Staredit Network > Forums > SC1 Map Showcase > Topic: StarQuest
StarQuest
Aug 6 2009, 3:51 pm
By: Tank_7
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Aug 13 2009, 10:39 pm killer_sss Post #101



Quote from Wormer
You should consider a way for a no-fuel ship being able to move! With spam-clicking, but move. Like the civilian can move in that Marathon map, if you understand what I am talking about :unsure:

there is a way if your watch you don't totally run out. If you know you can't m,ake it to a forge fly to an area you can build a forge at and then refuel. I have ran out a few times after flying to and area and building a forge just close enough for me to refuel.



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Aug 13 2009, 10:53 pm darksnow Post #102



well i usually have a forge in the central island, then forges and gates at the big islands on either side of the map.
stops them from mining and you can refuel faster



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Aug 14 2009, 5:19 am Wormer Post #103



Quote from killer_sss
there is a way if your watch you don't totally run out. If you know you can't m,ake it to a forge fly to an area you can build a forge at and then refuel. I have ran out a few times after flying to and area and building a forge just close enough for me to refuel.
That does not help. It was once an epic fail when I ended up with like 1000 fuel near the forge to find out I have no minerals at all and my SCVs unloaded in the other corner of the map... :lol:



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Aug 14 2009, 5:21 am darksnow Post #104



i've never tried this but can you make scvs build outside the ship?
oh and there should be a shuttle in the base, scvs getting stuck is annoying



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Aug 14 2009, 2:27 pm killer_sss Post #105



yea that or a warp to spot in ship base would be nice.



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Aug 14 2009, 4:59 pm UnholyUrine Post #106



Ya know, to stop spam-click is easy if you do it the way I did in Shrapnel Bombers...

To put it in your game's context, Instead of one location, there're 2 centered on each person's ship... The 2nd one is only centered when the person's ship still has fuel. So now, when they have no fuel, you order move to the 2nd location. That way, the ship will ALWAYS be stuck at that position, no matter how far they MIGHT've gone thru spam-clicking.. once they miss a beat, they will be turned back.

So basically, there shouldn't be a need for za Fail Safe triggers (tho it never hurts to have one :P)

Also... Have you honestly, really considered my suggestion about decreasing the # of ships? :C? I feel that it's really crucial...
I also love the Missile Turret being a weapon idea.. It's a small building, so many of them can fit inside the ship, so technically it should spawn weapons that can easily coincide with your (rather stubborn) idea of the Devourer dealing extra damage. Let's say each Turret spawns 1 gol... i can build like 5-10 missile turrets... and with za acid spores, the gols would do tons more damage... But again, they should do very little damage against high armored ships :D..

tch.. I should try ur game again.. but still, it seems you haven't changed much.. :(



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Aug 14 2009, 5:12 pm Tank_7 Post #107



@UnholyUrine: The "fuel location" never did re-center if you had 0 gas so that problem never existed. As I understand it darksnow and some others are saying they can actually make their ship go across the map relative to the location which stays put. They do this until they are in range of a Protoss Forge according toe darksnow.

About the ships... I did read it before. I don't see how having more ships is harmful. I like variety. I can see maybe the odd noob going "what's the difference between the two BC's?" at first but it's not like it hurts the game somehow. And with time they'll see one BC has a little more HP, damage, and 1 more armor, while the other has Yamato and burns ever so slightly less fuel.

@darksnow: I do agree SCV's getting stuck is cheesy. Now that I have more locations I could put a transport in there or something.

@Wormer: You suggested allowing slow spam click movement when out of fuel I believe. I refuse. The game rewards those who watch their fuel.

1.47 Out
-Wormer's idea of a de-selection after a certain threshhold has been implented, if your ship is not where it should be for 12 hypercycles it gets deselected until it gets back to it's location. (I did not bother with a move for the special stasis case.)
-Ships are now prevented from leaving the vicinity of their team's HQ while the in game help is enabled.



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Aug 14 2009, 6:04 pm darksnow Post #108



well just for the heck of it ima see if i can still get it back to base =O



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Aug 14 2009, 6:12 pm darksnow Post #109



oh umm, the link says 1.46



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Aug 14 2009, 10:57 pm Tank_7 Post #110



@darksnow: Oops! Uploaded now, sorry :S



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Aug 14 2009, 11:17 pm darksnow Post #111



umm its useless i can still get back to base, and its actually easier in this version
i attached to replay so you can see what i did

after you move out of the location, the unit gets transferred between players, but however its no longer ordered to the location, so you can just add the order action again and it should be fine

Attachments:
ownt.rep
Hits: 3 Size: 374.87kb



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Aug 14 2009, 11:25 pm Tank_7 Post #112



I watched the replay. how the heck... after the 12 hypercycles of grace, it de-selects every hypercycle. How can you be re-selecting and ordering it?! You sure this works with other ships?

Edit: okay yea i see what you mean. I'll fix it -.-



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Aug 14 2009, 11:40 pm Tank_7 Post #113



1.48

Okay its changed to alternate hypercycles now. After the 12 hypercycles of grace, it will de-select, then order the ship the next hypercycle, then de-select again, and so on. If you can out-spam this I will have to introduce a Move after say 3 full seconds.

I also changed the "no leaving HQ during help" to where it will only teleport your ship from anywhere during the initial help. As it was in 1.47, you could turn on help mid game when youre stasised, about to die, and you'd teleport to your base without using a drop of fuel.



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Aug 14 2009, 11:46 pm darksnow Post #114



aiight lets see if i can crack this one too :P



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Aug 15 2009, 1:03 am darksnow Post #115



ehh should work fine, managed to make it back halfway across the map before my fingers got worn out.
meh this should work, although if you're about a seige tank's attack range away from a forge, you can still get back there



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Aug 15 2009, 1:21 am Madroc Post #116



Quote from darksnow
i havn't been able to find people to play with me and it just ends up as a 1v1, so if you're out of fuel you're dead. anyone interested in playing with me?
I had the same problem. All you have to do is make the name be "StarQuest Cust Ship Buildin" or something and people flock to the game like sheep. That's why I'm expecting great things out of BASW, because the name is interesting.



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Aug 15 2009, 1:27 am Tank_7 Post #117



@Madroc: Just finish it before SC2 comes out! Or else I will have to pour water on your cookies.



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Aug 15 2009, 1:34 am darksnow Post #118



nah, ima steal the cookies first



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Aug 19 2009, 1:13 am killer_sss Post #119



sorry to bring more bad news but the armory gives +5 minerals if built outside. i would check all refunds to make sure no other buildings refund more than they cost.



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Aug 19 2009, 2:24 am darksnow Post #120



there should also be a refund if you lift buildings o.o



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