Staredit Network > Forums > Modding Projects > Topic: An Unnamed Project
An Unnamed Project
Apr 10 2014, 4:39 am
By: Pandut  

Apr 10 2014, 4:39 am Pandut Post #1



Hiya. I'm not sure if anyone here will remember me lol. I went on like a friggin' 3-5 year hiatus for whichever reason. Don't remember. But I'm kinda back, in a way.

Anyway. This is a little project I've been working with on and off during that time. Sometimes working on it religiously day by day, sometimes leaving it to gather dust for months on end. On two occasions I had to start over from scratch because of computer failures. Buuut now it's finally in a state which can be publicly presented. Kinda.

The premise of the mod is nothing special. It's a very particularly simple concept. More or less; Starcraft Brood War turned into an arcade game. The only production structure you have is your command center and all your units are trained from that (Save for the Zerg, ironically). You have access to upgrade/tech structures and defenses but that's about it. It is Starcraft Simplified. Namely because it was inspired by this and I wanted to hone my skills before undertaking a larger project. Which I shall be soon. Dun dun dun. Zerg have access to 1 "new" building and 2 "new" units. Drones can create Infested Command Centers which can produce Infested Terrans (Stealth-able melee units) and Infested Marines (Suicide guy we all know and love.)

VERSION 2.3 UPDATE
Please use Starcraft Brood War Version 1.16.1 when playing.
Change log
[General]
-Made use of several unused sounds.
-Light balancing and adjustments to AI.
-Graphical and sound adjustments.
[Terran]
-Goliaths have a melee-counter weapon; literally stepping on enemy units that get into melee range. Deals 12 normal damage, +2 every upgrade.
-Wraiths now have an attack overlay for it's laser burst weapon.
-Ghosts will randomly use their under-slung grenade launcher rather then using it in tandem with their rifle.
-Firebats have been changed to close-quarters fighting unit that deals less damage though attacks faster and is pretty much an anti-zerg unit. Will be further altered to be more spiffy.
[Zerg]
-Zerg have access to a new infested unit. The "Corrupted Marine" is a fallen terran soldier reanimated by Zerg pathogens and parasites. GRP graphic credit to (I believe) Polaris. Not 100% sure who made it but it was used in the Dark Evolution mod.
-Zerglings now have a chance to "spit" venom upon targets. The venom will randomly persist dealing upwards to 2-12 concussive damage.
-Zerg Venom/Acid weapons do persisting damage. This effects Guardians, Devourers, Defilers and Zerglings.
[Protoss]
-Archons have a chance to unleash a special Psyionic obliteration attack that deals high splash damage.

Current Buglist
-The AI's occasionally freeze up every now and then or ignore their End-Game codes.
-Infested Marine's attack move is fickey. Works perfectly in mixed-unit groups but bugged as hell on their own. The fix atm is have like, a zergling or something in a group of Infested Marines when ordering an attack move.
-Obvious balance issues which I'll fix eventually.
-Some Hotkeys need to be altered.


So yeah. It's nothing special. BUT. It does have it's own AI which took up the about 85% of my work cue because of constant testing and modifying. They probably won't give an experienced Starcraft player much of a challenge but it's better then fighting nothing right? For best results for fighting against the AI, play on large maps.

Here is a link to an album of the AI killing things.

It's all a constant work in progress. The AI's have several variations that are randomly selected at the start of every match. Vespene Geysers are extinct, all you need are minerals. They will love you long time. As time goes on I'll be editing existing units to give them more uniqueness, IE, giving them spiffy new attacks and weapons and effects.

Post has been edited 1 time(s), last time on Apr 29 2014, 8:51 pm by Pandut.



None.

Apr 29 2014, 8:50 pm Pandut Post #2



VERSION 2.3 UPDATE
Please use Starcraft Brood War Version 1.16.1 when playing.
Change log
[General]
-Made use of several unused sounds.
-Light balancing and adjustments to AI.
-Graphical and sound adjustments.
[Terran]
-Goliaths have a melee-counter weapon; literally stepping on enemy units that get into melee range. Deals 12 normal damage, +2 every upgrade.
-Wraiths now have an attack overlay for it's laser burst weapon.
-Ghosts will randomly use their under-slung grenade launcher rather then using it in tandem with their rifle.
-Firebats have been changed to close-quarters fighting unit that deals less damage though attacks faster and is pretty much an anti-zerg unit. Will be further altered to be more spiffy.
[Zerg]
-Zerg have access to a new infested unit. The "Corrupted Marine" is a fallen terran soldier reanimated by Zerg pathogens and parasites. GRP graphic credit to (I believe) Polaris. Not 100% sure who made it but it was used in the Dark Evolution mod.
-Zerglings now have a chance to "spit" venom upon targets. The venom will randomly persist dealing upwards to 2-12 concussive damage.
-Zerg Venom/Acid weapons do persisting damage. This effects Guardians, Devourers, Defilers and Zerglings.
[Protoss]
-Archons have a chance to unleash a special Psyionic obliteration attack that deals high splash damage.




None.

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Suicidal Insanity -- :P
[09:10 am]
Suicidal Insanity -- Not that I think that is a good idea
[09:10 am]
Suicidal Insanity -- then it is a real index
[09:10 am]
Suicidal Insanity -- jjf28
jjf28 shouted: Suicidal Insanity I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
I'm just saying have your function 'GetMapTitleStringIndex' return realValue - 1
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CaptainWill -- If anyone was considering Hypnospace Outlaw, I recommend it
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jjf28 -- I think the reason I had it so wrong was cause I could treat it as a 0-based index from section start (offsets actually start after first two bytes of numStrings) so I had my access simplified like that :P
[01:08 am]
jjf28 -- Suicidal Insanity
Suicidal Insanity shouted: No you don't. you can just change all the getters that give you a stringID instead
I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
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O)FaRTy1billion[MM] -- 0 usually means no string or default string
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