Thanks, very useful. Replay seems to work better than last time I tried to use one on this map. I ran in x16 speed but eventually it seems that it stops registering new buildings by most players (red seemed to keep building, though) so it got out of sync and didn't do the nuke at the right time. Now running it again on 1x mode (sigh) and I'll see what happens.
Anyway I've had a look at the map and fixed a bunch of issues. I'll be releasing 2.43 tomorrow most likely:
- Fix powerup/ally spam at the end
- Prevent recently used special from stomping on instant-spawn powerup (haven't tested but should work)
- Fixed Hero: Infestor typo when Zerg gets 5 gas
- Changed insta-spawn powerup used by other player sound to be more distinct compared to battle sounds (archon summon sound)
- Immortals +1 armor
- Fixed bug where all units constantly had invulnerability removed: affected infested terrans, interceptors, stasis'd units and armageddon dreadnaught.
- Fixed bug where mines were not properly placed by nuke
The last two look to be the nuke bugs. The dreadnaught was supposed to be created as Invincible, but it was removed by the bugged trigger and so the defense cannons or other enemy units could easily kill it as it only has 100 hp and 0 armor. The mines bug was just a simple mistake on my part - I did a lot of dicking around with them, making the triggers more efficient and testing different things out, and on my last lot of changes I accidentally set an action to create the mines in the wrong storage location, so all the rest of the actions didn't work properly, and then I never re-tested.
I also tried to have a look at what looked like the mothership being silly in the couple of games I played last night, but I couldn't replicate it. So I'll have to watch out for this and see if it's 'real' or not, but what I was seeing was the mothership stopping still and actually using it's weapon to attack a lot, so it didn't fly around and kill many enemy units at all. It's nice for it to be attacking, but it's main power comes in decimating the enemy units, so if it just sits still it can't really do that. It's possible this weird behaviour was a side-effect of the invincibility trigger above (mothership goes to attack stasis'd units?).
Ok, I've watched your replay (pretty epic!) and can confirm that the nukes at 27:32 and 27:33 dealing no damage was due to the BCs being killed by other units before they could do any damage. Although it's actually possible that Yellow's at :32 was killed by Purple's at :33. Didn't manage to catch what happened at 24:24. The tip for watching these is to put it down to Slowest to watch what happens.
An idea I've just had is to make the broodlings that spawn from the Silo Brutalisk invincible, but with the normal 135 tick broodling death timer on them. At the moment it spawns 10, but 10 invincible broodlings would probably be too much. So maybe 4-5 invincible, not sure if it'd be sensible to throw in regular ones as well as people might think it's a bit strange that some could die and others couldn't. What do you think about that idea?
Also, what do you think about the new nuke (provided the mines were fixed up...)? Interesting? Too weak? It used to set enemy units on your side of the map to 15% HP 5% shields, so now 5/5 is a bit weaker overall, although it doesn't kill all enemy units on enemy side of map, but it should kill a few more units that are attacking your temple as well as steal some of them from the enemy (which are healed to 100% HP/shields).
Post has been edited 1 time(s), last time on Nov 14 2011, 11:04 am by Lanthanide.
None.