Micro and Tactics with Editor

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Ricky_Honejasi
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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sat Aug 09, 2014 8:39 am

So I officially made the non-contest version essentially unplayable with obvious warnings a bit everywhere before a player even tries to play the map.

I didn't fully took it down since I saw it having almost the same (very minor) popularity as the original version I am trying to push. Also due to potential old bookmarks or players finding the non-contest version in the newest maps before the original version.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sat Aug 30, 2014 10:24 am

So I didn't update forever but I finally did some few but worthwhile changes :

- Added new "Victory on Arrival" beacons that trigger team victory if an allied unit arrives. In Terran, Zerg and Protoss flavors.

-Added new special research to prevent AI players from actively seeking enemy units.
-Added new special research to delay AI players before actively seeking enemy units.

Basically "Victory on Arrival" beacons now allow scenarios where you have to run away from enemies to win or race-like scenarios or even survive until you can reach it. All without having to kill all foes.

As for the AI ones, the one that prevent them to charge basically allow "Impossible Scenarios"-style of scenarios where you have to try to kill many many foes that just stay there.

As an extra, there are variants that allow you to only make the computer's units active after a delay. Thus it allows "enemy waves" over all 3 computer players one-by-one (ex : first cpu sends after 5 seconds, second cpu sends after 10 seconds, third cpu sends after 15 seconds).

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Re: Micro and Tactics with Editor

Postby Krazy » Sat Aug 30, 2014 11:38 pm

Researches wanted:

-Variant of AI so that it will stand and not attack, but will still use special abilities in response to attacks (emp etc.)

-Research so Dark Archons can mind control all heroes
-Research so Dark Archons can mind control ONLY neutral heroes [so you can 'pick heroes' still use the DA but not mind control the opponent's hero after]

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sun Aug 31, 2014 1:47 pm

Krazy wrote:Researches wanted:

-Variant of AI so that it will stand and not attack, but will still use special abilities in response to attacks (emp etc.)


Did a new research to prevent using the Attack ability for any player affected (human or AI) in my current build in progress.

Krazy wrote:-Research so Dark Archons can mind control all heroes
-Research so Dark Archons can mind control ONLY neutral heroes [so you can 'pick heroes' still use the DA but not mind control the opponent's hero after]


Might be a bit trickier since I would almost need to redo the Mind Control to use more advanced validators instead of the current 2 versions of Mind Control (one for standard and one for standard + structures). Ill see about that.

Side thing : new research for +1 range for Sieged Tank up to +99.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sat Sep 20, 2014 3:25 pm

Been more lazy at posting updates lately. Although the most notable changes were the addition of "Victory Beacons" (team win on unit arrival) and "Death Beacons" (unit death if it touches the beacon). It goes as far as having MOVING Death Beacons!.

+- September 1, 2014
Victory Beacon now should work correctly in all cases.
The above fix also made Victory Beacons owned by the Neutral Player to grant victory to any non-neutral player.
Added special research to prevent units from using the normal Attack ability.
Added research to grant up +1 range to Sieged Tanks, up to +99.

+- September 12, 2014
New 4 players PvE official scenario named "Academy's Speed Dodge Test" by Honejasi.300 US.
New 1 player PvE community scenario named "Bane Of Them All" by Comfromal.
New 2 players PvE alpha scenario in judgement named "Hallu leads the exploding sheep" by Comfromal.
New 4 players PvE alpha scenario in judgement named "Stopping the AI Race to the Beacon!" by Honejasi.300 US.

New special research "AI : Victory Beacon Rush" to make the computer player' units run to Victory Beacons.
New special research "Prevent Spell Abilities" to prevent a player's units from using spells.
New special research "Prevent Movement" to prevent a player's units from moving.
The dummy AI dialog in the editor section will now be properly hidden in the right circumstances.


+- September 15, 2014
Scenario "Hallu leads the exploding sheep" in judgement more fixed and is in beta.

You can now set a starting delay of 0, 1, 2, 3, 5, 7, 10 or 15 seconds when clicking on the Start Scenario button.
Added a new AI Victory Beacon Rush research variant to Attack-Move instead of Move toward the Victory Beacons.
Fixed AI Victory Beacon Rush so that it properly combines with AI Delayed Enemy Seeking special research.
Fixed AI Victory Beacon Rush so that it doesn't cause unexpected issues.


+- September 20, 2014
Added the new official PvE scenario "Car Racing - Avoid the Death Beacons!" by Honejasi.300 US
Added the new official PvE scenario "Odin and his Death Beacons" by Honejasi.300 US
Official PvP scenario "Dark Archon's Mind Games (Alpha)" : Dark Archons no longer can use Feedback but have more life and shields.

Added Death Beacons which kills any/allied/enemy units that arrive to the beacon.
Added moving variants of Death Beacons that can be manually moved. The AI will actively seek enemy units.
Added special research to grant +0.25 speed up to 25 total speed to moving variants of Death Beacons.

Added research to prevent Dark Archons to use Feedback.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sat Sep 27, 2014 2:06 pm

A larger changelog this time.

The biggest change is the addition of some unit spawners that could ultimately used in madness-like scenarios or in some kind of PvE scenarios with AI spawning them (and possibly rushing them to the victory beacon).

September 27, 2014

Added 1 new PvE official scenario called "Brood-baiter" by Photophoenix
Added 1 new PvP official scenario called "Spawning : Explosive Battlefield" by Honejasi.300 US in 2v2, 3v3 and 4v4.
Added 1 new PvE community scenario called "Baneling Run" made by LMG.
Added 1 new PvP community scenario called "Nuke the Whales" made by LMG.
Added 5 new PvP community scenarios made by Photophoenix.
They are called "Maze-Runners", "Cleaveland", "A zealous stalker" and "On the Hunt".
Added 8 new PvP scenarios in judgement made by Photophoenix.
They are called "On the Hunt 2", "Survive As Long You Can", "No Safety", "Yoink", "Not a step closer 1" & 2 & 3, Grid Wars #1.
Added 1 new PvP alpha scenario in judgement called "Lurker Defense vs Rushing Marines" by Honejasi.300 US.
3 really sub-par scenarios in judgement were removed.

Added basic unit spawners for Marines, Marauders, Reapers, Griffons, Zerglings, Roaches, Banelings, Zealots and Stalkers.
New special researches to control the spawning delay for any of the above unit spawners between 1 and 100 second(s).

Added special research to grant a time-based Cloak buff to a players' starting units.
Added special research to grant a time-based Invulnerability buff to a players' starting units.
Added special research to make all death beacons (moving or not) considered as flying.
Added research "Enduring Locust" to increase Locust's Timed Life by 1 second per Level (up to +99).
G-8 Charge Mine no longer pre-explode before the scenario even starts.
Griffons now take 2 supplies instead of 0.
In the editor's researches, changed "All Players" to "All Active Players" to imply that researches don't apply to Neutral Player that way (requires "Neutral Player" selection to affect it).

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Fri Oct 10, 2014 6:19 pm

A bit late for posting last week's update :

Made the abilities of HotS Kerrigan (id : K5Kerrigan ) be properly accessible.
Added researches to enable/disable HotS Kerrigan's abilities and buffs one by one.
Added researches to modify the life/energy/damage/armor of HotS Kerrigan.
Fix to make unit spawners spawn units for a new owner after the structure get Mind Controlled by a Dark Archon.
Added new hero list of units for easier access and placement of heroes.
Slivan Hero now has a hotkey to his special attack ability.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Tue Oct 14, 2014 10:36 pm

October 11th 2014 :

New official PvE scenarios : "Hammering Braak" and "Swarming Hammers of Doom" by Honejasi.300 US.
New official PvP scenario : "The Return of Waht?" in 2v2, 3v3 and 4v4 variants by Honejasi.300 US.

New custom unit : Hammer Thrower. A special unit that throws stunnable Seeker Missiles that eternally seek their prey!
Many special researches to customize life, speed, stun duration, cooldown, missile speed and more for the Hammer Thrower.
A new special research will allow the Hammer Thrower to use a Blink ability.

New structure : Supply Depot MAX with increased life which grants maximum supply with ease.

Kerrigan's research list now add the correct research to allow her Crushing Grip ability.
New unit spawners for Siege Tanks, Ultralisks and Ravasaurs.

Some few bugged scenarios made by Photophoenix were either fixed or removed.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Tue Oct 14, 2014 10:39 pm

NOTE : I thought Mucky made Waht? for Warcraft 3 but didn't although I was 100% convinced that he did made it back then. Still a homage to a simple yet fun map we did play quite a few times during the Satyr Saturday events for Warcraft 3 back then.

https://www.youtube.com/watch?v=B26-Ns7hemc

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Sat Oct 18, 2014 2:27 pm

So today's log changes :

October 18th :

Added 1 new official PvE scenario "16 vs 16 Swarm Queens" by Honejasi.300 US
Added 3 new official PvE scenarios "Magnificent 7", "Hunt the Spawners" and "Impossible M" made by Krazy.379 US.
Added 3 new official PvP scenarios "Kerrigan Dual 1v1", "Kerrigan Lead 3v3 Infinite Lings" and "Kerrigan Wars With Spawning" by Krazy US.
Added 2 new PvE scenarios in judgement named "Herding the Sheep" and "Let Me Change Your Mind" by photophoenix US.
Added 2 new PvP scenarios in judgement named "Grid Wars #2" and "Spawn Wars Unbalanced" by photophoenix US.
Added 2 new PvP scenarios in judgement named "Beefy Mirror Match", "Hide and Seek with Reavers" by SteakOfPwnag US.
Added 1 new PvP scenarios in judgement named "Karass+Archons+Zealot 6v6 MIRROR" by SteakOfPwnag US.

Slivan now has a weapon to automatically fire his Puke ability. Also, AIs with Slivans now make Slivans fire his Puke ability with it.
Added new special research "Slivan : Puke Damage +1" to buff Slivan's Puke ability.

Hammer Throwers (custom unit), Raynors and Tychus now have a hero glow to help make the difference between player owners.
Selecting the invulnerability sphere of a unit will no longer select it.
A fix was applied to the unit positions for the community PvP scenario "ProtoZ vs ZeerG".

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Fri Oct 24, 2014 10:07 pm

October 24th :

New special research for HotS Kerrigan to prevent her to burrow.
New special research for HotS Kerrigan to grant her detection.
HotS Kerrigan can summon as many Leviathans as existing HotS Kerrigans there are instead of a global 1.

New unit spawners for the Terran units Medics, Ghosts, Spectres, Banshees, Ravens, Science Vessels.
New unit spawners for the Zerg units Hydralisks, Infestors and Scourges.
New unit spawners for the Protoss units High Templars, Dark Templars and Void Rays.

The Mini Nuke Silo can optionally have the ability to launch Nuclear Strikes from 12 to 61 range.

Infantry Weapons and Armors researches now affect the Merc variant of Reapers.
Reapers can now be assigned G-8 Clusterbombs and Combat Drugs.
New special research to prevent Reapers to use their D-8 Charge Weapon and thus be closer to the HotS Reapers.

Stone Zealot is no longer visible in the fog of war.
Added weapon tooltips to all Firebats and Hellions about their damage radius.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Mon Nov 17, 2014 11:50 am

October 25th :

Added new unit "Command Center Thrower", a SCV that throws Command Centers indiscriminately!
Added researches to modify the new "Command Center Thrower" unit.


October 30th :

The Command Center Thrower's missile hotkey is now C (instead of X).
The Command Center Thrower combined with its No Movement research now properly auto-throw CCs when owned by the AI.
The Command Center Thrower now have researches to modify its missile speed in addition of gaining flying movement and Blink.

The Hammer Thrower can now be loaded into transports.
The Hammer Thrower now cost 2 supplies (similar to the CC Thrower).


November 15th :

Added new official scenario "Archmage Battles" in 2v2, 3v3 and 4v4 variants.
Added new custom unit "Archmage" which has access to many spells.

Some hardcoded scenarios now have different light settings.
Added the ability to change a scenario's lightning which includes some exotic and night ones.

It's no longer possible to warp Protoss units from the Warp Gate or the Super Warp Gate before the scenario even starts.

NOTES :
Archmage uses the Karass model (High Templar hero).
Archmage has 250 shields and 150 life if I am not mistaken.
Archmage has Karass' weapon that deals 20 damage with a 1.25 second cooldown.
Archmage has a maximum of 300 energy by default (up to 2500 or so with maxed buff).
Archmage has a default of 2/sec energy regeneration (up to 50/sec or so with buffs).

Archmage has the following spells (each of them can be disabled on a scenario basis) :
-> Psi Storm variant that can be stacked for extra damage. 50 energy cost instead. Quicker cooldown.
-> Firebolt (30 damage, instant missile of Yamato. 25 energy cost, 0.25 sec cooldown).
-> Blink (variant of 25 energy cost with 1 second of cooldown).
-> Spell Shield (costs 75 energy, reduces all damage -including spells- by 75% for 6 secs, 7 secs cooldown)
-> Zealot Special Hallucination (100 energy costs, the 2 zealots deals 50% damage instead of 0%)
-> Cloak (Ghost cloak variant that costs 10 energy cost on start, prevents energy regeneration while cloaked)
-> Meditate (Gain +5 energy/sec regeneration but can't do anything until you manually turn it off, suppresses cloak).
-> Far Sight (weaker Scan Sweeper AoE-wise)
-> Force Field (exactly the same as Sentry's Force Field)

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Mon Dec 22, 2014 10:03 pm

November 19th :
Imported custom units from my Warlords and Merchants map :
-> Ultraling, Giant Baneling and Yggdrasil made by Mucky.
-> Invisible Protis Sniper made by Quantumenace.

Archmage's Life/Shields/Energy became 100/200/250 from 150/250/300.
Archmage has new special researches to increase his Life maximum and Shields maximum to very high amounts.

Added new unit spawners for Hammer Throwers and Command Center Throwers.
Added some pitch black light settings for scenarios.
Added a research to change Slivan's Puke color from green to dark red for specific players.


November 22th :
With special researches, Medics can now use SC1's Optic Flare and SC1's Restoration.
With a special research, Ghosts can now use SC1's Lockdown.

Invulnerability sphere is now attached to center instead of overhead.


November 29th :
New custom unit Mag Mine Layer along with many related researches.
Raven can now optionally place Mag Mines with a new special research.
Mag Mines can now be cloaked via a new special research.

Internal re-correction of the "Nuke the Whales" community scenario by Photophoenix.

New custom structure : Mag Mine Spawner which spawns Mag Mines endlessly.
New custom structure : Vision Granter to grant vision (ignoring cliffs) to up to 32 sight.
New custom structure : Detection Granter to grant detection to up to 100 range.
New custom structure : Radar Granter to grant radar to up to 100 range.


December 12th :
Added a new special research to allow Sentry's Hallucinations to deal damage instead of none.
Added new special researches to modify the Protis Sniper's damage, range, minimum range, attack speed and attack delay.
Computers using the custom unit Protis Sniper will now stop using Blink to avoid blinking too close and inside its weapon's minimum range.

Added a fix to prevent the Mag Mine's actor to linger incorrectly from scenario to scenario.

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Tue Dec 23, 2014 2:11 pm

So my newest future change is "scenario lists". Basically easy sets of scenarios to play with. Thus we avoid always navigating the entire set of 150+ scenarios just find viable scenarios to play for your current group.

See the prototype interface in the attachment.
Attachments
Prototype4.png

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Re: Micro and Tactics with Editor

Postby Ricky_Honejasi » Fri Jan 16, 2015 8:13 am

January 1st

New official PvP scenario "Banelings : Daddy and his sons" in 2v2, 3v3 and 4v4 variants.

Added non-official PvE scenarios in the original PvE scenario lists.
Added new researches to make always make a player's units dancing or cheering. Mostly intended for the Neutral Player for eye candy.

Now the custom units giant banelings and ultralings properly spawn if placed pre-burrowed.
Slivan's Puke is no longer cloakable (and stops spawning the red buggy model when cloaked).
Hero Dehaka, Alexei Stuvok and Rory Swaan now have hero glows based on the player color.

The 1 player scenario PvE "Danmaku, hammer edition" is now much easier overall.


January 15th

New custom units : Flying Saws which decapitate foes that touch them. Their damage can be heavily buffed and can be made to move.

Note 1 : The three first variants (normal and small) hits both allies and enemies. The 4th and 5th variant hits only enemies. Regardless of the variant, they hit both ground and air including structures.

Note 2 : I am aware it's missing a bit in terms of wireframe, potential saw sound and so on but it's still very usable ultimately.
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SawOfDoom_.png


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