Starcraft Team Fortress, Beta released!
Post #23
RoryFenrir
Mar 1 2009, 9:49 pm
Post #27
ForTheSwarm
Mar 1 2009, 11:22 pm
Post #29
l)ark_ssj9kevin
Mar 2 2009, 3:23 am
Post #32
MC˛poiuy_qwert
Mar 2 2009, 6:38 pm
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PyMS and ProTRG developer
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Does noone read readme's?
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Post #36
MC˛Hercanic
Mar 4 2009, 3:34 pm
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Thinking deeper on the Territory Claim chore, I can see the problem isn't the frequency of needing to build them, but that they do not serve any other function. In Starcraft, Supply Depots could be used as walls, Overlords are detectors and transports, and Pylons are needed to build all other structures. In Warcraft III, Farms could be used as walls, Burrows could be used as defense with bunkered Peons, Ziggurates could be upgraded into a turret, and Moon Wells healed and restored mana. All these make investing in supply feel like a worthwhile and helpful investment, and not just something you have to do.
So, I am considering giving the Territory Claim a moderate defensive ability. I am wondering if it should even outright replace the Sentrygun. The one aspect I like about having the Claim be a defensive structure is that you cannot oversaturate your defense nor can you cheese another Human player, both due to the inability to build Claims near other territory structures. What do you all think? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #38
MC˛Hercanic
Mar 4 2009, 9:41 pm
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That'd basically make it a pylon, but the pylon aura will be used for an Observer mechanic.
Originally, I had planned that the Territory Claim would be built, then you'd choose between three add-ons for it. This didn't work out, due to the Container/Depot combo. When you try to place an add-on, it checks whether the placement is valid for both the add-on and parent building, but doesn't recognize itself in regards to container/depot. EDIT: Here's what I'm planning now. All territory buildings and the Sentrygun will morph from the Claim. Territory Claim: No longer gives supply --> Sweatshop: Earns Cash, loaded units trade kills for resources. --> Oil Pump: Earns Influence, loaded units regenerate energy. --> Garrison: Gives supply, loaded units heal. --> Sentrygun: Defense. The Engineer would then only be responsible for Hubs, Airfields, Claims, and Barricades. Claims will build quickly and cheaply, but have low health and vision. This post was edited 1 time, last edit by Hercanic: Mar 5 2009, 8:30 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #39
MC˛Hercanic
Mar 6 2009, 3:46 am
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Bootcamp Lives Again!
(STF's old community forum) ![]() ![]() ![]() ![]() ![]() ![]() |
Post #40
MC˛Hercanic
Mar 6 2009, 9:23 am
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Hotfix! Desync bug isolated and squashed!
Turns out it was how the mineral fields were made invisible. They didn't agree with the fog of war after being explored. This is a quick fix intented for multiplayer only. I simply ordered all mineral fields to die on start, killing the bug but also disabling the Zerg AI. If you wish to play singleplayer, the original release is still your best bet. For online play, only use 0059b. Just be sure everyone else playing doesn't mistakenly load the original! That'll definately cause an immediate desync for them. =oP Next release will include a long-term solution for mineral fields, as well as a rework of the Territory Claim mechanic. Thank you for your patience! ![]() ![]() ![]() ![]() ![]() ![]() |
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