found nothing else brings down the silo faster especially if you get a few into the cell bonus spawn.
Yeah, I think they're definitely the fastest way to bring down the silo as they can do a lot of damage with just a few shots. Reavers now do more damage but obviously take a long time to get to the silo, are more wiffy when it comes to firing and cost more than tanks.
They still tend to drift towards the mid-bottom of the map and seigebut not nearly as bad as those early DS versions.
Yeah, no idea why this happens or what I can do to alleviate it
I suspect it's largely just a function of the diagonal pathing: if I made the map bigger so the battlefield could be strictly horizontal I think it'd mostly go away.
Not sure if this is reported, but im playing Z (im blue) and yellow is zerg, and his larva spawned in my base... lol...
Yeah, happened to me once too but it just seems like a harmless glitch. 6 allied larvae spawned with 1 enemy extra, just kill it or ignore.
This issue just sprung up with the new 6 larvae cap. My best guess is that when units spawn at 0:00 the buildings change color as if given to another player with the bugged larvae created right at that moment which does not get destroyed or given to the player after the spawn completes.
If anyone has a game where this bug happens, PLEASE remember to save the replay! I'd really like to solve it. I'll investigate your theory Rivalz as it sounds likely, but I think the larva should be created for the CPU players or P9-11 only (if their hatcheries can even make units?) not the enemy human players. Shouldn't be any triggers that give larva between players either.
A seemingly related bug I've noticed is with buildings (particularly armories/spawning pools/robotics facilities) that flash to the spawn color getting destroyed. Very very rare but happened last night on my other comp (playing Terran) and I'll upload the replay if it works. My teammate playing Toss also had it happen too that same game to a robotics facility. In addition I swear I saw a SCV parked near an Academy move to automatically attack it during spawn but stopped short..... Hadn't commanded it to do anything for several seconds yet it suddenly moves....
Definitely upload this replay. As for the SCV attacking the building, they're given to P9-11 for 1 trigger cycle as part of the phased spawning system that helps with map max, so if P9-11 are hostile for human players then that would explain it. Anyone know if they are, and if so, can I make them allied? Previously all spawning happened inside a 1-2 trigger cycles so I guess units never had enough time to react to the hostile nature of the buildings, whereas now it takes 2-3 trigger cycles.
Anyways, I would like to thank Lanthanide for all the time an effort put into this project. Regardless of the minor issues discovered and patched, DS Night is one of the top UMS maps I have ever played!!
No problem, I'm just glad it's so popular. I really like DS but just got fed up with the poor quality in the other maps. I've got a stalled Blood Pressure Marathon map too that significantly overhauls it and makes it a lot more fun, but there's a huge amount of work to do on that. Probably won't ever finish it, with D3 coming out and DS Night taking up so much of my time.
Well, if you watch the replay, the devourers don't start casting swarm until siege tanks. Infantry targeting them did not cause them to cast swarm.
Assume you mean defilers here. IIRC you have to research energy upgrade before they'll cast swarm, so it's possible the enemy simply hadn't researched it.
None.