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Re: Warlords and Merchants Discussion

Posted: Sun Jul 03, 2011 7:47 pm
by IskatuMesk
I do.

:D!

:D:D!

8)!

Re: Warlords and Merchants Discussion

Posted: Sun Jul 03, 2011 9:40 pm
by Ricky_Honejasi
We didn't play W&M that week.

EDIT : As in the event on July 2th.

EDIT 2 : If you mean the one before, I do have the videos recorded at least and I think I uploaded half of them on my Youtube account (Honejasi).

Re: Warlords and Merchants Discussion

Posted: Mon Jul 04, 2011 12:46 am
by IskatuMesk
I was watching one of those actually, Ricky, it seems you missed my massacre of Bishotron with reapers.

Re: Warlords and Merchants Discussion

Posted: Mon Jul 04, 2011 12:25 pm
by Ricky_Honejasi
IskatuMesk wrote:I was watching one of those actually, Ricky, it seems you missed my massacre of Bishotron with reapers.
Oh dear. Normal reapers or combo ones?

Re: Warlords and Merchants Discussion

Posted: Mon Jul 04, 2011 3:14 pm
by IskatuMesk
Phantom reapers.

Re: Warlords and Merchants Discussion

Posted: Tue Jul 05, 2011 1:46 pm
by Vetraeus
Cliff-Banelings. That will be all. On a side note i have created this:

--Baneling Bobbling Butter Transport:
10000 HP (7x7 Collision - Cliff Walker), 0.25ms, N/Attack, 500 Energy, 10 armor (Does not benefit from Armor upgs)
Load Cap: 8x24 (Baneling Only)
--ABILITIES:

+Butter Pool: Allows instant creation of nearby Banelings (Can create 6)(Cooldown -No Supply)(1.30min for each CD)(25 Energy)

+Cybernetic Twitchers: Increases the BBBT's Movement speed by 0.50 for 4 seconds. (5 Min Cooldown)(100 Energy)

+Gravalard Catapult: Launches a large group of banelings from 1/8 Transport bays into a location for 4 seconds stunning for 6 seconds, applying fungal growth and dealing 750 damage to any units within the specified location. (175 Energy)(15 Sec CD)

Re: Warlords and Merchants Discussion

Posted: Thu Jul 07, 2011 6:21 pm
by Vetraeus
--Flying Fortress: 7 Rebuildable and destructable Key Sections

+Bridge: 5000 HP/5000 Shields, 5 Armor (Cannot be Rebuilt<If Killed Ship Dies)
+Engines: 1250 HP/1250 Shields, +1.00 MS (Rebuild - 3.30 Mins)
+Communications Array: 500 HP/250 Shields (Rebuild - 1 Minute)

++Left Side Weapons Array: 1000 HP/500 Shields (Rebuild - 2 Mins)
(x2 Auto Turret)(x2 Missile Turret)(x4 Railgun)(x2 Disruptor Beams)

++Right Side Weapons Array: 1000 HP/500 Shields (Rebuild - 2 Mins)
(x2 Auto Turret)(x2 Missile Turret)(x4 Railgun)(x2 Disruptor Beams)

++Front Gun Rack: 250 HP/1000 Shields (Rebuild - 5 Mins)
(x1 Mass Accelerator Cannon)

++Central Gun Emplacements: 1250 HP/750 Shields (Rebuild - 5 Mins)
(x4 Optional Guns; Photon Cannon, Auto-Turret, Railgun, Laser Cannon)
(x2 Optional Auxiliary; Defense Drone, Shield Recharger, Repair Drone Launcher, Fighter/Bomber Bay)
(x6 Bunker <Increases range by 5>, x2 Missile Turret, x1 Plasma Cannon)

-Bunkers may Load: 1 Slot for each unit (1x6)
Marauders, Hydralisks, Stalkers, Ghosts, Colossi(Can Hit Air), Immortals, Roaches, Marines (All), Reapers (All), Hellions (All), Goliaths, Siege-Tanks (Siege Mode), Thors (N/A Odin), Spore Crawler (Allows it to hit ground), Sentrys, Archons, High Templar (Periodicly uses Psi Storm).

I'm still testing it, but all seems to be in order with individual weapons firing and everything else, a few bugs with the rebuild mechanism, probably going to make it auto-cast. Will release Data Files and Edit unit after completion, this may change a bit,

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 1:56 pm
by Ricky_Honejasi
Something that starts to get me concerned is how some people server-split during W&M.

So far, the people that does get disconnected were Quiriff, EVWeb and Bishotron as far I remember.

I had suspicions that it is the Aegis. Unfortunately after some quick tests with EVWeb, it DID desync when using the Aegis. It seems it is the attack against enemies for some reason.

Considering the gravity of the situation, I am poking a solution asap to fix this. This is one of those things I truly cannot just neglect.

EDIT : I can now confirm it is the Aegis' weapon that causes the desyncs. I replaced it with the Marine Gun and it caused no desyncs between me and EVWeb. I will probably try to make a weapon based on the stalker but multi-shot or maybe some simple aoe.

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 2:30 pm
by Xenon
Was Bishotron there at all?

If it was EVWeb and Quirriff, Blizzard might have broke the Mac OS implementation as usual. Groan.

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 2:35 pm
by Ricky_Honejasi
Xenon wrote:Was Bishotron there at all?

If it was EVWeb and Quirriff, Blizzard might have broke the Mac OS implementation as usual. Groan.
Not in the last game it happened but I believe it happened to him before.

EDIT : So far I published the W&M versions with Aegis having a new simple weapon based on the Stalker's but with 9 range and 0.25 attack speed until a proper weapon is made for it. So Mac users should now stop being disconnected if Aegis fires.

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 2:59 pm
by IskatuMesk
Wait, what? The Aegis drop mac users?

... Blizzard, how do you manage that?

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 4:25 pm
by Xenon
Probably inconsistent handling of the launch position and movers from the secondary projectiles. It isn't unprecedented, War3 had a "Damage units in area" trigger action that did not work on the Mac version at all and would desync. However, since it couldn't discriminate between unit owners it was almost never used anyway.

Something else to try: maybe removing the first 1 or 2 motion phases from the secondary projectile mover will help (they make it start out moving backwards), but I have no idea.

Re: Warlords and Merchants Discussion

Posted: Sun Jul 10, 2011 8:49 pm
by Vetraeus
Ricky I found a protoss strafing unit!: Strafing Sentrys, Phantom Sentrys

Re: Warlords and Merchants Discussion

Posted: Thu Jul 14, 2011 10:26 pm
by Ricky_Honejasi
So the current changelog :

*) Aegis' weapon got scrapped to stop desync for Mac players.
1) Firebat now costs 75/25 and attack speed to 0.6 (from 0.8).
2) Medics now costs 50/25. (still 1 supply)
3) Sentry's Hallucination now costs 75 instead of 100.
4) Sentry's Hallucination now lasts 90 seconds (from 60).
5) Sentry now have on first page, second row of commands : Summon Probes, Zealots, Immortals, Void Rays and Archons Hallucinations. (for easier hallucination use)
6) Roaches gains +1 armor, +25 life, +0.5 life regen.
7) Baneling now have Light flag on them. (to make them vulnerable to anti-light units)
8) Ultralisks are now anti-light and anti-structure instead.
9) Combo - Ultraling's damage got buffed.
10) Lurkers are buffed and now anti-light instead of anti-armored.

Other notes :
- Ultras have 25 (+2) base, 5 (+2) vs Light, 10 (+4) vs Structure ... instead of 15 (+2) base and 15 (+4) vs armored.
- Similar situation to Lurkers except minus the anti-Structure case.

Re: Warlords and Merchants Discussion

Posted: Thu Jul 14, 2011 10:45 pm
by Ricky_Honejasi
Now if I ever do a triggered dialog to allow many many settings for W&M games, what settings do you believe would be worthwhile.

NOTE : Would require to pick the game type for it. Standard W&M would go with the usual known settings.

Examples :

===Settings sets===

Allows to pick premade setting sets or save current settings into bank files to load them up and start off the game asap.

===Warlords Settings===

- Starting Minerals (from 50 to 99999999, default : 750)
- Starting Gas
- Max Supply (from 100 to 9999, default : 300)
- Maximum overlords (by default, essentially infinite but can be lowered)
- Harvesting Mineral Rate (in %, default is 150%)
- Harvesting Vespene Rate (in %, default is 150%)
- Defender's Max HP (in %, default 100%)
- Bought Unit Arrival Time (in %, default 100%, to slow up or speed up)
- Handicap modifier (in %, modify "Handicap" attribute for all warlords - changes all HP/Shields of units)
- Main buildings counts as Landzones (on or off, off by default)
- Max Wep/Ar/Sh Levels (minimum : 0, default : 6, could be set up to 120).

===Merchant settings===

- Forces all merchants to be 100% observers (on/off)
- Forces only poor merchants to be 100% observers (on/off)
- Starting Minerals
- Starting Gas
- Minimum Borrow Score (I think it was -10000)
- Max Level of C&F (from 0 to 5, default : 5)
- Max Level of Combo
- Max Level of Adv. R
- Allow Hybrid Spec (on or off)
- HQ Production Time % (chrono-boost like for merch main techs, default : 100% for no changes)
- Unit Production Time % (chrono-boost like, default : 100% for no changes)
- Research Production Time% (chrono-boost like, default : 100% for no changes)
- Auto-Sell Refund (default : 50%, can be between 10% and 100%)

===Merchant advanced settings===

Potentially allow to set starting stocks and quantity for all starting merchants.