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Re: StarCraft II Official! (Pictures)
Posted: Sat Jun 02, 2007 6:59 pm
by Lavarinth
Doctor Doack wrote:
We require additional shrines.
Ahhahahahahahaha
Re: StarCraft II Official! (Pictures)
Posted: Sat Jun 02, 2007 7:12 pm
by WB
From what I recall, all units/ships/machines.structures were prepared on Aiur, and then warpe to wherever they were needed...thats why buildings warp in, thats why you have warp gates/gateways. So, with aiur gone, production must have moved onto another planet, most likely shakuras.
Also, I wonder how Turrets will affect gameplay now that they can fire on ground units, especially since protoss have traditionally had the one size fits all defensive structure.
Re: StarCraft II Official! (Pictures)
Posted: Sat Jun 02, 2007 7:43 pm
by Lavarinth
That's.. Pretty lame, really. Next thing you know, it'll teleport.
Re: StarCraft II Official! (Pictures)
Posted: Sat Jun 02, 2007 8:49 pm
by IskatuMesk
Turrets can't fire at ground units. You see them shooting the Colossus because it's targeted as an air unit as well as a land unit due to its height.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 12:13 am
by WB
It's still a ground unit, though the whole height thing might prove to be more interesting.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 2:06 am
by jiong
anybody think stalker is out of place?
it needs some yellow on there to make it more "protoss-ish"
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 3:12 am
by Meta
jiong wrote:
anybody think stalker is out of place?
it needs some yellow on there to make it more "protoss-ish"
I actually think it's interesting. Its dark color shows that the Dark Templar culture and machinery are really different from that of the Aiur Protoss.
Of course, for the sake of consistency, any future SC2 DT units should have a similar dark tone.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 5:53 am
by Taeradun
Yeah I wasn't surprised by that at all... remember that the dark templar and dark archons from SC1 didn't have any yellow on them either... unless you were player 8...
Although, yellow SC1 corsairs... there goes that theory
Also as for the mothership, remember in the gameplay video that totally sweet warping in animation? Goes to show that it's definitely built somewhere else and warped in - so they do have huge factories, just not on the visible battlefield.
(kinda like warping in the big space platform in LOTC2, pwnt)
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 11:00 am
by IskatuMesk
Yeah, I intend to make that warp crimson-colored for Undead stuff. It's just so awesome.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 11:56 am
by WB
StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. We'll release further information about the world editor as we move forward.
http://www.battle.net/forums/thread.asp ... post259214
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 12:07 pm
by IskatuMesk
Hmmm...
I know absolutely nothing about C. This is troubling. That means it's similar to Uscript or NWscript... it's a lot more complicated than LUA iirc.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 12:10 pm
by WB
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 12:35 pm
by Freakohollik
Warbringer87 wrote:
StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. We'll release further information about the world editor as we move forward.
http://www.battle.net/forums/thread.asp ... post259214
This is interesting. C was designed to be sort of a high level assembly language. It gives the programmer access to a lot of low level details, which for something like SC2 you shouldn't have to deal with. It's best uses are for programming this that run really close to machine hardware, like an OS. I'm really puzzled why they would use C instead of a higher level language. It says it's based off of C though, it doesn't say it is C. I'm looking forward to hearing more about this.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 12:44 pm
by IskatuMesk
It's going to work a lot like Unrealscript and NWscript, I think. They're building off of C, and adding their own functionality to it. This probably gives them a lot of control over specific things, especially in regards to the Physics engine.
Re: StarCraft II Official! (Pictures)
Posted: Sun Jun 03, 2007 4:17 pm
by Marco
Eh, as long as its no more difficult then WC3s editor, it'll be a breeze. And I don't really see a need for it to be much more complex beyond that.
Learn C? Screw that, I'm not a programmer, nor do I want to be. Good decision on including the flexibility of that though, should make for some interesting mods and maps.