Page 2 of 3
Re: A battleships project
Posted: Thu Oct 13, 2011 7:54 pm
by IskatuMesk
Make a hellion that launches hellions.
Re: A battleships project
Posted: Thu Oct 13, 2011 9:08 pm
by Mucky
Make a hellion that launches command centers.
Re: A battleships project
Posted: Fri Oct 14, 2011 9:08 am
by mAc Chaos
Make a hellion that launches carriers.
Re: A battleships project
Posted: Fri Oct 14, 2011 10:54 am
by Alevice
make a dogship that barks bees
Re: A battleships project
Posted: Fri Oct 14, 2011 11:51 am
by Pr0nogo
make a baneling that doesn't die upon explosion
Re: A battleships project
Posted: Fri Oct 14, 2011 12:53 pm
by Xenon
Pr0nogo wrote:make a baneling that doesn't die upon explosion
Where have I seen that before?
Re: A battleships project
Posted: Fri Oct 14, 2011 1:08 pm
by Pr0nogo
Xenon wrote:Where have I seen that before?
http://forums.starcraft.org/threads/465 ... post748578
Pr0nogo wrote:- Banelings no longer die upon explosion.
Re: A battleships project
Posted: Fri Oct 14, 2011 2:14 pm
by Xenon
I thought there was a video or something of that, and for whatever reason the Banelings wouldn't even die if shot to death.
Re: A battleships project
Posted: Fri Oct 14, 2011 2:25 pm
by Pr0nogo
Oh I have no idea. I thought that up a while back, though.
Re: A battleships project
Posted: Sat Oct 15, 2011 3:08 pm
by Ricky_Honejasi
Added "Overcharging abilities" and "Armor" sections.
Feel free to discuss stuff, make suggestions, etc ... especially if you feel that I am going the really wrong way in something.
Re: A battleships project
Posted: Mon Oct 17, 2011 9:52 am
by Lavarinth
We're talking about this, right?

Re: A battleships project
Posted: Mon Oct 17, 2011 1:50 pm
by Eredalis
Can you add this file in your project?
Re: A battleships project
Posted: Tue Oct 18, 2011 4:10 pm
by Ricky_Honejasi
Lavarinth wrote:We're talking about this, right?

A clearly more evolved form, yes.
Can you add this file in your project?
Considering there is clearly copyright stuff in it and Blizzard tend to be too serious about copyright and censoring, I prefer to not take any chances just for that. Otherwise I would have said yes.
Re: A battleships project
Posted: Sat Nov 05, 2011 8:30 am
by Ricky_Honejasi
Added "Research time flexibility & Un-upgrading & Re-spec'ing" in my first pages.
I did some minor progress so far. I am mostly concentrating on making key aspects of the map work.
For example, for the latest section I wrote, I already got a working first version of keeping unspent time for upgrade to boost research the next one. I have an idea to make the code much less consuming globally but I prefer to focus on the other aspects first.
I also have a first version of the Scout being able to "radar-ping" enemy capital ships both on the mini-map and in the game itself.
My next move would to poke a first version of the Overcharge. It will somewhat differ from the original texts which you will have an auto-cast "Overcharge" (Self Instant) that creates a 8-10 sec behavior that when it expires, you gain +5% Overcharge (thus the next casted spell on Overcharge works +5% better, etc.)
There is also the aspect of showing the Overcharge % somehow (probably on the ship as a texttag only seen by allies) and affecting the damage values correctly (for real casts and in ability tooltips).
Since each increment of Overcharge costs energy, the next step would be to make a validator that ensures you cannot spend more energy than the spell that cost the most mana yet uses Overcharge (otherwise Overcharging is pointless if you can easily be "locked" from using that spell).
Re: A battleships project
Posted: Mon Nov 07, 2011 12:51 pm
by Krazy
Make a mutalisk that shoots Leviathans.