Warlords and Merchants Discussion

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Ricky_Honejasi
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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sun Dec 11, 2011 11:58 am

IskatuMesk wrote:lol ricky, we all know you 100% ignore everyone else and focus on me if you're warlord :3


Still didn't actively allied with someone to gang on you. Ultimately, history shows why indeed!

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Re: Warlords and Merchants Discussion

Postby IskatuMesk » Sun Dec 11, 2011 1:17 pm

Sure you did. I know you Frenchmen and your silly Mustache sign language. You can't hide the truth!
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Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

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Re: Warlords and Merchants Discussion

Postby mAc Chaos » Sun Dec 11, 2011 2:59 pm

Informal alliances aren't really anything new if you're playing a FFA. That's one thing, but formally allying should be against the rules. But if you just want to team up on someone and keep out of each other's way that shouldn't be a problem. It happens all the time; and then eventually one side kills the other.
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Re: Warlords and Merchants Discussion

Postby Lavarinth » Mon Dec 12, 2011 11:19 am

Chaos FFA!
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Re: Warlords and Merchants Discussion

Postby EVWeb » Mon Dec 19, 2011 3:52 pm

Fix the AC already.

And by fix I mean 10x it's damage, 20x it's armor and um, make it shoot hellions. =P j/k

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Mon Dec 19, 2011 6:25 pm

EVWeb wrote:Fix the AC already.

And by fix I mean 10x it's damage, 20x it's armor and um, make it shoot hellions. =P j/k


Closest fix would be to make the 2nd weapon able to attack both ground and air again but maybe with lower DPS than what it has currently vs air. Might lower the AC's costs (including supply) as well. I still intend to keep 5 range for both weapons.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Wed Dec 21, 2011 7:29 pm

So the current W&M changes for next FFS :

1) Elite - Atomic Crusader's 2nd weapon have less DPS but can attack both air and ground.
2) Creep Tumor now generate as much Creep as Hatcheries.
3) There is now an enforced cap of 125 Overlords.
4) Merchants stops multi-researching Zeal Amulet.
5) Infestors' Neural Parasite +3 range but +25 mana cost.
6) Reaver' Scarabs now properly cost 15 minerals.
7) Neo Combo Factory 1 now costs 200 minerals.
8) Sandbox Mode : Winning triggers disabled.
9) Sandbox Mode : A leaving player no longer end the game prematurely.

Extra notes :
1) AC's 2nd weapon is now 1 + 1 vs light, 0.06 AS both vs air and ground (from 2 + 1 vs light, only vs air).
2) Neural Parasite has only +3 extra range (to keep the leach) instead of +5.

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Re: Warlords and Merchants Discussion

Postby Lavarinth » Thu Dec 22, 2011 1:21 pm

Enforced Overlord cap?! My Zerg swarm, nooo!
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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Thu Dec 22, 2011 5:00 pm

Lavarinth wrote:Enforced Overlord cap?! My Zerg swarm, nooo!


Thing is HKS managed to take it the ultimate extreme. I think he made between 1000 and 2500 overlords. He managed to hit the SC2's cap of units game-wise. Larva refused to spawn and units refused to be trained. Pretty much like the SC1's 1700 unit limit (including interceptors) or so. Of course, that's excluding the lag aspect of the whole thing.

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Re: Warlords and Merchants Discussion

Postby Vetraeus » Fri Dec 23, 2011 7:34 am

Aside from Rick's Un-needed nerfs, I have successfully made a Battleship the shoots hellions, It will be implemented in Fleet Assault within the month :)
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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Dec 31, 2011 2:20 pm

So I decided to put up-to-date each W&M map variant this time. Thus : the public map (using Delta Quadrant), Exotic Garden, Super Garden of War, Kulas Ravine and Pi.

As opposed to always just update the Exotic Garden one.

Latest changes for FFS :
A) Combo Zerglings now stop having duplicate actors.
B) Survivor and Cliff Zerglings now properly drop to 1 HP and get brief invincibility when entering Incapacity.
C) Fix attempt to avoid placement errors for Merchant structures.
D) Fix attempt to show Power field for Merchant HQ.
E) If a warlord lost a Landzone, a Landzone under construction should no longer be considered a valid Landzone to fallback to.
F) Sandbox Mode : Surrender no longer remove Merchant HQ.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Tue Feb 21, 2012 8:01 pm

Been a long while.

Latest changes :
A) Added Elite - Stone Zealot (Lv5)
B) Patch 1.4.3 Fix : Mules properly mine 45.
* Note : Workers mines at 150% rate in WandM.
C) Anion-Pulse Crystals related fixes for WandM.
D) Warlord Defender should now see above cliffs.
E) Defender's Sight and Detection to 15.
F) Defender now have Hold Fire.

Old changes :
1) If there are too many warlords, the extra ones should now automatically become merchants instead having no melee base.
2) Merchant human players no longer have to repick merchant if there are only AI Warlord players.
3) Fix attempt to try to prevent inactive AI Warlords.
4) Atomic Crusader's second weapon have 1 dmg/hit and is no longer upgradable.
4) Another fix attempt to prevent a rare bug which a human Warlord spawn without a base.

EDIT :

*Extra details*
Stone Zealot has the following stats/specs :
- Lv5 Elite (standard Lv5 Elite costs for its kind)
- 1000 HP
- 250 SP
- 20 SP/sec regen. No regen delay.
- 2 base life armor
- Attackable from both air/ground like a colossus
- Modified default weapons.
- Weapons attacks twice as fast (even compared to a colossus).
- Ground weapon changed to 10(+1)x2 dmg with default AoE vs ground. 10 range.
- Air weapon changed to 30(+3). 10 range. Non-AoE.
- Detector (12 range).
- Unlike a normal colossus, it cannot climb cliffs.
- A relatively slow 1.5 move speed.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Fri Feb 24, 2012 8:37 pm

Latest changes (for FFS) :

1) Added basic triggers for AI Warlords to buy.
* Still doesn't buy any researches for now.
2) Warlord Defender should have visibility if it attacked.
3) Ghost snipe deals 35 damage + 20 vs Psychic

Notes :
- #1 have very basic buying triggers but it's the strict minimum if you want to be the only merchant with 2 AI Warlords poking at each other and buying from you.
- #2 is kind of badly worded but essentially if you scout into an enemy base and the defenders kills your scout, you at least "see" the defender on your fog of war like structures are. With the recent 15 sight + 15 detection, you are much more likely to get shot by the defender before seeing anything.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Fri Mar 23, 2012 10:36 am

Probably a case of "too little too late" to actually have any sort of feature for merchants to clean up the merchant store but anyway. In addition of a very simple text change that would have confused many many less newbies in the grand scheme of things.

Latest changes :
1) Modified triggers to consume less CPU for dialogs.
2) Addition of a dropdown menu for special commands.
* Merchants only for now.
3) Special Command + (Merchant) : Remove 0 quantity units.
4) Special Command + (Merchant) : Borrow 1000 minerals.
5) Special Command + (Merchant) : Borrow 500 gas.
6) Renamed "Merchant scores" to "--- Select a shop ---" to make it more obvious to newbies.
7) Ghost snipe deals 50 damage - 15 vs Massive.
8) Merchants now see the research type a warlord want a price drop on.

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Re: Warlords and Merchants Discussion

Postby EVWeb » Tue May 15, 2012 8:12 pm

The AC is underpowered. It needs either more health, or more powerful weapons.


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