iwhjeg
07-01-2007, 4:25 PM
Hello.
World of Warcraft's buffs sytem was recently destroyed in a patch, so I'm back into SC mappery.
So far, all I have finished is a modified Enslavers campaign level for 2-player Co-Op, including some difficulty tweaks. Let me know if you want to check it out, since it's still on the waiting list. It has a useful resource transferring system which allows the players to donate Ore or Gas to each other; I'd like to compare this feature to anyone else's similar systems, if possible.
I tested a custom sound for the map-mod -- smelly results follow:
The file itself plays normally on my sound editor and Winamp, but once Imported to StarEdit or StarEdit Extra, the last half of the file replays automatically, like an inane echo. Any info/solutions would be appreciated.
Scripts: Is there an available AI script that could make use of unit upgrades without the normal staples of computer-playerdom, such as a Hatchery and resources? Specifically, I wanted the Torrasque to upgrade, and I have tried various scripts, as well as of course giving that computer player the necessary resources and Evolution Thingamajig.
(No need to suggest starting it with the upgrades or changing its owner to one that has a traditional set-up.)
Lag: In three-player Battle.net games, I can't see any text entered by the other non-host player, and he can't see anything I type, either in the waiting area or in the game. Also every game has crippling latency, even though there's no crimp in my cable (my two-player battle.net games with the same two computers run as smooth as offline single-player games). The game host has been consistent, as I've been playing online mostly to help him test maps. Adding any third player results in the same problem.
Is the can't-see-text problem related to the stifling lag problem? Is the problem on his end or mine? Any tips on how to find out or what to do? (Have tried the options menu already, setting latency doesn't seem to change anything.)
Any Zerg fans out there? I'm looking for any single player UMS maps or map mods which feature: playable Zerg, with a base, without massive unit setting changes.
So far, no luck finding one on my own. :/ Just one would be something...
I'd also like a link to a downloadable Radio Free Zerg (mp3 or whatever format) just if anyone has it on hand. I like it.
About those unit settings -- although the official explaination of armor value is a subtraction from the attacking unit's weapon base damage (modified for upgrades of course...?), some units such as Vultures, Ghosts, Zealots, Firebats, and Sunken Colonies (did I miss any?) seem to do much less damage against any target with an armor value greater than zero.
Are those "light weapons" divided by the target's armor value, unless the target (Terran Infantry, Protoss Shields, many Zerg strains) has a "light armor" class? It seemed so when I tested the hypothesis, but only one thing is clear from the three hours I sunk into it -- you cannot make Ghosts do decent damage to Guardians unless you want them to one-hit Hydras and Mutas as well.
Is the armor type (heavy/light) dependant on the default value being zero (light) or more (heavy), before upgrading? Is there an available novice/intermediate program to modify the vs.-armor adjustments made for a weapon type?
Thanks for the help, or just the hellos. I have a feeling that all these aberrancies will be persistent, but it's still worth asking, right?
World of Warcraft's buffs sytem was recently destroyed in a patch, so I'm back into SC mappery.
So far, all I have finished is a modified Enslavers campaign level for 2-player Co-Op, including some difficulty tweaks. Let me know if you want to check it out, since it's still on the waiting list. It has a useful resource transferring system which allows the players to donate Ore or Gas to each other; I'd like to compare this feature to anyone else's similar systems, if possible.
I tested a custom sound for the map-mod -- smelly results follow:
The file itself plays normally on my sound editor and Winamp, but once Imported to StarEdit or StarEdit Extra, the last half of the file replays automatically, like an inane echo. Any info/solutions would be appreciated.
Scripts: Is there an available AI script that could make use of unit upgrades without the normal staples of computer-playerdom, such as a Hatchery and resources? Specifically, I wanted the Torrasque to upgrade, and I have tried various scripts, as well as of course giving that computer player the necessary resources and Evolution Thingamajig.
(No need to suggest starting it with the upgrades or changing its owner to one that has a traditional set-up.)
Lag: In three-player Battle.net games, I can't see any text entered by the other non-host player, and he can't see anything I type, either in the waiting area or in the game. Also every game has crippling latency, even though there's no crimp in my cable (my two-player battle.net games with the same two computers run as smooth as offline single-player games). The game host has been consistent, as I've been playing online mostly to help him test maps. Adding any third player results in the same problem.
Is the can't-see-text problem related to the stifling lag problem? Is the problem on his end or mine? Any tips on how to find out or what to do? (Have tried the options menu already, setting latency doesn't seem to change anything.)
Any Zerg fans out there? I'm looking for any single player UMS maps or map mods which feature: playable Zerg, with a base, without massive unit setting changes.
So far, no luck finding one on my own. :/ Just one would be something...
I'd also like a link to a downloadable Radio Free Zerg (mp3 or whatever format) just if anyone has it on hand. I like it.
About those unit settings -- although the official explaination of armor value is a subtraction from the attacking unit's weapon base damage (modified for upgrades of course...?), some units such as Vultures, Ghosts, Zealots, Firebats, and Sunken Colonies (did I miss any?) seem to do much less damage against any target with an armor value greater than zero.
Are those "light weapons" divided by the target's armor value, unless the target (Terran Infantry, Protoss Shields, many Zerg strains) has a "light armor" class? It seemed so when I tested the hypothesis, but only one thing is clear from the three hours I sunk into it -- you cannot make Ghosts do decent damage to Guardians unless you want them to one-hit Hydras and Mutas as well.
Is the armor type (heavy/light) dependant on the default value being zero (light) or more (heavy), before upgrading? Is there an available novice/intermediate program to modify the vs.-armor adjustments made for a weapon type?
Thanks for the help, or just the hellos. I have a feeling that all these aberrancies will be persistent, but it's still worth asking, right?