Star Armada II


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Re: Star Armada II

Postby Ice4smaster » Mon Nov 03, 2014 12:19 pm

Done, radiation fields show up as small range markers where the nuke hit, and BH model shows ( even though it is blue )

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Re: Star Armada II

Postby Xenon » Fri Nov 14, 2014 11:16 pm

I may have found a way to fix the mis-warping problem. The issue appears to be the "lateral acceleration" field, which, if low, makes ships have a turn radius when moving. Unfortunately there isn't a field for behaviors to change it.

However, you can change it with triggers. TwoDie should be able to implement this rather easily:

Trigger 1: warp on
Events
Unit - Any Unit has WarpDriveTerranMedium change Create
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to "1000"

Trigger 2: warp off
Events
Unit - Any Unit has WarpDriveTerranMedium change Destroy
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to (Value of Units (Unit type of (Triggering unit)) LateralAcceleration for player 0)


(The second trigger resets the lateral acceleration to the default, using player 0 as a reference since the neutral player should never get modified by these triggers.)

Edit: Don't include the warp behavior used by creep ships in these triggers. Editing the catalog affects all units of the same type owned by the player, like an upgrade does. That doesn't matter in the case of player ships but doing it to creep ships would make them all change their turning behavior when one is warping.


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Re: Star Armada II

Postby Ice4smaster » Tue Nov 18, 2014 8:43 am

Xenon wrote:I may have found a way to fix the mis-warping problem. The issue appears to be the "lateral acceleration" field, which, if low, makes ships have a turn radius when moving. Unfortunately there isn't a field for behaviors to change it.

However, you can change it with triggers. TwoDie should be able to implement this rather easily:

Trigger 1: warp on
Events
Unit - Any Unit has WarpDriveTerranMedium change Create
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to "1000"

Trigger 2: warp off
Events
Unit - Any Unit has WarpDriveTerranMedium change Destroy
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to (Value of Units (Unit type of (Triggering unit)) LateralAcceleration for player 0)


(The second trigger resets the lateral acceleration to the default, using player 0 as a reference since the neutral player should never get modified by these triggers.)

Edit: Don't include the warp behavior used by creep ships in these triggers. Editing the catalog affects all units of the same type owned by the player, like an upgrade does. That doesn't matter in the case of player ships but doing it to creep ships would make them all change their turning behavior when one is warping.


Wow nice, will give it a try :)


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Re: Star Armada II

Postby Ice4smaster » Sat Dec 20, 2014 7:57 am

Hello Hone

Watching the video. And answer the question how to play Raven.

Raven, or Devastator for the matter, you do forward move, facing the enemy, not click on target. just click movement in their direction. The weapon auto target which is in front of your ship, direct clicking can stop your ship and also not all weapons fire. All settings are made so they should fire but they don't when stationary. So have to constant, non stop move. Put it simply, Raven is an APM beast.

You also have to play it aggressively. At the end of the first video ( 1/3 ) the Shadow Ray killed you. If you continue on and fire at it you would have killed it. But turned around with no energy to cloak, but plenty of energy to use weapons, and the Ray superior range and nasty damage took a short job to finish you off once you were on the run.

Raven is also a ship you don't lead the charge, you specifically look for weak, wounded opponents, move behind lines, cloaked, weapons off and only reveal self when your prey is in sight. It's a ninja ship and requires the most experience.



Also there was a question by Steak if i recall now watching the vid, why speed reduced on Swarm Guard. For all zerg when you buy a growth upgrade ( the exponential health upgrade ) your zerg size increased in all aspects, that also means more weight and you get slower, also this is a counter balance solution, if a Levi with more health then the base itself can easily get around at speeds of 3.0 as standard that be broken, so if you getting tanky, you lose a bit of speed, if you work on speed, you get more speed then say terrans do.




Also, not just the Corruptor the only detector. All Zerg, and i mean every single last one of them, if they buy the Hive Mind Evolution they all become detectors, albiet the detection is short range but can be increased by Optical Preception upgrades as well as the view range increases. Reason behind this partly is, that zergs have just the 1 ship that can get invisible, while Terran and Protoss can render their fleet invisible. For terrans all you need is a Scavanger and a well upgraded Chimera cloak, raven and cerberus have cloak as default. At protoss all Shadow type can cloak and the Oracle have Cloak aura as well.


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Re: Star Armada II

Postby Ice4smaster » Sun Mar 29, 2015 8:00 am

Watching back the video now.

And answering the quastion of Wmin.

Vipers are auto spawned, passively. you can have now 3+1 Viper with each growth upgrades up to max 10 ( with nest 20 ) And you have had 1 because it spawn, and by the time next spawn the first died, also you had them dropped off ( the eggs ) on the way into battle. With F2 ( Army Select ) you select all your units and can rally them into a group.

Bonuses:
-Ferocity ( Speed ): Movement Speed and Attack Speed
-Beast ( Growth ): Max number and life with % melee damage
-Hive Mind ( Psi power ): Max energy with faster CD's, as well increase Vipers spawn rate
These above hold true for all zergs.

As for melee weapon level counter, i opted for Growth to be the determining in count as it's effects of 1 upgrade of such are bigger then the linear upgrade effects. I can change it to the melee ones bet the dominant, but for me by logic the one that grants larger bonus was more important. ( +5 Damage flat value VS +10% damage bonus of, say +50 )

The Queen is fragile, one can use it to go out to the battlefield so near to spawn her minions and quickly support allies, but meant to not go in direct combat ( It can but won't fare to well ) untill the Queen obtains her Telekinetic Devastation Spell, which on equal terms with say the Tempest kinetic if comes to range, but hits harder, and have a much longer CD ( Cast time is 10 sec, so have to have a good anticipation of enemy moving to hit them head on or to wipe out large groups / towers )


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Re: Star Armada II

Postby Ice4smaster » Mon Mar 30, 2015 5:25 am

Change to Zerg Minions:
-Added Hive Mind Control, which allows own minions be controlled in a 30+5 radius ( upgrades with Psi Power )
-Any minion ( Viper and or Guardian ) outside of this field become uncommandable and will fight like a CPU creep

This Force Queen as well guardian to stay together with it's minions and can not do global harrashment.

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Re: Star Armada II

Postby Ricky_Honejasi » Wed Jun 10, 2015 9:24 pm

Ice, I am afraid your latest version of SA2 lags horribly. I think it might be due to the new explosions or something.

I mean lagging to the point that almost everyone eventually hit 1 FPS and we had to give up the game so to being too unplayable.

Not sure if it's the explosions themselves or some lack of "cleaning" the explosions or something else recent.

You really, really, really have to fix that if you want us playing SA2 again.

Note : I added the replay in question. One side was Protoss and the other side was Terran. Might be explosions on the Terran's side.
Attachments
Star Armada II Beta (24).SC2Replay
(325.46 KiB) Downloaded 95 times

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Re: Star Armada II

Postby Ricky_Honejasi » Mon Jun 22, 2015 3:47 pm

This time, it's something else completely that ticked off most of us.

We noticed some merc base at the middle of the map. While by itself, it wouldn't be that much of a problem but it had 100 range nukes which constantly bombarded one of the 2 sides' towers to oblivion.

We felt it was very cheap and we left since one team essentially had a considerable drawback.


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Re: Star Armada II

Postby Ice4smaster » Thu Aug 27, 2015 10:58 am

Hiya. Still alive, under a pile of work.

I changed the above thing mentioned. Also have the 7th Zerg ship made, the Grand Swarm, fully done with all spells included, Shredder was finished too. Did some changes for the other races and ships too.

General:
-External Hangar Based Units ( Interceptor, Scourge, ect ) Now capable warp alongside parent unit
-Preformance Optimisation.
-Creep Warp now deals small AoE damage when exit from warp to enemy units.
-Linear Weapon and Ability Upgrades ( Top Row ) now increase bounty Twice as much as before.

Terran:
-Shiva Bomber now have Shield capacity
-Devastator:
---Reactor Overdrive now doubles spell recharge while active
---Nuclear Gattling Barrage reworked, now fires 20 small nuke warhead forward with randomised detonation delay
-Black Ops Cerberus:
---Syrex and DU Syrex Missile Weapons reworked, now firing whole salvos of 12 missiles every 4 Sec.
---Terran Missile Cloak now effects Hurricane Missiles as well, but increase ability iring cost fix 150 Gas
---Cloak Upgrades now Effect Missile Cloak durration with +0.05 Sec per upgrade
-Scavenger:
---MULE Pod replacing Laser targeting, it is a manually aimed support mine that can fix allies.

Protoss:
-Flagship Building now received unique FX
-Base Tower now have Cloak Aura with 20% chance of activation VS Heroic Units
-Base Tower Start Damage adjusted from 30 to 25
-All Protoss capital ships, while cloaked, have 50% Shield Armor.
-Mothership:
---Sanctuary Shield now grants 300% Shield Armor to all allied ships in it's range.
---Flagship Warp Storage range now 10+2 scale with Warp upgrades, both pick up and drop off, price increased and load is with delay of 5 sec
-Super Carrier:
---Planet Cracker Beam Cannon changed, now targets area instead single target and do AoE damage.
---Advanance Hangar now give only +25% bonus, price reduced.
---Reinforcements price reduced, cooldown reduced.
-Shadow oracle:
---Temporal Distortion Field now scales at +5% instead of +2%
---Temporal Charge added ( support mine, scales with ultimate )
-Tempest:
---Dark Mater Blast now cost hull to fire.

Zerg:
-Overseer Start life adjusted to 2000/1500 from 2500/1750
-Zerg Psi Power and Zerg Optical Perception reworked:
---Psi power effect energy reserves and -5% CD on spells
---Optical perception increase view range, detection and ranged spells and hangars range
-Grand Swarm Added ( TEST RUN / TWEAKING )
-Shreddelisk ( Finished )


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Re: Star Armada II

Postby Ice4smaster » Sun Jul 17, 2016 5:02 am

Been a while i post here, so yes, evil, vile necromancy shall be it. XD

https://www.youtube.com/watch?v=6-qqx90pYw4

Now if curious, i am currently working on the Hybrid sub faction ( will come on the same side as zergs ) While also finishing up the Zergs and the last of the Protoss, and when all done there will be 39 Base heroes plus special summonable ones. Heres a list of all base ships, done or planned:

Terran:
-Battlecruiser ( 100% Done )
-Heavy Battlecruiser ( 100% Done )
-Devastator ( 100% Done )
-Dreadnought ( 100% Done )
-Black Ops Raven ( 100% Done )
-Black Ops Cerberus ( 100% Done )
-Scavenger ( 100% Done )
-Mobile Base Ship ( 100% Done )
-Liberator ( 100% Done )
-Morros Heavy Carrier ( 100% Done )
-Advanced Science Vessel ( 100% Done )
-Valkyrie Prime ( 100% Done )
-Terratron ( 100% Done )

Protoss:
-Shadow Carrier ( 100% Done )
-Super Carrier ( 100% Done )
-Mothership Core ( 100% Done )
-Eternal ( 100% Done )
-Shadow Ray ( 100% Done )
-Tempest ( 100% Done )
-Arbiter ( 100% Done )
-Shadow Oracle ( 100% Done - Rework Planed of some abilities )
-Eclipse Carrier ( 100% Done )
-Mothership ( 100% Done )
-Decimator ( 100% Done, some polish up pending )
-Warp Shard ( 80% Done, need more abilities and polish up )
-Void Seeker ( 80% Done, need more abilities and polish up )

Zerg ( + Hybrid ):
-Devourer ( 80% Done, need more abilities and polish up )
-Primal Guardian ( 60% Done, need more abilities and polish up )
-Grand Swarm ( 100% Done, some polish up pending )
-Leviathan ( 100% Done )
-Primal Corruptor ( 100%, some polish up pending Done )
-Shreddelisk ( 100%, some polish up pending Done )
-Queen ( 100% Done )
-Broodlord ( 100%, some polish up pending Done )
-Swarm Titan ( 100% Done )
-Elemental ( 0% Done, planning )
-Nemesis ( 30% Done, work in progress )
-Nightmare ( 10% Done, work in progress )
-Wrath ( 10% Done, work in progress )

Commander Structures:
-Fleet Command Module ( 40% Done, need more abilities and polish up )
-Armada Command Matrix ( 40% Done, need more abilities and polish up )
-Swarm Command Cortex ( 40% Done, need more abilities and polish up )

Natural Elements:
-Asteroids Maps ( 100% Done )
-Gas Maps ( 100% Done )
-Space Junk Yard Maps ( 100% Done )
-Korhal Maps ( 100% Done, some polish up )
-Orbital Defence Maps ( 50% Done, Char is pending, Korhal Done )

As can see lot of stuff is done, yet lot to do still, and will always polish up the map ;)

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Re: Star Armada II

Postby Hercanic » Fri Aug 19, 2016 4:21 pm

Hey Ice4master! First off, great job developing and supporting your map for all these years! It was one of the first maps I ever tried and liked in SC2's Arcade. I sunk a number of hours into it just trying out the different ships and seeing how far the upgrade system went. Good stuff.

Watching your above video, I am reminded of a few criticisms I had then and now: Pacing and Clutter. Now, I understand why the warships are so slow, but as far as spectating goes while watching the video, the nothing-happening lumbering approach to the frontlines and back to base makes me want to scrub ahead on the timebar. Faster movement on a larger map would help the feel of pacing, but again I understand your thematic reasons for the slow speed. It just doesn't make for a pleasant watch when nothing interesting is happening for minutes at a time. The sheer slowness becomes palpable.

As for clutter, there is so much chaos with the various types of minor ships jumbled together, flitting about and firing their barrages of prickling lasers and projectiles, it's hard to know what's important. Much of it is background noise. Thematically, it's cool; I liked how my ship's defense cannons pelted them down automatically and earned me income just from wading into that mess. But on the other hand, there's a lack of clarity and focus. I would at least like to see those tiny ships deploy and fly in some kind of formation. Like wedge formations, escorting, screening, moving in concert with one another for a purpose. Breaking enemy formations could become a gameplay element.

Right now it's just a brawl from the get-go. Individual fighters and frigates stagger out of the Starbase and, after having drank waaay too much, decide Rambo is their favorite movie and they should live as their idol Leeroy.

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