Staredit Network > Forums > SC1 Map Showcase > Topic: Project: Hydra - Rebel Yell
Project: Hydra - Rebel Yell
Feb 19 2018, 12:03 am
By: Pr0nogo
Pages: < 1 2 3
 

Jun 16 2018, 7:37 pm Pr0nogo Post #41



16/6/18:

Map 4
-Fixed duplicate transmissions
-Fixed not being able to commandeer vehicles after disks were secured if you only had one technician left
-Fixed Flag Beacon unit info pane
-Added more ambient events




Jun 22 2018, 3:57 pm Pr0nogo Post #42



As the latest patch broke samase exes, I've shipped an emergency update to the Hydra mod. I will be shipping a larger update later today.




Jun 22 2018, 6:24 pm Pr0nogo Post #43



m1-
tutorial text updated
mission objectives updated with every phase requirement
academy mineral cost reset to 150 (from 200)

m2-
orange overlords patrol

m3-
orange clusters fortify after a short time
orange defends more efficiently in the late game

m4-
the ultralisk is invincible until the hack is carried out

m5-
Confeds keep their bunkers staffed until they lose their command centers

m6-
Antigan bases fall more regularly
orange and chestnut attack the player(s) more frequently

m7-
fix: second emitter spawns when first is planted
fix: Confed base requests duplicate
fix: beacons ask for defense prior to the emitter being planted
zerg enrage miniscene now pings during the transmission
additional production structure requests for Confed AI
Sienna AI now nukes more frequently in the late game
Confeds keep their bunkers staffed until they lose their command centers

m8-
fix: rare desync/freeze due to dat requirements
one supply depot has been added to each player base
players gain control of their bases as soon as they land
one depleted geyser has been added to each mango base
non-mango Confeds keep their bunkers staffed until they lose their command centers
Ackmed exists (fix this please)
Mengsk unit responses have siege tank background sfx
white now takes control of three strategic points as you destroy more Confeds




Jul 8 2018, 11:24 am Pr0nogo Post #44



8 July 2018:

m1-
fix: firebats not available for player 2
update: improve resource placement for player 2
update: zerg AI expands earlier into the game; is more aggressive

m2-
update: improve resource placement for both players
update: chestnut expands earlier into the game; is more aggressive

m3-
fix: bottom right base doesn't morph creep colony to sunken colony
update: chestnut expands into player 1's natural if allowed

m6-
fix: orange and yellow units ignore Duke's army/base when nearby
fix: chestnut expansions (replacing purple) hang early in-script
fix: purple towns survive too long
update: improve resource placement for both players
update: orange script rewritten to increase difficulty + consistency
new: south mineral-only claimed by orange early on

m7-
fix: zerg survive too long without emitter plant
fix: specific brown bunkers not being staffed
fix: brown script running at improper location
fix: ackmed spawning too early! go away ackmed!!!

m8-
fix: inaccurate briefing objectives




Jul 10 2018, 6:27 am Pr0nogo Post #45



I am aware of some issues with t06 and have a fix in the works. After I get some feedback from my testers I'll post it here, should be within a day or so.




Jul 12 2018, 12:43 pm Pr0nogo Post #46



I've begun testing the 9th mission on my discord server. If you'd like to help test and give feedback, join up and check it out!

12 July update:

general-
update: improve AI expansion safety checks

m2-
new: orange takes low ground mineral-only if allowed

m4-
fix: raynor slowly degenerates life

m5-
new: sienna takes top right expansion if allowed

m6-
fix: inconsistent issue where duke's base falls prey to a bored idle guardian
fix: inconsistent issue where chestnut fails to expand to purple bases if a command center dies
update: increase minerals in player bases, northeast and southeast expansions, and in chestnut area town north of player 2
update: delay ensnare and spawn broodling research times, improve spellcasting logic for chestnut
update: add weaker early attacks to all AI to increase scale-up time
update: broodlings no longer spawn out of caves (die nekron)
update: depopulate starting bases to increase scale-up time
update: siege mode no longer researched for players
update: reduce starting resources in singleplayer
update: shorten opening and closing cutscenes
update: reduce chestnut guardian count
new: first appearance of experimental "smart" targeting; orange really hates tanks!

m8-
new: sienna takes middle expansion if allowed




Jul 22 2018, 4:13 am Pr0nogo Post #47



general-
update: Kerrigan benefits from Medstims
update: Kerrigan no longer regenerates life without Medstims

m6-
fix: creep under minerals in north zerg cluster

m9-
new: hi




Aug 1 2018, 3:27 pm Pr0nogo Post #48



Next update should include map 10 unless a serious bug is found between now and then. For now, I've shipped the following changes:

mod-
neurostims now slightly reduces energy lost by cloaking

m1-
update: co-op player now purple, AI ally now white

m2-
update: co-op player now purple, neutral terran now white

m8-
fix: AI ally stops attacking if scarlet is destroyed before sienna (and other weird things)

m9-
add: upgrades for hero spell damage to science facility
update: improve purple psi storm spellcasting
fix: 'wax zerg' transmission sometimes plays without the players interacting with the zerg
fix: rare bug that prevented saving if a town existed without any units assigned to it
fix: bad tyrian attacks in early-game




Sep 1 2018, 12:18 am Pr0nogo Post #49



This update brings a host of updates for maps 1 through 9 ranging from minor corrections to gamechanging bugfixes. It also sees the debut of map 10, The Hammer Falls, possibly the only good map in the entire project. Going forward, Rebel Yell's updates will be limited to simple bugfixes, as I have no plans to do anything more with the project this year. I do plan on remastering the campaign in a 1.16.1-only mod sometime in 2019, but that is evidently a long while away.

I've learned quite a bit from this project and I am unendingly grateful to the people who supported it during a development phase that was far too long. Even though I look at it as little more than a tech demo of what could have been possible in SC:R were Blizzard concerned with supporting custom content, and see it as very much a disjointed mess of a project, Hydra's Rebel Yell campaign taught me a lot about AI and level design in RTS environments, and I've learned more in 2018 than I did in 2017, which is all anyone can ask for of their creative endeavors. Once again I will take the time to thank those who contributed the most: Neiv, iquare, Suicidal Insanity, and poiuy_qwert for creating the tools that make my work possible; Nekron, DarkenedFantasies, and ciox for their mindful feedback that improve my work; and lastly Connor5620, 2w.Sovereign, sinneddennis, and Ultralisks whose diligent testing facilitated avenues of iteration I only dreamed of in the past. Cheers to you all, and here's hoping that I'm able to make something genuine with this concept next year.

I'll have some announcements on my next campaign in a few short months, if I have my way. In the meantime, if you do find an issue with Hydra or have a suggestion for its improvement when I do return to it, don't hesitate to comment below or contact me directly.

Patch notes:

m1-
fix: expand objective is considered complete before lifted command center lands
fix: allied AI bunker doesn't load at map start
add: victory transmission

m2-
fix: marine repeats firebat "what the hell" dialogue

m3-
fix: adjutant time warnings can play during victory dialogue
fix: purple confeds do not die as intended (again)

m8-
fix: white stops attacking if scarlet is destroyed before sienna

m9-
fix: waits were ignored in outro triggers, causing cutscene to desync
remove: debug triggers
add: Ackmed (smh)

m10-
new: now available

Post has been edited 1 time(s), last time on Sep 1 2018, 1:40 am by Pr0nogo.




Sep 9 2018, 6:48 am Pr0nogo Post #50



The designer's diary has been ported to a few posts down from the OP due to character limitations. It's now complete and also features retrospectives on all maps. I've also shipped an update to the project that does the following:

m2-
fix: singleplayer mode activates in multiplayer mode if player 2 loses all units
add: fog of war reveal for backwater command centers at map start

m5-
add: vision for players at antigan base

m9-
improve: AI recall usage

m10-
improve: AI recall usage




Sep 16 2018, 1:14 am Pr0nogo Post #51



Another small update, thanks to bug reports from Ultralisks:

m9-
fix: tyrian tries to recall ultramarine units

m10-
fix: tyrian tries to recall ultramarine units
fix: tyrian doesn't use observers
optimize: terran AI upgrade threads




Oct 14 2018, 3:23 pm Pr0nogo Post #52



14 Oct:
fix: incorrect requirement string for Structure Armor level 2
fix: hotkey conflict on Science Facility - Extra Pepper now uses X, instead of P

map 4-
fix: devouring ones not getting deleted in singleplayer when rescuing units
fix: terminal hacking still possible after zerg here




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[07:44 am]
O)FaRTy1billion[MM] -- Pr0nogo
Pr0nogo shouted: they have it in sc though?
i meant in sc
[07:21 am]
Pr0nogo -- a scattered army also reaches the enemy much sooner than a few control groups in a conga line
[07:21 am]
Pr0nogo -- in sc2 units collide into one another, in war3 formations are permanently on
[07:20 am]
Pr0nogo -- scattering your army gives way better damage absorption for one, especially vs aoe
[07:20 am]
Pr0nogo -- bwapi's been around for years
[06:48 am]
NudeRaider -- since when does BWAPI exist?
[06:20 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: war3 and sc2 give you no precision
not sure what'S that supposed to mean... I mean sure can push each other, but how is the alternative - scattering your army all over the map at choke points - any better?
[06:16 am]
NudeRaider -- or to go around areas, scout bases and so on.
[06:15 am]
NudeRaider -- I mostly use it to repair stuff without having to check it all the time
[06:14 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: they have it in sc though?
lol. Yes. But units make a short pause on each waypoint, making it not particularly useful to get somewhere faster.
Please log in to shout.


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