[A] Starcraft 2 Brood War - Page 23
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MavercK
Australia2181 Posts
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MasterReY
Germany2708 Posts
Anyways great job MavercK! Here is the combined list of things to fix but it shouldnt take long to do it: - firebat price & hp & armor invalid - siege tank has should have 150 hp (instead of 160) - 250mm strike cannons should be removed - if you want to redo the academy, i guess you could use the "infestable infested bar" (it doesn't actually look infested) and use some other model to the nuclear silo addon - creep should spread a lot slower - nydus worm should not be spreading creep, free and limited to one per nydus network (and both should have 250hp) - for the devourer you could use corrupter model with roach acid attack (although a bit slower maybe) - templar doesn't have hallucination - dark templar shouldn't be able to merge to normal archon -carriers upgrade in bw was that it changed the number of interceptors from default 4 to 8 -maelstorm shouldn't be hard to make -the storm does too much damage, it kills a burrowed lurker, it did not in BW -if you have a single lair you can make upg aviable in lair even in other hatcheries, the upgrades should be aviable to research only in lairs -dragoon sounds are heard all over the map not only when in promiximity of the viewed area btw could you let dragoons spread more blue goo when they die? :D Also i agree to have ALL bw sounds integrated instead of a mix between bw and sc2 sounds. if thats not too hard for you ofc. | ||
MavercK
Australia2181 Posts
confirmed storm doing too much damage. it's basically ticking 10 times instead of 8. will have it fixed for next release. siege tank health is one of the stupid and annoying problems the editor has. for example. the siege tank has 160 health ingame. in the editor it has 150 health. it's being set +10 somewhere outside of the editor. im gonna have to remake the siege tank just to reduce it's health by 10 -.- silly blizzard | ||
disire92
United States7 Posts
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illumination
Korea (South)248 Posts
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hofodomo
United States257 Posts
Two things I noticed: Zealot legspeed upgrade is still 200/200, needs to be 150/150 Archon damage is flat 30, currently not modified by attack upgrades | ||
GrazerRinge
999 Posts
Especially i appreciate the remake of fighting spirit ;D | ||
MavercK
Australia2181 Posts
@illumination i've made no changes to account for ai just yet. not sure if i will. MBS and automine are something im not sure i can even remove. but im not sure if i'd want to either. we shall see | ||
MamiyaOtaru
United States1687 Posts
then again, there is a whole lot of busy work to do before one needs to worry about balance too much | ||
virusak
Czech Republic344 Posts
On September 10 2010 03:43 MamiyaOtaru wrote: 9 starting supply instead of 10 sort of messes things up at the start, as this game (sc2) was made for 10. I'd still be interested in changing the amount brought per trip, but making each worker take a little longer to carve off a mineral chunk. then again, there is a whole lot of busy work to do before one needs to worry about balance too much well I kinda liked it, the timings are more like sc1, you only start a bit later when you have 6 probes | ||
lololol
5198 Posts
LibertyStory also doesn't contain anything you really need. If you remove it you will have to add the firebat and medic to the barracks, since the barracks normally can't build these units and other similar stuff, but using less dependencies is generally better. | ||
MavercK
Australia2181 Posts
@lololol TY that worked pretty much perfectly so far. unfortunately it's screwed some other things up but it's fine as i can fix those. atleast now what i set in the editor isn't being overwritten by some random value hidden aware in the darkness | ||
Phyrigian
New Zealand1332 Posts
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MavercK
Australia2181 Posts
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Phyrigian
New Zealand1332 Posts
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MavercK
Australia2181 Posts
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figq
12519 Posts
- sounds ... the original sounds? pleaaase? (: /especially for those units that aren't in SC2, it's confusing to use existing SC2 sounds, like stalker voice for dragoon/ - is there any way of reducing the control group maximum? you did it with mutas, probably could be done with all units. | ||
MavercK
Australia2181 Posts
On September 10 2010 12:52 figq wrote: I love this so much, but for future releases: - sounds ... the original sounds? pleaaase? (: /especially for those units that aren't in SC2, it's confusing to use existing SC2 sounds, like stalker voice for dragoon/ - is there any way of reducing the control group maximum? you did it with mutas, probably could be done with all units. sounds coming eventually. reducing control group. bah. i dont know why people really want this. just split your army and use more control groups. nothing is stopping you. and if i did it the same way i did mutas it would be extremely annoying. im actually trying to find a better way to do muta stacking since mutas stack. permenantly. if you want to spread your mutas out it's an extreme pain. could you imagine going back to your rally point. seeing 36 units there and having to select a bunch. deselect them till you have 12. assigning hotkey. moving them. doing this again and again. OOPS. selected 13 units. they can't move. | ||
MamiyaOtaru
United States1687 Posts
if you group more than 12, instead of not firing would it be possible to make it so they don't clump if there are more than 12? | ||
MavercK
Australia2181 Posts
On September 10 2010 14:02 MamiyaOtaru wrote: speaking of mutas and stacking.. if you group more than 12, instead of not firing would it be possible to make it so they don't clump if there are more than 12? this was my original idea for it. unfortunately you cannot change the Separation Radius of a unit with triggers or behaviors and thats the only 2 ways i can think of doing it. but yes. that would be idea if i could do it that way. *EDIT* it's funny how when i tell someone something isn't possible i usually get another idea of how to pull it off. Mutalisk's now can be stacked. the limit of 11 to attack still exists. however now when mutas are idle they will check if they are ontop of another mutalisk and "wander" until both mutalisks are atleast 0.5 distance apart. im happy with this because now when you make 20 mutas they dont all sit on the rally point ontop of each other like a jumbled mess. they spread out. | ||
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