraft 2 up to heart of the swarm. I seem to be having an issue with saving, despite owning the game, opening the setup save in editor works, but I am unable to save to continue the manual installation. Anyone have any ideas? Or perhaps a save at the setup? Not sure I 100% understand what you say, but, the 1st step you need to do once you've finished downloading and putting all the files to their proper place, is that you open SCMRsetup via editor, click test map, and once its opened, follow the instructions. The 1st step is saving that 'map' | ||
Beauenheim
2 Posts
My problem is is that when I open Mass recall or the set up map in editor or anything that isn't opened by the battle.net launcher, my client doesnt allow me to save it has a lock next to the save and load buttons says I can only save under campaigns and challenges. I have been playing Mass Recall without saving capabilities anyways it's just annoying to lose and have to start the whole mission over other than being able to just save throughout the game. | ||
valas991
Hungary181 Posts
Strange Could you please make a few screenshot of your problem? I understand what you says, I just haven't heard about something like that before. | ||
Seabs
4 Posts
I've has issued with textures popping in and out, however I can handle it and finally got the chance to finish brood war after not finishing it previously. My one wish was adding Enslavers, dark vengeance campaigns to the mod... However despite being almost computer illiterate these days I managed to modify your wonderful SCMR Launcher and add the Campaigns to Extras in the launcher myself ![]() Again - terrific jobs on the missions. Feels like playing the same great game with a fresh coat of paint. | ||
Kazor132
4 Posts
On December 02 2015 15:15 Seabs wrote: My one wish was adding Enslavers, dark vengeance campaigns to the mod... However despite being almost computer illiterate these days I managed to modify your wonderful SCMR Launcher and add the Campaigns to Extras in the launcher myself ![]() Again - terrific jobs on the missions. Feels like playing the same great game with a fresh coat of paint. Awesome, to be honest I thought of that too and added those missions to the launcher myself too! But I'm pretty sure they'll eventually add them as well, as in the last version of the mod you can find Heroes for Tom Kazansky, Magellan, Mojo, Danimoth and Warbringer. | ||
Seabs
4 Posts
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Seabs
4 Posts
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Blazethesage
108 Posts
Furthermore, they weren't even available on the same platform as Resurrection IV; it was done for the PC version by a fan, and the map was only ever *officially* released as part of the N64 version of Starcraft. The other two maps were for the PC, distributed along with many other plot-irrelevant Blizzard maps. Frankly, I've never understood why people consider Deception and Mercenaries to be part of the "storyline" at all. | ||
Sutan
1 Post
first off .. great mod. Just got back in to SCII. Had no idea full on campaign mods were a thing. This gives the game so much longevity. I have installed MR and it runs great. I do have some issues and i am curious if this is my system or the mod. Anyone notice that the sky doesn't render in the 2nd Loomings ??? Also banelings don't render. | ||
Seabs
4 Posts
I guess if they were that good or important someone would have revamped them already... | ||
Blazethesage
108 Posts
And Mercenaries is literally a straight-up multiplayer map. Stukov hires the players to take out some... "undesirables"... and it plays out as a standard map, you choose a hero character, and that hero has one unit that's "special", so anytime you make that unit, you get a hero version of it instead. The only connection it has, as I mentioned, is Stukov's presence (as the person hiring you only), and the mention of the Pirates from Deception if you play with three players. Gameplay is standard "build up and destroy these pre-set bases". Deception is a weak map in general, and Mercenaries, like I said, is an outright multiplayer map with the absolute shakiest of ties to anything halfway pretending to be relevant. | ||
Jones313
Finland172 Posts
Hey, Thanks for the post. I disagree for the most part but hey, it's refreshing to get some criticism once in a while. upgraded units die too easy others have insane range and damage (hydralisks) The unit values are taken from the original game, and vital unit stats such as damage, range and health are things we will not touch, especially if it's a core unit like the Hydralisk. Unless they're inconsistent with Brood War, of course. Now, I realize that Brood War balance doesn't entirely apply here since SC2 is mechanically a different game, but if we start messing with units in an attempt to alleviate perceived issues with some of them, it will potentially just lead to disaster. I mean, look how much shit David Kim gets for that, and he's a paid professional. workers need constant micro to mine properly due odd mineral placements You may want to babysit your initial two or three workers in certain maps, but other than that I feel like focusing your attention on other things would be much more effective. Nowhere on any difficulty level is manually optimizing workers needed to win. More often than not the problem is not the mining rate but rather bases running out of minerals. The mineral placement kind of attempts to mimic the original maps, and also from an immersion standpoint, they're natural resources, they shouldn't be neatly laid out in a pattern that's most convenient for harvesting. remove some of the detail on the maps for more room to build This is something I've been trying to do lately, some maps can indeed feel a bit cluttered. Not necessarily removing detail, but small adjustments so that the detail doesn't get in the way too much. AI doesnt lose vision over you = dead ghosts and attacks from shadows I'm not quite sure what you mean, exactly, but fog of war definitely affects the AI same as the player. If your cloaked ghosts get killed, there's always a detector around, or the AI scanned you. A ghost on a nuke mission will want to hold fire to avoid attracting attention. attack waves can destroy you unless you know whats coming so take it easy maybe in the next version I agree that there are some "gotcha" moments in certain maps and it can be frustrating. I would argue though that you don't need to know exactly what's coming, you should simply assume that you'll be hit pretty hard - from ground and air - once in a while and try to prepare and maintain a somewhat all around defense. The way we approach difficulty is that optimally, the player will need to respect the fact that if caught unprepared, enemy attacks have the potential to do serious damage. They shouldn't just be a minor annoyance that the player can deal with by warping in a couple of photon cannons and never worry about anything again. In my opinion, the player should never feel completely safe. If that threat is removed the game can easily start to feel tedious. I also think there's rarely a case where everything is going great and suddenly you lose to that one thing you didn't see coming. Except maybe "Biting the Bullet", that cheeky bastard of a map. I'm rambling at this point but I feel like I need to acknowledge that obviously there are people who want to just take it easy, enjoy the scenery and not feel constantly stressed out. That's what we're hoping to achieve with the easy setting. Of course there are going to be people who are maybe new to RTS, maybe older and slower or just not that good who will not always have that luxury even on easy, but hopefully will be able to play through the whole thing. Telenil's looking into this difficulty thing but I feel that medium and hard are pretty much where we want them to be, challenge-wise. heroes die game over 50 min of game down the drain. Yeah, heroes can sometimes be a liability in the late game. That's what saves are for, I guess. This is kind of related to the point about Brood War unit data mentioned above. Also we certainly don't want any HotS Kerrigan-level ridiculousness, either. In other words, we don't want the gameplay to revolve around hero units, if that makes sense. On December 02 2015 03:45 Beauenheim wrote: Ah yeah I'm sorry I'm sure it seems confusing. My problem is is that when I open Mass recall or the set up map in editor or anything that isn't opened by the battle.net launcher, my client doesnt allow me to save it has a lock next to the save and load buttons says I can only save under campaigns and challenges. I have been playing Mass Recall without saving capabilities anyways it's just annoying to lose and have to start the whole mission over other than being able to just save throughout the game. That's pretty unfortunate. I'm curious about this - I'm able to save editor-launched maps just fine. Are you playing on the Starter Edition, by any chance? | ||
Branzer
2 Posts
What i mean is...ALL it takes is one big attack wave when you're not in base (the extra carrier attacks in "trial of tassadar" was a nice way to piss people right from the start of the level :D) and you have to reload 30-40 min of game, ex. "Homeland" simultaneous attacks of Archons + 3-4 Reavers + Arbiter with Carriers and 10 sec later Dragoons and zealots...bit much no? Reavers can destroy 1/3 or 1/2 of ground army which i built for 25 min, imagine what 3-4 can do (zerg missions are nightmare with reavers). The detection well...ghosts get scanned even if they get close, no need for towers, the AI knows "exactly" where they are before I even begin assault. For the heroes, i dunno "rebuild" option maybe or trigger checkpoints in the editor? The AI always hard focuses them and it sucks to lose an hour to that. | ||
RODTHEOGD
9 Posts
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Telenil
France484 Posts
On December 06 2015 01:49 Branzer wrote: I'd need to check, but there might be something wrong with the timings. This sounds like two separate occuring almost at the same time.x. "Homeland" simultaneous attacks of Archons + 3-4 Reavers + Arbiter with Carriers and 10 sec later Dragoons and zealots...bit much no? On December 06 2015 01:49 Branzer wrote: Come to think of it, there is a value that represents how much an AI is likely to focus a specific unit. Decreasing that value might help the most vulnerable heroes to survive longer while not changing any stat or Brood War mechanic.For the heroes, i dunno "rebuild" option maybe or trigger checkpoints in the editor? The AI always hard focuses them and it sucks to lose an hour to that. | ||
heishe
Germany2284 Posts
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C3rberu5
17 Posts
On December 06 2015 01:49 Branzer wrote: Thx for the reply, What i mean is...ALL it takes is one big attack wave when you're not in base (the extra carrier attacks in "trial of tassadar" was a nice way to piss people right from the start of the level :D) and you have to reload 30-40 min of game, ex. "Homeland" simultaneous attacks of Archons + 3-4 Reavers + Arbiter with Carriers and 10 sec later Dragoons and zealots...bit much no? Reavers can destroy 1/3 or 1/2 of ground army which i built for 25 min, imagine what 3-4 can do (zerg missions are nightmare with reavers). The detection well...ghosts get scanned even if they get close, no need for towers, the AI knows "exactly" where they are before I even begin assault. For the heroes, i dunno "rebuild" option maybe or trigger checkpoints in the editor? The AI always hard focuses them and it sucks to lose an hour to that. With regards to the ghost situation,if you're talking about when using ghosts to attack Zerg hives please remember that in original SC and BW ALL overlords were detectors by default, it was only a balance tweak for SC2 that caused overlords to need to be overseers to detect. It was a direct Bliz response to the complaint that Zerg were "detectorific" as a race in MP. Though I as a Zerg player primarily preferred it that way. | ||
DariusTirsar
Romania13 Posts
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