The New Team Micro Melee Topic - Page 5
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Kau
Canada3500 Posts
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imperfect
Canada1652 Posts
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Kau
Canada3500 Posts
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CFDragon
United States304 Posts
The method involves having a trigger constantly forcing you to ally your allies. This makes it very difficult (not impossible, though) to attack your teammates units. Even if you use A + click over and over again, the units simply refuse to fire, and it takes a good deal of time just to get them to fire off one shot. It's an easy fix, and wouldn't effect the gameplay except making killing your teammates units (which isn't supposed to happen) much more difficult. The only problem that might occur is it clashing with other triggers that use "Wait" in them. | ||
Superiorwolf
United States5509 Posts
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IntoTheWow
is awesome32269 Posts
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CharlieMurphy
United States22895 Posts
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TheNikeYork
United States389 Posts
On August 28 2008 15:59 CharlieMurphy wrote: Just curious Bill, but why the build time changes for the macro units/structures? I remember reading somewhere it was for balance. | ||
xmShake
United States1100 Posts
On August 28 2008 15:59 CharlieMurphy wrote: Just curious Bill, but why the build time changes for the macro units/structures? Terran was too awesome at the beginning and zerg just plain sucked. Bill had to tweak it so it was more balanced. Terran still has an edge on this map, although its not that bad with longer command center and factory build times. Zerg has 40 mineral drones and quicker building hatcheries. Its pretty balanced where it is now. | ||
Cambium
United States16368 Posts
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Bill307
Canada9103 Posts
On August 28 2008 13:30 CFDragon wrote: The method involves having a trigger constantly forcing you to ally your allies. This makes it very difficult (not impossible, though) to attack your teammates units. Even if you use A + click over and over again, the units simply refuse to fire, and it takes a good deal of time just to get them to fire off one shot. You know, I actually disabled that trigger in the latest version of TMM. I was tired of trying to kill my own units (which is fair) only to have my dragoons stop in mid-animation because of that trigger. As for hyper triggers, I cannot use them because all of the timing in the game relies on the constant rate of trigger-handling (once per time unit). E.g. respawning takes something like 7 units, iirc. I never use the "Wait" action because it causes replays to stop working when you change their speed. (One of the reasons why TMM replays actually play correctly. ) Instead, I'll have counters (i.e. # of unit deaths for obscure units that I'd never use in the map) that get decremented every game unit. ... Now that I think about it, the Power Generator was one such unit whose # of deaths was used as a variable. I'd better go and make sure it doesn't affect the game logic... >_< Edit: Oh good, it's only "bSwitchLeaderboard", which I think is the flag used to tell the game when to switch between the Points leaderboard and the Levels leaderboard. So each time one of those Power Generators dies, the leaderboard will probably switch immediately. Btw, I'll be playing TMM tonight. Also, you guys can host without me, you know. | ||
Raithed
China7078 Posts
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Kau
Canada3500 Posts
On August 30 2008 03:37 Bill307 wrote: Btw, I'll be playing TMM tonight. Also, you guys can host without me, you know. Haha we did play a couple of 2v2s the other day, nothing to really upload though =/ | ||
IntoTheWow
is awesome32269 Posts
On August 30 2008 03:44 Raithed wrote: suppywolfie, wanna play it on east? ;O Come to op TL-West, there's usually people there arranging games on weekends. | ||
Bill307
Canada9103 Posts
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GTR
51284 Posts
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Bill307
Canada9103 Posts
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Pads
England3228 Posts
goodnight. | ||
Bill307
Canada9103 Posts
Need more! | ||
Superiorwolf
United States5509 Posts
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