New Starcraft Campaign: Tales of Halcyon

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Andrea Rosa
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Re: New Starcraft Campaign: Tales of Halcyon

Post by Andrea Rosa » Sun Oct 28, 2018 4:49 am

Revolta wrote:Disabling units that AI use will cause issues 9 times out of 10.
This means that I was rather lucky, since the AI scripts work without freezing despite having disabled certain units (Blizzard should have prevented the user from disabling units for the computer players, or at least they should have stressed this fact in the StarEdit instructions). Disabling units was a necessity in some scenarios, for example in the last mission the computer would have been able to build Battlecruisers, and this was not good because I had re-defined that unit as a hero. Given the impossibility to create maps running AI scripts different from those available in StarEdit without modding the game (which I'm not willing to do), disabling units was the only work-around I found.

Now I have a question: Does disabling special abilities harm the AI in the same way, or the problem only occurs upon disabling units?


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Re: New Starcraft Campaign: Tales of Halcyon

Post by Revolta » Sun Oct 28, 2018 12:46 pm

Disabling tech will cause the same issue if the AI has commands to research them. Being unwilling to mod means you are unwilling to fix any number of issues with the base game that need to be addressed if you want your project to be as good as it could be.

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Re: New Starcraft Campaign: Tales of Halcyon

Post by Andrea Rosa » Sat Nov 23, 2019 12:31 pm

I have just realized that I forgot to update this post with the list of changes in the latest version of Tales of Halcyon, which was released on September 30, 2019. So here it is:


MISSION 1: "DEUS EX MACHINA"
- The Zerg now research all basic upgrades (previously they only upgraded flying units).
- All the dialogues of the hero Tank (John Larsson) have been duplicated, so his transmissions now work properly either when he is in normal or siege mode.
- Added new sound effects.


MISSION 2: "BAD MOON RISING"
- The Protoss are slightly more aggressive.
- New triggered attacks.


MISSION 3: "UNNATURAL SELECTION"
- The Morians now start with fully upgraded armor for their Dropships.


MISSION 4: "THE STAND"
- Added a new sound effect, a WW2 style air raid siren that precedes the Zerg attack waves (this feature was meant to be present right from the first release in 2015, however I couldn't find a suitable free sound effect back then).


MISSION 5: "TURNING THE TIDE"
- The resources have been rebalanced, so to encourage the player to create more expansions.
- New triggered attacks.
- Minor changes to the terrain.


MISSION 6: "ORBITAL DELIRIUM"
- Added an extra CPU player that, after 15 minutes, will constantly try to nuke your peripheral defenses.
- Fixed a bug that prevented Schezar's Scavengers from fully upgrading their units.
- Schezar's Scavengers now produce more Tanks and Ghosts and are generally more aggressive. They also use Spider Mines now.
- The Hit Points and Shields of the Pylons surrounding Schezar's Command Center have been increased to 1000.
- The final confrontation with the Torrasque is now harder, since he is accompanied by a wave of Zerglings (that will distract your units) and Overlords (that will nullify the cloaking field provided by rescued Protoss Arbiters).


Meanwhile, Tales of Halcyon has reached 2000 downloads on my MediaFire account, so I take the opportunity to warmly thank everyone who spent some of their time playing it (and giving advice on how to improve it) during the past four years.

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Re: New Starcraft Campaign: Tales of Halcyon

Post by chris » Sat Jan 11, 2020 3:46 pm

I have now gotten around to reviewing this campaign. As it is the best prequel campaign to enslavers that I've seen so far this is recommended for that reason alone. If it was not an enslavers prequel this campaign would still be recommended, but only just barely. It suffers from excessively long drawn out maps, the dialogue isn't as good as in voices of the swarm and there are other issues as well but it's pointless for me to mention them since you are already well aware of what those issues were and you made sure to avoid all of them when you made voices of the swarm so good on you for learning from your mistakes. :)

here is my evaluation along with everything else I've evaluated:

I do hope you continue to make more custom campaigns. Considering the quality of voices of the swarm in comparison to this, I can't wait to see how good your next campaign will be. I recommend trying to get some voice acting into your missions if possible, it would be awesome even if the voice quality isn't that good.
Andrea Rosa wrote:
Sat Nov 23, 2019 12:31 pm
Meanwhile, Tales of Halcyon has reached 2000 downloads on my MediaFire account, so I take the opportunity to warmly thank everyone who spent some of their time playing it (and giving advice on how to improve it) during the past four years.
You shouldn't use that to count the number of people who have played the campaign, the number is likely to be significantly higher because many have gotten it off of the archive instead.

edit: As it turns out, the plot in enslavers redux conflicts with the plot in this campaign, which means this campaign can only be recommended for those not interested in playing enslavers redux.

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Re: New Starcraft Campaign: Tales of Halcyon

Post by Andrea Rosa » Tue Jan 21, 2020 6:29 am

chris wrote:
Sat Jan 11, 2020 3:46 pm
As it turns out, the plot in enslavers redux conflicts with the plot in this campaign, which means this campaign can only be recommended for those not interested in playing enslavers redux.
I was quite surprised to discover that Enslavers Redux makes a reference to Halcyon (I have not played it because I don't have SC2, I've merely watched a longplay on YouTube) but you are right, the plot conflicts. However, Enslavers Redux is a complete reboot for a different game, so I don't really care. Moreover, I suspect that the reference was a coincidence, since Enslavers Redux was released six months before Tales of Halcyon and I was completely unaware of its existence. Apparently, both I and the creator of Enslavers Redux chose Halcyon as a setting, independently from each other.

I'm currently working on a similar project for StarCraft, titled "Enslavers Special Edition". It's not a reboot nor a remake, just a reworking aimed at fixing some bugs, plot holes and gameplay issues found in the original Enslavers, while retaining its spirit. Most of the story will remain unchanged, with expanded dialogues and some subtle references to Tales of Halcyon. Also the maps will be the same, with more or less evident changes in terrain and triggers, but this Special Edition will feature an additional mission (an alternate version of "The Rescue" with different objectives), so to make the two plot branches symmetrical.

As a fun side note, differently from you I think that Tales of Halcyon is superior to Voices of the Swarm (especially the 2019 version) but maybe it's just a matter of personal taste, since the Terrans are my favorite race and I had more fun in creating it.

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