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Starbow - Page 344

Forum Index > SC2 General
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Beatrys
Profile Joined October 2016
4 Posts
October 01 2016 20:52 GMT
#6861
--- Nuked ---
loeblix
Profile Joined September 2016
18 Posts
October 02 2016 13:53 GMT
#6862
On October 01 2016 18:52 TaShadan wrote:
How active is the european scene?

Non existent, I tried multiple times but the recommendation always was to play on NA.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 02 2016 20:12 GMT
#6863
It's getting better. It's easiest to find games via our discord channel. We have more than 100 people there now (not all online ofc)

https://discord.gg/0mnjXjS2e2a7YclO
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 15 2016 11:37 GMT
#6864
Btw, there was a small patch launched yesterday:

  • Probes and Drones attack range reduced from 1.4 to 1.1
  • Probe and Drone now have the same moving shot behavior as the vulture, although tuned for its size and purpose. This makes it possible for them to kite other units with same speed and low range like an SCV although it is very difficult to do flawless.
  • Photon Cannon build time reduced from 42 sec to 35 sec. This should make it easier to hold certain hydra push timings. We have tested cannon rushes with these times vs zerg and they seem easily holdable still. More testing might be needed.
  • Corsair build time increased from 33 to 38 seconds. Since hydra rushes are potentially a tad less viable, this might open up for more muta play. We are trying to make more openeres viable in ZvP.


Other things we are working on that are not ready to be added to the game yet.
- Swarm Lord rework to be less punishing and dominating and hopefully adds a better micro interaction from both players.
- Some tweaks to the merc stats to fit their purpose better.
- A small rework of the Vipers to make them more viable.
- Rework the Ghost.
aka KanBan85. Working on Starbow.
Kireak
Profile Joined March 2011
Sweden358 Posts
October 15 2016 12:07 GMT
#6865
Other things we are working on that are not ready to be added to the game yet.
- Swarm Lord rework to be less punishing and dominating and hopefully adds a better micro interaction from both players.
- Some tweaks to the merc stats to fit their purpose better.
- A small rework of the Vipers to make them more viable.
- Rework the Ghost.


I would also like to add to that list:
- Protoss Void relic change/rework.
- Warp gate tech changes.
- Swarm Queen alterations.
- Possible Scourge usability improvements.

It is all being actively worked on!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2016-12-15 10:12:32
December 15 2016 10:12 GMT
#6866
The Starbowmod.com website will shut down the 22nd of January. More info here: http://starbowmod.com/forum/showthread.php?tid=1210

We will use this forum as feedback for game development, bugs and other important points of discussion.

If you want to just chat with players and find games, use our discord channel: https://discord.gg/0mnjXjS2e2a7YclO
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 10 2017 06:58 GMT
#6867
Although we have a server back-up, some threads from Starbowmod are quite useful and I will post some here so we have them in a place where we can link them to others since the site is shutting down soon.

Here's Avex' guide to Starbow map-making:

Hey guys, this is a thread dedicate to things you need to put on your map before publishing it to the Arcade for Starbow.

First, we'll start with the Dependancies.

Of course, all maps need to be Starbow.

Make sure you're using the Starbow dependancies by going to

File -> Dependencies Click on Swarm/Wings and hit the red minus. Click Add Other... , Log into B.Net if you haven't already, Go to Battle.Net tab, change the source to Map/Mod Name and search for Starbow. Click on StarbowBeta, make sure you check Always Use Latest Version. Click OK and save your map. Go to Map Properties -> Options -> Publishing Options and check Arcade Map.

The easy way to avoid this is when you make a new map, just select it as an Arcade map and set the Starbow Dependencies at the very beginning. You're good to go.

-------

Part 2: Ramps

One of the bigger changes between SC2's engine is how ramps work. They're more fluid and less clunky (also because of pathing changes), and are technically bigger (even if they seem more narrow).

So because of these improvements, Lurkers have difficulty killing units pushing up the ramp. To fix this in Starbow, we have to manually change the ramps to support lurker play.

Keep in mind this only applies to the smallest 45 degree ramps, like this one:

[image loading]


If you enable the placement grid (which you should be using anyway) you can see these squares, these squares are what we will need to block:

[image loading]

[image loading]

To block these, you can use the (H) Pathing module or use doodads with a 1x1 footprint, and hold shift to place it irregularly. Placing the doodad inbetween cells will cause all of them to be blocked. I recommend using small rocks or foliage/debris to keep the ramps looking.. normal. Like this:


[image loading]

Remember, all 45 degree "size 1" ramps need this change.


--

Part 3: Thumbnails

All your maps will be unofficial until Xiphias or someone else down the road decides to make it an official ladder map.

Here are the thumbnails for the appropriate modes:

Unofficial Map - Maps that are meant for regular SB play, melee maps.
[image loading]

Team Game - 2v2, 3v3, 4v4, etc.
[image loading]

Archon Mode - Anything archon mode, no matter what.
[image loading]

Custom - Peep mode, BGH, silly arcadey games like 8p FFA, etc.
[image loading]

To apply these thumbnails, simply download the one you need, open the editor, go to the toolbar. Map -> Battle.net Info... -> General Click the green folder icon, find the thumbnail and click OK.

Part 4: Screenshots:

Screenshots can be made by using Data -> Export Map Image. Make sure your resolution is 800x600, and export. Go back to Map -> Battle.net Info... -> Screenshots and use the + or folder depending on where you exported.

Loading Screen - Only required for the Unofficial Maps (unless Xiph says otherwise)

Download this image

Import it to your map under F9

Go to Map -> Map Loading Screen

Check Custom
Browse for the image.
Set Image scaling from Normal to Aspect Scaled.

And hit OK.

---

Thanks for reading, Avex.
aka KanBan85. Working on Starbow.
94lucile
Profile Joined April 2016
10 Posts
January 20 2017 16:26 GMT
#6868
I like this mod, but clocked ghost makes me so laggy after 20 minutes.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2017-01-20 20:07:24
January 20 2017 19:18 GMT
#6869
Patch 1.16

Huge thanks to Doa, Kireak for continuing to spend tons of time developing Starbow. This patch is basically almost all their work. Would also like to thank Kalevi, ArticHydra, Nomisking, CowInAPie, iLikeTrees and others who have helped playtest and given valuable feedback.

General changes
  • Macro boosters for all races tweaked. Orbital Command and Khaydarin Citadel now cost 50 minerals and spawns with 50 energy. They both now have an increased build time from 22 sec to 68 sec.You now need Engineering Bay to unlock Scan from Orbital Commands. Queens cost 100 minerals and inject now makes larva spawn faster (like a few patches ago) but also speeds up production of units that are in eggs. Creep tumors are no longer clocked and cannot spawn new creep tumors. They now have 100 hp (3 armor) and can be spawned for free by the queen with 30 sec cooldown time. Transfuse removed and replaced with Synoptic Gene Regeneration. While active the caster energy is slowly drained over time and all units close to a queen regenerate life faster (including the caster).
  • Pathing should bug less now. We are planning on making more changes


Terran changes
  • Mercs now have 100 health, but consume 20 hp to use stim. They move slightly faster, 2.25 to 2.45. Grapple doesn’t harm allied units and deals damage on impact based off their weapon. Grapple range reduced to 8.
  • Irradiate now deals the same amount of damage as in BW (250). It applies the damage about 10% slower than in BW, which is still faster than it was in Starbow. Tooltip modified to better specify that the ability will only damage biological units,
  • Missile turret’s weapon cooldown reduced from 0.83 to 0.71.
  • Ghost reworked. Basic stats on the unit are closer to BW. They can cloak and move while cloaked, without losing energy, but they cannot gain energy nor attack while invisible. Cloak requires to be researched on the ghost academy. Ghosts still have Sensor drones,but now they are cooldown based and increase the range of units affected by 1.
    Ghosts have a new Single target ability which applies a debuff on enemy units for a relatively long time. Units affected by this debuff will receive damage when they move.


Zerg Changes
  • Swarm Lords replaced with Eruptors (again). They cost 125/125 and have a single target attack vs air. 5 missiles with 3 damage each. While burrowed, it gains energy which it uses to fire vs air attack more rapidly for a short duration. It starts with burrow but can be set to automatically unburrow if enemy air units are close by. It cannot attack while burrowed. It has a single target vs ground attack that does 16 damage and 20 more damage over a short period of time. The period of time attack does not stack.
  • Scourge now start with 1 more armor, but no longer gain +2 armor per air upgrade,
  • Guardian movement has been tweaked to make it harder to “stutter step” with them.
  • Spore Crawlers cost reduced from 175 to 125 (drone cost included).


Protoss Changes
  • Warp Gates reworked. To transform a single Gateway to a Warp Gate costs 50 min/100 gas. It can now warp in dragoons. Cooldown linked to units on produced from warp gates is now equal to their respective build time when build from normal gateways.
  • Nullward from sentinels have been reworked. Nullwards now cost 50 energy and spawn as ground units with 10 health and 10 shields. After 8 seconds they become invulnerable and unselectable. Nullwards are always visible and expire 4 minutes after the setting time. You cannot prevent them from detonating and when triggered they detonate on their position creating a time field, that stands on place for 30 seconds. Enemy units inside the effect receive double damage and are slowed in both movement speed and attack speed. Nullwards won’t chase after enemies or deal damage to them by themselves.


Other things to note and the future

About pathing of units. This game is based on BW balance and as such, will be unbalanced if units move too smoothly compared to BW. Important strategies in BW such as Sim City your base and setting up a siege position lose their value when melee units can close in on their targets with ease and in perfect formations. We currently have a pathing system now in place, but we would like one that further encourages the player to divide their army into smaller chunks and punishes players who move their whole army around without thinking about formation and multitasking. We’ve tried several solutions, but none of them has gotten the amount of testing and adjustment to feel ready for a live patch. This will most likely be changed in the next patch.

That said, many changes in this patch are rough and poorly tested as we don’t have many resources nor playtesters atm. We are aware of this and willing to add quick bug fix and number adjustment patches in the near future if needs be. Please let us know if you find anything buggy or broken.

aka KanBan85. Working on Starbow.
Varbind
Profile Joined January 2010
Canada113 Posts
January 20 2017 19:48 GMT
#6870
Any vods of games on the new patch?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 20 2017 20:10 GMT
#6871
Edited patch notes with Ghost info.

No games yet, but there is a tournament starting very soon, all with the new patch :http://challonge.com/NASBL_8
aka KanBan85. Working on Starbow.
Arctichydra7
Profile Joined August 2016
8 Posts
Last Edited: 2017-01-21 01:38:21
January 21 2017 01:34 GMT
#6872
NASBL Season One


Sign ups are now OPEN! Tournament starts next Friday the 27th! challonge.com


NASL Season One is 4 tournaments that feed into a season playoff. This is the 1st tournament of the season. Each tournament is play at your pace. Players have up to 1 week to finish a best of 5 match. Tournaments can take as long as 4 weeks or as little as 1 day depending on how fast players as a whole choose to play. Players earn points based off their finish placement. The top 4 ranked player will play in the playoffs at the end of the season.

Prize Pool: $75 USD For Season One
Capresis
Profile Joined September 2008
United States518 Posts
January 25 2017 19:44 GMT
#6873
Signed up. Is it supposed to be limited to 16 players tho? \=
Arctichydra7
Profile Joined August 2016
8 Posts
January 26 2017 21:36 GMT
#6874
@ Capresis, there is a waiting list players have until 9:00 PM CST on Saturday to find their opponent and schedule a time during the week for their match. People who are can't be reached will be sub'ed out with waiting players
weitao921
Profile Joined April 2017
2 Posts
April 20 2017 09:31 GMT
#6875
I have a few questions:

First is play in arcade the only way to enjoy this mod?

second everytime i create a game, the game become extremely laggy after 20 mins mark, how should i fix that?
weitao921
Profile Joined April 2017
2 Posts
April 21 2017 21:24 GMT
#6876
I found the problem, the ghost is why i got super laggy, every time i build a ghost or enemy build one, the game just instantly become unplayable, especially when you switch the invisible mode, it's so laggy please fix it.
Kireak
Profile Joined March 2011
Sweden358 Posts
April 22 2017 09:17 GMT
#6877
Thanks for the feedback weitao921, will look into it!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 24 2017 22:10 GMT
#6878
Don't normally post strait up games here, but it's been a while since we had some stream/youtube Starbow action.
aka KanBan85. Working on Starbow.
XenoX101
Profile Joined February 2011
Australia729 Posts
June 19 2017 13:00 GMT
#6879
Hey guys, what's happening with this mod? Website is down and can't seem to connect with Eros.
-Dustin-
Profile Blog Joined July 2011
United States718 Posts
June 19 2017 13:14 GMT
#6880
On June 19 2017 22:00 XenoX101 wrote:
Hey guys, what's happening with this mod? Website is down and can't seem to connect with Eros.

It's all done through Discord now there isn't a ladder anymore.
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