Unit Tester - Page 6
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NATO
United States459 Posts
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papaz
Sweden4149 Posts
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EyeSeeEm
Germany18 Posts
On August 12 2010 16:45 NATO wrote: I don't have access to XGDragon's account on sc2mapster and I wouldn't want to put it up under my own name.Can this be put on sc2mapster instead of a generic filesharing site? On August 13 2010 03:00 papaz wrote: Are you referring to the May 17th build or the hotfix build? Everything is working for me in the hotfix build (except for StimPack, that will be fixed in the next one).this is really good but buggy. the "give all abilities" button doesn't work neither does the "give all upgrades". I believe its "shift click" and "control click" but neither works. | ||
Malminos
United States321 Posts
Improved "respawn units" - Sort of a tall suggestion, but would probably be the most helpful. It would be cool if instead of just having the options to "respawn units, or build new armies" if one could somehow not have to completely wipe the board when changing an army composition. Honestly, this is probably beyond my abilities. It would require some sort of memory/data management so the unit list is stored, and then you'd need the UI elements to display and be able to edit it all efficiently. : /In other words, it would be great if i could open up the unit spawn panel, and edit what i have, or at the very least add some units to the armies, without losing everything i already have put down. Yea i figured it was probably pretty complicated. No big deal, it's a minor inconvenience, and if it requires tons of work, it's understandable that it probably wouldn't be worth it to wreck a brain over. Upgrades: Obviously some of the bugs with upgrades. With Zerg in particular, sometimes i need to build a hatchery, then a spawning pool, then a roach warren, then something else to get to a particular upgrade that isn't on the few zerg buildings that im supposed to upgrade from. nothing big but could be improved. Which upgrades in particular? I thought I fixed all the upgrade bugs with the hotfix.Oh dang, im sorry. I didn't realize you already released a hotfix. I just downloaded it and all these problems are gone. awesome! Bug: Respawn units doesn't always work right, im sure it's already been mentioned but i'll mention it again. i think it's related to the size of the terrain and the mass of units at one of the spawn points not having enough room to be placed, but im no expert, just guessing. Could you give me specific examples? If I can't test it and observe it myself it will be really hard to fix.I can't seems to replicate it, i had it happen to me several times to me with a specific unit composition but i forgot what it was and now i can't seem to get it to do it. I remember it was on the "open field" map though. It hasn't happened in awhile though, i moved away from using "open field" because it used to do it so much to me, but oddly, it isn't doing it anymore. cool! Bug: Infestors burrow and sometimes disappear? i dunno why, probably has to do with the fact that this was made during beta when infestor move-burrow had to be researched and it doesn't have to anymore. I'll look into this.[/QUOTE]again, hard to replicate, lol, i swear it was happening tho :p. Can't get it to do it again. Massive thanks for updating this map!!!! i loved it but those minor quirks had me a bit reluctant to use it as often as i'd like. I've been using the hell out of it since your fixes though and happily becoming a better player! | ||
ZulFury
7 Posts
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Malminos
United States321 Posts
On August 08 2010 07:45 EyeSeeEm wrote: Fantastic map! Great work XGDragon! I created a hotfix for the May 17th build for anyone thats interested: Links: + Show Spoiler + Fixes / Notes: + Show Spoiler + Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement bumping for map amazingness | ||
Existor
Russian Federation4295 Posts
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exarchrum
United States491 Posts
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ZulFury
7 Posts
First of all i would like to thank you with all my heart for such a great map. I have been using it to understand unit counters and combinations etc and it has been very useful so far. but I found a couple of problem with it: there are many upgrades and things like that that have not been updated to the game release, including: - roach has 3 upgrades in Unit tester (UT) , in game it only has 2. - Ultralisks have 2 upgrades in UT. only one upgrade is available in the game. - infestor still has 3 upgrades, ingame only 2. in addition, the following issues: - (edit) cannot find the overlord speed upgrade, must build the hatchery to get it. - cannot find the hydra range upgrade (i believe its something like grooved spines) - the interface of units covers a part that shows the panel with resources on the right (edit: this is at 1024x768 resoltion), this is annoying because i have to build the units, the start then memorize the resource cost and then build the opponent units of similar cost. - some bug occurs if you press escape multiple times fast, you get more and more resource panels on the right side. the more you press the more panels appear. I have not tested other races extensively yet, but i'm guessing there are more stuff that are not as the current game is. anyways thanks again and i hope you find my feedback useful. | ||
Jenslyn87
Denmark527 Posts
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Arcalious
United States213 Posts
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monitor
United States2402 Posts
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OhJesusWOW
United Kingdom127 Posts
Also, I find it very fascinating how the upgrades for carapace help Zerglings substantially more than the melee attack upgrade. Knowing this kind of information is so insightful and helpful. | ||
Teejing
Germany1360 Posts
thx for the map =) | ||
EyeSeeEm
Germany18 Posts
@ZulFury Thanks for making that TODO list, I wasn't sure about some upgrades and haven't had time to double-check. I will make a final "hotfix" version of XGDragon's original map with all upgrades working and upload it (hopefully) by tomorrow. | ||
sage_francis
France1823 Posts
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EyeSeeEm
Germany18 Posts
I just uploaded the latest (and hopefully last) hotfix version of The Unit Tester. I think I got all the upgrades and tech working and updated to the state of the latest release version. You can get it over at sc2mapster, as XGDragon was nice enough to add me to the project there. Fixes / Notes: + Show Spoiler + 08/08/10 Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement 08/23/10 Fixed: - Removed all tech left over from beta - All upgrades and research are now updated to work with the release version - Menu placement improved for lower resolutions | ||
Arcalious
United States213 Posts
On August 24 2010 07:21 EyeSeeEm wrote: Hey guys, I just uploaded the latest (and hopefully last) hotfix version of The Unit Tester. I think I got all the upgrades and tech working and updated to the state of the latest release version. You can get it over at sc2mapster, as XGDragon was nice enough to add me to the project there. Fixes / Notes: + Show Spoiler + 08/08/10 Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement 08/23/10 Fixed: - Removed all tech left over from beta - All upgrades and research are now updated to work with the release version - Menu placement improved for lower resolutions That is great... Thanks a bunch. | ||
EyeSeeEm
Germany18 Posts
On August 24 2010 06:27 sage_francis wrote: Thx for the map but are u sure thors make splash dammages on mutas? I just tried it, they do normal splash damage. As in normal multiplayer, the mutas have to be at least a little stacked. | ||
nailertn
48 Posts
ghost - 200/100, should be 150/150 observer - 75/125, should be 50/100 void ray - 300/150, should be 250/150 baneling - 25/25, should be 50/25 infestor - 100/100, should be 100/150 spore crawler - 100/0, should be 125/0 If I am not mistaken costs are pulled directly from the game files and then adjustments are made to those created from other units by adding a constant. Wouldn't it be a cleaner long term solution to do something like say: if unit type of created unit == spore crawler then modify mineral costs accumulated, and instead of doing +50 read the cost of the unit consumed and add that? Regarding the other unit types mentioned I assume those have something to do with the beta? Or I am totally overlooking something. | ||
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