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Re: Warlords and Merchants Discussion

Posted: Sat Jul 30, 2011 3:57 pm
by Vetraeus
Also put the temporally weapon of Aegis' attack speed from 0.25 to 0.20 as a temporally buff until I concretely do something about it (that doesn't drop Macs).
Why not use the ColossusThermalLanceBehaviorx2<Actor> and then simply add how many attacks you want and test the actor to make sure the attacks split

Re: Warlords and Merchants Discussion

Posted: Mon Aug 01, 2011 11:27 pm
by IskatuMesk
I have re-enacted hunting down ricky in W&M in my dreams at least three times now, each more frantic and terrifying and hellion-ey. What the fuck.

Re: Warlords and Merchants Discussion

Posted: Fri Aug 05, 2011 9:20 am
by Ricky_Honejasi
IskatuMesk wrote:I have re-enacted hunting down ricky in W&M in my dreams at least three times now, each more frantic and terrifying and hellion-ey. What the fuck.
Deep, deep desires indeed.

Latest Changes for next FFPS :
1) Plat.Fortress with Adv.R Upgraded Ibiks Cannons will now splash both ground and air units at the same time.
2) Elite - Zeus now have 5000 HP (from 4000) and can load up to 32 units (from 16).
3) Zeus now have instant mass unloading.
4) Less lag for determining Warlord defeat per dead unit.
5) Valkyrie now properly fire 6 missiles (from 4) and have a higher attack cooldown.
6) The placement model of Merchant buildings are no longer ridiculously oversized.
7) Various model changes and fixes for Elite units.
8) Science Vessel's Irradiate now ticks damage at doubled intervals (but for the same damage over time).
9) Sandbox mode : Morphs (ex : Lair to Hive) are now instant.
10) Sandbox mode : Dummy controllable AI have infinite supply.

Extra notes :
A) Odin and Sniper Commandos now have death models.
B) Yggdrasil now uses the Overseer model.
C) Yggdrasil's "interceptors" no longer have some big dying devourer model (now downsized).
D) Siege Cruiser now uses Carrier Hero model.

Re: Warlords and Merchants Discussion

Posted: Fri Aug 05, 2011 11:47 am
by Ricky_Honejasi
So a few more changes :

Official notes :
- Banelings are now a Tier 2 from both Warlords (requires Lair + Spawning Pool) and Merchants (Basic Merchant Lv1 instead of 0).
- Banelings deals 60 damage (from 80) to structures. Weapon upgrades lowered from +5 to +4.

Unofficial extra notes :
- Banelings now properly made at 50/25 costs (while they were 25/25 mistakenly) from merchants. Warlords aren't affected by my used workaround.
- With the damage changes, with Lv6 upgs, they now deal 84 (60 base) damage instead of 110 (80 base) vs structures.

Re: Warlords and Merchants Discussion

Posted: Sat Aug 06, 2011 7:47 am
by IskatuMesk
As a notice I probably won't be casting W&M anymore. You may get the odd game but otherwise I have stopped casting sc2.

/edit

I am definitely gonna do that last game, though.

Re: Warlords and Merchants Discussion

Posted: Wed Aug 10, 2011 6:24 pm
by Xenon
Here's something I made to address the complaint about Protoss detection. It's designed to be a level 2-3 Elite unit.

The view range may be too long to be balanced. You can reduce it by decreasing the period number in the Argus View Persistent effect. It works by spamming reveal effects, so I have no idea if it will cause lag.

(fields to copy: unit, actor, weapon, behavior, effect, model, validator, ability, button)

Re: Warlords and Merchants Discussion

Posted: Fri Aug 12, 2011 10:25 pm
by Ricky_Honejasi
First of all, I made a temporally better workaround for the Aegis by making a weapon that just fires the Stalker weapon up to 15 targets (but at 2 attack speed). I understood better that the weapon effect is more flexible than I thought.

So I finally poked into the Argus and I found it quite interesting. It have been added in W&M.

Although without surprise, I modified the Argus for W&M's purposes :

- Instead of 15 attack range, it only have 12. Note this weapon is ONLY usable vs Cloaked units (to decloak them essentially).

- Warp Jump (Blink-like ability) now requires the source AND destination to have Protoss Pylon-like Power (on top of Vision). When it was only source, the issue would have been that a Terran with a Warp Prism could essentially Scan anywhere on the map then Warp Jump them there.

- Warp Jump have a cast delay of 5 seconds.

- I didn't modify the extra "scope sight" range/aoe but I made the behavior delays at 0.1250s instead of 0.0625. No big notable effect and could minimize the potencial lag from it.

- The ability to change direction got simplified and can be "casted" map-wide (only serves to change the Argus' facing direction to "scope sight" elsewhere from its current position).

- Aegis was added as a Lv3 Elite unit. Costs : 200m/300g/6s (and 90 time).

- Changed some descriptions there and there. Usually to try to make them more readable or simpler.

Re: Warlords and Merchants Discussion

Posted: Fri Aug 12, 2011 10:46 pm
by Ricky_Honejasi
Okay, one thing I had issues in all honestly is making weapon beams to shows up in general. Heck, I think that's the #1 problem when it comes to create any weapon that isn't an instant hit type. Also having issues for missile types too (but ill settle for beams for now).

I did try to look into some tutorials but it never seem to really say it despite reading it and re-reading it. I would like to know concretely what's the most common mistakes when trying to duplicate beam weapons. So far, I know the field of "Art - Beam" often gets a "2" added (and sometimes a few other fields) although that's rarely the only screwup that happens.

Re: Warlords and Merchants Discussion

Posted: Fri Aug 12, 2011 11:08 pm
by RazorclawX
You remember that mod I made? One of those things was a chain beam weapon. That thing was made following someone's tutorial on how to make a beam weapon. I don't remember exactly how it went, but it is there.

Re: Warlords and Merchants Discussion

Posted: Sat Aug 13, 2011 7:27 am
by Ricky_Honejasi
RazorclawX wrote:You remember that mod I made? One of those things was a chain beam weapon. That thing was made following someone's tutorial on how to make a beam weapon. I don't remember exactly how it went, but it is there.
I am presuming this for its Lightning Tower?

While I didn't concretely made any beam weapon from scratch, I am trying to determine what goes wrong when I try to duplicate a beam weapon (since the vast majority of time I went 80-95% of an existent weapon anyway). That silly goddamned detail (or many of them) that I don't seem to catch despite reading the easiest of tutorials for the 7th time.

A bit like a total newbie in SC2 triggering banging his head endless on trying to show up a text message via a string but can't because he doesn't know that he have to convert from a "string" type to "text" type to show it up. The triggering editor is very misleading for newbies in that specific regard for example.

EDIT :

For example, I start reading more about the "Lancer" part of said tutorial. I downloaded said tutorial's map too.
(After explanations to create actor "Lancer Beam") If you are using a different model, make sure you set Animation Properties to whichever animation actually shows up such as Birth or Stand. Some models don't have more than one animation. For example most impact models just have a Death animation.
I am fairly sure this is a critical piece of info in general but I am already confused. Which actor/model/etc this part refers to? I don't see this field on actor "Lancer Beam". The closest I find is the field "Combat - Death effects - Animation properties" on actor "Lancer" which I am fairly sure it's to determine which visual effect (ex : Lancer dies in fire) when the unit "Lancer" dies (rather than having anything to do with his weapon).

Re: Warlords and Merchants Discussion

Posted: Sat Aug 13, 2011 10:25 am
by Xenon
That would be in "Events", the anim that plays when it's created should be specified there.

Most problems related to beam and missile attacks are caused by a missing or incorrectly configured "attack actor". The launch and impact attachment points must be configured here, and in some cases adding a beam can be easily done here with the field for an attack beam.

Re: Warlords and Merchants Discussion

Posted: Sat Aug 13, 2011 11:19 am
by IskatuMesk
iirc duplicating stuff doesn't change any of the stuff in events at all. I could never figure out why the fuck my beams didn't work until I noticed that. I facepalmed hard.

Re: Warlords and Merchants Discussion

Posted: Sun Aug 14, 2011 11:54 am
by Vetraeus
THE ENGLISH, ARRRRRRGHHH THE GRAMMAR, ARRRRRGHHH *keyboard-face-smash*

Re: Warlords and Merchants Discussion

Posted: Sun Aug 14, 2011 11:54 am
by IskatuMesk
If you guys are going to do nothing but throw yourselves at me to "make ricky win", well, whatever. But if you're going to be telling people what to do and abuse your power as an observer/merchant you can fuck right off, like that SteakofPwnage guy and to an extent thai loli.

Re: Warlords and Merchants Discussion

Posted: Tue Aug 16, 2011 4:02 pm
by Ricky_Honejasi
So poked some W&M changes (still not online) for next FFS :

1) Terran Perdition Turrets no longer need a Fusion Core (just a E.Bay).
2) Perdition Turrets now unborrow/burrow twice as fast, have detection and can use "Hold Fire" ability.
3) Allies protected by Aegis' Adaptive Barrier now requires damage of 1.1+ to activate and cannot lower damage below 1.
4) Photon Cannons with their Adv. Upgrades won't get Immortal Shield effects if they are powered down.
5) Nexus can now also use Extended Chrono Boost at 2x length but 2x energy. Doesn't stack with normal Chrono Boost.

Other notes :
A) Perdition Turrets now have a weapon UI when underground so that you get a clue of its damage and weapon speed (without trying to it unborrow and "flash-read" its weapon).
B) For the sake of making Perdition Turrets more used, I intend to let them only require a E.Bay instead of a E.Bay + Factory for now.
C) For #3, it's essentially so that Aegis don't "protect" Terran structures on fire or dying off-creep Zerg structures.