Ad Astras, Patch time!
Post #1 Lord Agamemnon May 20 2008, 2:52 pm
If you don't already know about the mod, watch the trailer.
Heck, if you do already know about the mod, watch the trailer anyway.
For those who aren't familiar with it have some copypasta from Maplantis.
And on to the patch notes for this version.
Oh yeah: almost forgot Download!
PATCH 1.5.1: Download!
This post was edited 1 time, last edit by Lord Agamemnon: May 22 2008, 2:31 pm.
Post #2 MC˛poiuy_qwert May 20 2008, 3:07 pm
Post #5 IskatuMesk May 20 2008, 6:08 pm
I love this mod and it's easily one of my all time favorites just because of it's uniqueness. It's nice to see you still refining it. The Video is entertaining and the end fight scene is a good one. yeah, it may be a bit long overall, but I like it.
* Vanguards not being able to lift off really is disappointing, but I guess there was no other solution. We have a replay of ShadowyMoon rushing with these and demonstrates just how awesome they are as a mobile unit.. but that's how it goes.
* Supply required for defensive structures? I actually love it. Ppl will really have to juggle the pros and cons of creating a static defensive at the price of mobility. .. but I wonder how the Corbo turtling fans feels tho?
* Diminishing returns on the planet resources sounds interesting and will be interested to see how this effects gameplay. You've always been really keen on balance as your mentor Hercanic always preached as well, so I'm sure this was well thought out.
* One bug to report that i'm sure you are aware of but I didn't see addressed:
With the arrival of additional outposts, some of these will mysteriously lack psi? and no buildings can be placed around them as a result. very odd. Any idea what causes this?
You had some interesting background storylines posted somewhere.. any chance of making a small campaign?
Also, Is this really the end to your modding? You have no other mod spinning in the back of your head... just crying to be made? I find that hard to believe. Artists can't just stop creating cold turkey. can they?
Post #10 Lord Agamemnon May 22 2008, 3:22 am
I removed that ability because Vanguards desynced when lifted off in multiplayer games, not because they were too powerful...er, sure, yep. Of course.
That's why I did it--I don't like people turtling. Plus it adds some extra strategy.
Honestly, I don't think it'll have a big effect. It's meant mostly to rein in production capability on huge maps.
Also, there seems to be some confusion about what I meant by "diminishing returns." Previously, your material income each cycle was 500n, where n is the number of planets you own. Now, it's n[1000-25(n-1)]/2--in other words, instead of 500, 1000, 1500, etc., it's 500, 975, 1425, etc.
Huh, never seen that or heard of it anywhere else...
I considered it, but the scale of any match is pretty big. Establishing continuity in a campaign would be difficult due to the researches being such grand global things.
I have had some ideas wanting to be made, but, in a way, my time is done. Anyway, they're ideas that wouldn't be well-suited to Starcraft--heck, I even started drawing up design docs for a full game based around one of them before I got lazy and dropped it.
As for whether or not I can just stop modding, I kind of have to. It is both my blessing and my curse that I've had modding as a safety valve, and it's only when I've removed myself from it that I've managed to actually do things IRL
If you're going to be uploading a new version you should take a moment to fix your triggers. It appears that the 1k payout sometimes gets skipped the first time around in some instances. As a result some players only receive 2k minerals as opposed to 3k. Spirus @ our forum was the first to notice this and we implemented a fix by delaying the first payout and giving the players 3k to start. One map that this happens every time is Cassiopea Sigma. The East starting location always only yields 2k minerals to start. I am not sure what other maps do the same, but that map I know of for sure. here was our fix:
give all players 3k to start as opposed to the 2k + 1k outpost bonus
after 30 seconds set a switch that ativates the outpost bonus.
all subsequent rounds the player then receives the usual 1k per outpost etc.
As for the unbuildable pylon thing. Several ppl have reported this, and it has happened to myself as well. Of course they were playing our hacked version, but I am certain that nothing was changed with the player's pylon. but who knows. I wouldn't worry about it.
Yes, ShadowyMoon's replay is a single-player game with mobile vanguards. And damn that guy is a good ICCup player. His 250+ apm micro skills pretty much make it impossible for me to stop his firefly rushes and I'm behind the eight ball the rest of the game. Twitchy fingers > my strategy. So if anybody reading this thinks they are a badass, and bitches there are no good players to play this mods against, just play a game against that jerk.
Ok peace out.
Post #14 Laser Dude May 22 2008, 6:07 am
This may have to do with the weird ways Starcraft handles At Most, Exactly, and At Least.
If you think turtling is bad, you should've seen me micro my embars against Dark's cannons and Elients. It was slaughter. I managed to destroy an entire base and 4 elients with 3 Embars and 2 Orachis. It's like vulture micro, but with colossal warships rather than speeder bikes.
Good for you for sticking around and modding to the end. Most modders, myself included, seem to peter out and eventually disappear, but you're still going strong, and you're going to leave an amazing impression behind by finishing it with something big.
This post was edited 1 time, last edit by Laser Dude: May 22 2008, 6:18 am.
Post #17 Not a Username May 28 2008, 12:21 am
Lowered it too much?! That -equivelent to- lockdown ability was completely overpowered. You couldn't possibly use any superlarge ships, or else they would be immediately hit by a Draconis. I learned that after the first few games w/ my friend.
But I also learned that, with the introduction of the Lamia Corsair, there was also the ability to Restore ships. Even so, it took time & reaction speed, so it temporarily put your capitals out of action. By making them more fragile, it balanced out the skill a bit. With the Lamia, it was much easier to mobilize capital ships without worrying about the oppositions' Draconis...es.
I think you already had some pretty good anti-turtle; you couldn't use terrain to your advantage, there are plenty of long range units (i.e. Embar), and all it would take to bring down a massive defense, if they did not have a sufficient offensive force, would be one Singularity Charge.
I prefer the new effect, by the way; the old (constant spray of damage) was a little overpowered and a bit obnoxious. Now, it is both devastating and cool-looking. But not too devastating.
Thanks, truly, for creating what I believe is honestly the best mod I have ever played throughout the five or six years I've played Starcraft.
It appears that the right-click action "repair/harvest" (unit.dat/AI Actions) is required for units to finish Terran buildings if they are interrupted/halted. Adding this attribute to the dropship and Shuttle (Colony Ships) will allow them to finish constructing colonies if they are halted or interrupted.
I discovered this after I realized that there was an oversight with the current AAAI's tender and it's inability to finish interrupted buildings due to this missing attribute. Now things only get a bit more complicated for the AI project with this discovery, but I have the most fun trying to come up with solutions to these little puzzles... which this mod never ceases to give me something to scratch my head over.
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