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On April 07 2012 23:26 nimdil wrote: I would like to report that my guardians while clearly able to attack from a distance tend to act as though they have range=1 when ordered to attack. This is painful.
EDIT: They also ignore hold position o_O
All and all it makes late game composition kind of hardcore with units not giving a damn about orders Do you use version C3.3 for the zerg campaign? If I remember correctly, the bug was solved in that version (you can download it on the page of Episode III - The Fall).
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Poland3748 Posts
On April 08 2012 00:23 Telenil wrote:Show nested quote +On April 07 2012 23:26 nimdil wrote: I would like to report that my guardians while clearly able to attack from a distance tend to act as though they have range=1 when ordered to attack. This is painful.
EDIT: They also ignore hold position o_O
All and all it makes late game composition kind of hardcore with units not giving a damn about orders Do you use version C3.3 for the zerg campaign? If I remember correctly, the bug was solved in that version (you can download it on the page of Episode III - The Fall). Well here says:
Mod file - vC.3.2 (latest supported)
How was I supposed to know o_O
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Poland3748 Posts
Different issue. Campaign for, mission 7. I can't produce DTs nor can I morph existing DTs into Dark Archons (or any archons)
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Great job on the Rebel yell. Right now when I go to open the first overmind chapter, SC2 launches, but the screen stays black and plays music forever. Its been an hour now. Any help?
Also The vespene geysers are unlimited. They have a starting amount, but after you run though it, they dont die, but end up with 90000.
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Poland3748 Posts
Yea, Rebel yell worked like a charm. The only thing I don't quite get, though, is why Norad 30 have 25 damage instead of 50 (I think?). I remember than one-shooting marines was fun.
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Also The vespene geysers are unlimited. They have a starting amount, but after you run though it, they dont die, but end up with 90000. Geysers that are depleted do gain infinite gas, but you only extract 2 units worth of gas per trip, down from 8. That was the way it worked in the original Starcraft.
Different issue. Campaign for, mission 7. I can't produce DTs nor can I morph existing DTs into Dark Archons (or any archons) Which mission 7 are you refering to, the one with Tassadar and Fenix (Protoss07), or the one where you start with two Dark Archons (ProtossX07)? If it's the former, this is again to remain true to the original Starcraft, you didn't have access to Dark Archons until late in the Brood War campaign. If it's the latter, be sure you have downloaded the latest versions of the maps and mod for The Stand, it has been updated two days ago.
How was I supposed to know o_O You couldn't. I've PMed the author, he will update it so that other people won't have the same problem.
Great job on the Rebel yell. Right now when I go to open the first overmind chapter, SC2 launches, but the screen stays black and plays music forever. Its been an hour now. Any help? Not sure why this would happen, we had a similar issue with people being stuck on the briefing screen a while ago. Back then, waiting a few seconds between the notification "press any key to continue" seemed to help. Try again, and if you can't start the level at all, try to re-download the maps.
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Poland3748 Posts
Thanks, I will update and see how it works.
Generally speaking a lot of fun.
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Poland3748 Posts
In ProtossX07 I believe I shouldn't be able to mind control any Aldaris. As I recall Mind Control was equivalent to a kill. However I can mind control multiple Aldaris (I mind controlled 2nd and 3rd) without triggering anything. I later hit mind contorlled 3rd Aldaris (true one) with two psi storms and feedback and it triggered a final cutscene, however neither Kerrigan nor her Lurkers attacked Aldaris so effectively he survived the whole scene.
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On April 10 2012 19:27 nimdil wrote: In ProtossX07 I believe I shouldn't be able to mind control any Aldaris. As I recall Mind Control was equivalent to a kill. However I can mind control multiple Aldaris (I mind controlled 2nd and 3rd) without triggering anything. I later hit mind contorlled 3rd Aldaris (true one) with two psi storms and feedback and it triggered a final cutscene, however neither Kerrigan nor her Lurkers attacked Aldaris so effectively he survived the whole scene.
I had the same issue
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I thought I had set mind control so that it can't target Heroic units, but apparently something went wrong. Thanks for the report, I'll fix that next time.
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On April 10 2012 21:18 Telenil wrote: I thought I had set mind control so that it can't target Heroic units, but apparently something went wrong. Thanks for the report, I'll fix that next time.
Mind control non for Heroic units is ok, but in original BW was for ALL units (I've played Enslavers with BW and captured many Torrasques and then crushed every base)
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Poland3748 Posts
I'm not familiar with specifics but wouldn't it be easier to trigger pre-emtive death of Aldaris on Mind Control?
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Enslavers was designed before Brood War, at a time Mind Control didn't exist. In the lore, the Torrasque is supposed to be resurrected after its death, not cloned over and over again - the mass mind control is an abuse more than anything else. Besides, the Brood War IA was programmed to never cast mind control on Heroic units, so players wouldn't insta-lose a custom game that requires a hero to survive. I could potentially re-work the cutscene, add triggers for Aldaris and his illusions, add something to protect Infested Duran if we ever get to Drawing the Web, and repeat if we ever adapt other maps where heroes face Dark Archons. Or we can fix all these issues at once by making heroes invalid targets, which I consider to be much cleaner.
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On April 11 2012 22:26 Telenil wrote: Enslavers was designed before Brood War, at a time Mind Control didn't exist. In the lore, the Torrasque is supposed to be resurrected after its death, not cloned over and over again - the mass mind control is an abuse more than anything else. Besides, the Brood War IA was programmed to never cast mind control on Heroic units, so players wouldn't insta-lose a custom game that requires a hero to survive. I could potentially re-work the cutscene, add triggers for Aldaris and his illusions, add something to protect Infested Duran if we ever get to Drawing the Web, and repeat if we ever adapt other maps where heroes face Dark Archons. Or we can fix all these issues at once by making heroes invalid targets, which I consider to be much cleaner.
Yes, I know that isn't supposed to work on heroes, a bit like in warcraft 2 the polymorph spell, the AI doesn't target heroes. Anyway is funny to have an army of Torrasques 
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Poland3748 Posts
On April 12 2012 08:32 Bladefist wrote:Show nested quote +On April 11 2012 22:26 Telenil wrote: Enslavers was designed before Brood War, at a time Mind Control didn't exist. In the lore, the Torrasque is supposed to be resurrected after its death, not cloned over and over again - the mass mind control is an abuse more than anything else. Besides, the Brood War IA was programmed to never cast mind control on Heroic units, so players wouldn't insta-lose a custom game that requires a hero to survive. I could potentially re-work the cutscene, add triggers for Aldaris and his illusions, add something to protect Infested Duran if we ever get to Drawing the Web, and repeat if we ever adapt other maps where heroes face Dark Archons. Or we can fix all these issues at once by making heroes invalid targets, which I consider to be much cleaner. Yes, I know that isn't supposed to work on heroes, a bit like in warcraft 2 the polymorph spell, the AI doesn't target heroes. Anyway is funny to have an army of Torrasques  Yea. Twelve Torrasques made the whole mission piece a cake. To easy actually as single Torrasque always did some damage
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Does anyone know where the maps folder is? I can't find it in the program folder and not in the documents folder either..
Edit. The game crashes when I try to drag the maps from a random location to sc2.exe, so I assume they have to be in the "maps" folder? Is this correct? I think when I played the terran campaign I just kept them in the mods folder or something.
Edit2. Apparently the map editor just crashes when I try to start it.. Great. Blizzard repair seems to take about 3 years too -____-' 500mb/20,5gig checked after 30 minutes.
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On April 13 2012 07:28 Euronyme wrote: Does anyone know where the maps folder is? I can't find it in the program folder and not in the documents folder either..
Edit. The game crashes when I try to drag the maps from a random location to sc2.exe, so I assume they have to be in the "maps" folder? Is this correct? I think when I played the terran campaign I just kept them in the mods folder or something.
Edit2. Apparently the map editor just crashes when I try to start it.. Great. Blizzard repair seems to take about 3 years too -____-' 500mb/20,5gig checked after 30 minutes.
Did the repair thing help?
As far as I remember the Maps folder doesn't exist by default, I think the game creates it when you launch a map via Galaxy Editor or something. Or you can just create it yourself, the root installation directory is the correct place for it, right next to the Mods folder. (Starcraft II/Maps)
The maps should work just fine regardless of where they're located, though. Having them in the Maps folder allows you to load the next map after a mission without having to restart the game, and I think you need them there to be able to save as well.
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Wat, missed that ep IV had been released, just as my vacation is about to end lol >.>
Ow well, better late than never I guess
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So, I'm guessing nobody's working to fix issues with Ep 1 anymore, and I don't know if these have been reported because I cant be bothered to read all 8 pages, but here goes:
(Mind you, I LOVE this project overall, these are just a few things I notice that should be easy fixes)
Infested Terrans in Terran02 show up as half disco balls. Odd, because I know theres an infested terran model in the base SC2 game.
Also in Terran02, while Duke was busy jawing at Raynor, a hydralisk came up and slowly started killing all my men while they sat there listening to him jaw. Eventually, it killed raynor, causing me to fail the mission right as it was about to end in victory. Not TOO annoying since I can just start at Terran03, but strange and an odd thing to miss (Shouldnt the enemy stop moving during cutscenes as a given?)
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EDIT: Nothing to see here, found the edit button, delete this post... >.>
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