Warlords and Merchants Discussion

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Feb 23, 2013 2:03 pm

W&Ms' hotlink page (usable inside SC2 or fires SC2 to see map page) in WoL 2.0.4 is starcraft://map/1/65245

Newest changes :

- Dialog labels' text now show their proper color instead of only white.
- Ravens can properly use Seeker Missiles without the removed research from a Blizzard patch.
- Fixed lack of sound on Photon Cannon's attacks
- Added a weapon tooltip mentionning the 15% damage in an AoE of 3 vs air units on the Missile Turret, Spore Crawler and Photon Cannon.
- Added triggers to force AI Warlords to research weapon/armor techs.
- *Siege Cruiser's Siege Barrage now pings the location when charging.
- Firebats now costs 100/25 instead of 75/25.
- Vakyries now deals 3.5 damage instead of 3 per rocket.
- Enforced Enable Unit selection to On for all players.
- Misc minor bug fixes.

* The added ping on Siege Barrage is likely to be temporally until I figure out how to make the charging sound work correctly.

User avatar

Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 897
Joined: Wed Apr 08, 2009 3:59 pm
Contact:
Status: Offline

Re: Warlords and Merchants Discussion

Postby Pr0nogo » Sat Feb 23, 2013 4:01 pm

Did you disable simple command card as well?

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Feb 23, 2013 11:54 pm

Pr0nogo wrote:Did you disable simple command card as well?


Thought about doing it but decided against it in the end. I didn't see anything that would clearly go wrong if I don't disable it by force. Ultimately, I can consider it the player's fault if it didn't disable it or somehow tolerate it.

The enemy selection would be different as there is a greater need to be able to see all the new units' different stats and such.

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Nov 16, 2013 3:12 pm

The IMPOSSIBLE occurred after so long!

- Fixed a critical bug where merchants' 3rd unit gets incorrect prices after executing "Remove 0 quantity" special command.
- Merchant players have their HQ and workers pre-selected at game start (mostly for newbies).
- Most units (if not all) now work properly with the Select All Army button.
- Partial permanent fixes to the Scout's weapons upgrade-wise (Only ground one).
- Siege Tanks' fire in Siege Mode is now correctly seen and heard in all cases.
- Siege Tanks no longer need tech to use Siege Mode.
- Specter's Ultrasonic Pulse's AoE back to 1.5 (from 2.5) and costs 75 energy.
- Predator now have an built-in 30% AoE slow instead of a researched 50% AoE one.
- Predator now deals 15+10 vs Armored instead of 15+15.
- When merchants make new stock, a floating text will tell that it was added in stock (mostly for newbies).
- In Sandbox Mode, players number 9+ no longer double-spawn as a merchant.

Undocumented or precisions :

- Scouts still have that annoying double damage upgrades combined with Battle.net that sometimes add their own upg or not. So far, I replicated the ground one only to avoid such double upgs. However, the air one isn't done to actor complications. I am considering just using catalog triggers to fix the scout's air weapon once and for all.
- Modified the terrain slightly to make minerals and gas closer to the optimal main locations.
- EDIT : Corsairs' damage is now 5+1 vs light instead of 6+1 vs light. Felt they destroyed air units too easily considering the attack speed of 0.5 and AoE of 1.25. Maybe ill have to nerf those two other variables in the future.
- Removed the ugly shadow under the Merchant Gateway.

EDIT : It's uploaded both in US and Europe.

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sun Nov 24, 2013 12:31 pm

So I fixed the issue with merchants not starting with minerals.

It seems it's the GUI that screwed me over in the most unlikely way as the specific trigger line got disabled and I had to re-enable it. Not sure if there are other similar issues but I wanted to do an immediate fix for that one at least.


Ice4smaster
Terran Factory Worker
Terran Factory Worker
Posts: 68
Joined: Fri Oct 12, 2012 9:25 am
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ice4smaster » Wed Sep 02, 2015 8:51 am

I might commit a huge necromancy, but why this suddenly show as a hot toppic for me? Regardless, any news of this mod of yours Hon? =)


Revolta
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 225
Joined: Thu Apr 23, 2015 6:02 am
Status: Offline

Re: Warlords and Merchants Discussion

Postby Revolta » Wed Sep 02, 2015 10:54 am

PRetty sure he doesn't bother with it anymore, which is a shame since I still play this with my friends from time to time.

User avatar

Xenon
Zerg Queen's Nest Slave Trainee
Zerg Queen's Nest Slave Trainee
Posts: 761
Joined: Mon Oct 23, 2006 3:29 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Xenon » Wed Sep 02, 2015 9:53 pm

Ricky let me make a mod out of it, but it's private because I never fixed all the issues. In any case any work now would probably be wasted since the new expansion will probably screw it up. I have no idea how the dependencies will work; it would be nice if they had one with ALL the units that actually worked right.

User avatar

IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8788
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: Warlords and Merchants Discussion

Postby IskatuMesk » Fri Sep 04, 2015 9:37 am

Considering Heroes doesn't even support dependencies or maintains any kind of past version hierarchy for old replay support, don't be surprised if lotv turns out to be a huge mess.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.


Revolta
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 225
Joined: Thu Apr 23, 2015 6:02 am
Status: Offline

Re: Warlords and Merchants Discussion

Postby Revolta » Fri Sep 04, 2015 1:30 pm

well... the prologue missions are already worse than heart of the swarmt combined.

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Fri Sep 04, 2015 8:43 pm

Personally, I didn't update Warlords and Merchants since each time I remotely tried to host it in the event, 90% of the players wanted to be Merchant, often forcing myself to be a Warlord.

Also due to the popularity system, it is one of the countless maps that gets barely played in public. Even when I played the few public games I could, I often got bored since the ones who were Warlords rarely had any real clue on how to play standard melee in the first place.

Also with LotV coming, it's bad time to really update W&M unless I want to keep it WoL-level or attempt to move it to HotSwarm.

Overall, if I do anything, I still have more interest to update "Micro and Tactics with Editor" (my newest map, can create/play micro scenarios) or still attempt some new defense map.


Revolta
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 225
Joined: Thu Apr 23, 2015 6:02 am
Status: Offline

Re: Warlords and Merchants Discussion

Postby Revolta » Sat Sep 05, 2015 9:12 pm

Yeah but your new map is gay, so why would i play that.

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Sep 05, 2015 9:45 pm

Can I know why you would consider it "gay"? I mean specific reasons and all.


Revolta
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 225
Joined: Thu Apr 23, 2015 6:02 am
Status: Offline

Re: Warlords and Merchants Discussion

Postby Revolta » Sat Sep 05, 2015 11:16 pm

penises together with no pussies are pretty gay, ricky.

Not having a Father doesn't help either.

User avatar

Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2023
Joined: Wed Aug 16, 2006 3:50 pm
Status: Offline

Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sun Sep 06, 2015 7:51 am

I am afraid I was looking for specific reasons to why you didn't like Micro & Tactics. So far, all I hear is a variant of "It sucks because I don't like it".

It simply doesn't give me any honest hint on how to improve it.


Return to “StarCraft II Discussion”

Who is online

Users browsing this forum: No registered users and 2 guests