Satyr Saturday Replays Week 71 and up

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Ricky_Honejasi
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Re: Satyr Saturday Replays Week 71 and up

Post by Ricky_Honejasi »

or Net have a higher cast range (presuming raiders still tend to be somewhat in the mid to back rows)?

Note that if triggers controls their Net, you would need to adjust the range in those triggers if necessary.
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Mucky
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

They can't be anywhere except the front because they're melee. That's why I changed their armor and damage types.

I think raiders are okay right now. They're grunts with lower health and higher damage. A real game is necessary to decide what more to do with them.

By the way, there are no triggers for Net. The only spells that have triggers are Polymorph (which the AI can and does use on its own), Control Magic, and batrider's suicide. Ancestral Spirit has a trigger too, but that's defunct considering the actual spell Spirit Walkers have is based off Resurrection.
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Mucky
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

  • Siege Engine's Barrage has been nerfed. 5 targets maximum, down from 9; 125 maximum damage, down from 300 (yes, that was 150 DPS).
  • Siege Engine health is now 1100, down from 1300; maximum upgraded armor is now 15, down from 20.
  • For some reason I'll never understand, the original author was using a custom Siege Engine unit (without barrage). I was modifying the original one and kept wondering why there wasn't any changes to the stats. This should be fixed now.
  • Collision sizes for units have been reduced significantly. Most ranged and spellcaster units are now 8, and melee units are 16. This may inadvertently buff AoEs. We will see.
  • Hero collision sizes have been reduced from 32 to 16.
Not sure where to go from here. I have some ideas for spells, but I have no motivation for scripting them.
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Re: Satyr Saturday Replays Week 71 and up

Post by IskatuMesk »

Go look at the old LoL thread and find some spell concepts that got posted and/or used throughout. I had a list of heroes to make but dunno where it is. Most of it is really complicated, though. That was kind of part of the problem of becoming so dependent on a complex JASS system.
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Mucky
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

I didn't actually know JASS back then. Did LoL even use JASS? I remember trying to look at the physics system and the entire thing was written in GUI and it was fucking spaghetti and meatballs.

MEATBALLS

You don't want to play? It's kind of silly that most of my feedback is from someone who hasn't played in forever.
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Re: Satyr Saturday Replays Week 71 and up

Post by IskatuMesk »

Parts of it were in JASS, and a lot of the spawning triggers and shit got converted to JASS (to avoid the big memory leaks, so much good that did). Also, converting DotA spells. That was real fun. Actually, that was like the first custom spell I ever made - Oblivion's Beckon AKA the sea giant's impale shockwave. Funny how I worked with JASS before GUI in that respect. I imagine I could probably go back and make a bunch of shit now, especially since I was messing with campaigns a lot before and after that and learned a fair bit inbetween. Unfortunately, mdlvis has been long abandoned and doesn't support lick king models and such. Plus, the conversion process is something my carpel tunnel wouldn't easily let me do now.

But, no, I don't play ums of any kind anymore. I always fantasize how I can fix things or make them better, though. That's just what I do. TGS always had potential but also had several major issues that made an otherwise fun map totally broken. Some things you just can't fix, though, like people being dicks/abusive.
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

I only have a really old version of LoL. Some notable concepts in it are the giant dinosaur, Skeram, the giant worm, the XYZ heroes, and not a whole lot else. I took another look at the physics system, and my eyes bled. It's understandable, but it's difficult to look at. I think I'd just go with a simple knockback system if I were to go that route. Or if I really wanted the fancy physics effects, I'd juke hindyhat's Simple Entity Engine.

As for people being dicks, there's always STOMP EM IN DA NUTS

ok that automatic youtube thing is pretty annoying and I can't disable it in my post WHY CAN'T I DISABLE IT IN MY POST
Last edited by Mucky on Wed Jun 16, 2010 10:44 am, edited 1 time in total.
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Re: Satyr Saturday Replays Week 71 and up

Post by Ricky_Honejasi »

In terms of feedback, I tend to mostly say what I want to say during the SS events if I do have something to say.

On top of it, there are quite a bit of trial and error with the more different changes (ex : less collision) thus I cannot really commentate it until we truly see it in-game. It might not change a lot or it might ridiculously buff AoE.

Ultimately, I tend to care more for a relative balance between human and orc (so that you don't feel that one side or another is almost assured of victory unless it screws up too much) while the rest feature-wise are extra (but still interesting nonetheless).
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

  • I'm attempting to rebalance AoE spells after the recent collision reduction.
    • [li]As a general rule, when an AoE's description says "x damage to units", it will deal the full amount to five units, and half amount to ten units.
    • In other words, the maximum damage an AoE spell can do is 5x what it says in the description. As the number of units increase, the damage done to each of those unit decreases.
    [/li]
  • Blizzard, Rain of Fire, Fan of Knives, Thunderclap, and War Stomp are all subject to this new change. Inferno currently isn't, as I'm not sure how to get the damage to sync with the infernal summon.
  • Additionally, Blizzard and Rain of Fire's roles have switched around; Blizzard is now the spell with larger AoE, while Rain of Fire has a smaller AoE. This is because Rain of Fire's DoT component cannot be reduced.
UPDATE
  • Scratch what I said about Blizzard and Rain of Fire. Both of them have large AoEs now, but Rain of Fire's damage is reduced. It is full damage to two and a half units, and half damage to five units. Again, this is because of Rain of Fire's DoT component.
  • Inferno's damage is now subject to this rule.
Last edited by Mucky on Sun Jun 27, 2010 1:37 pm, edited 1 time in total.
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Re: Satyr Saturday Replays Week 71 and up

Post by Mucky »

  • Collision size change has been reverted for ranged units only. Some (siege engines, demolishers, mortar teams, kodo riders, spirit walker) were increased but remain lower than their original collision size, others (riflemen, trolls, all spellcasters except spirit walker) were set back to their original size.
  • Fixed human spawns so that footmen don't spawn behind riflemen.
  • Reduced initial stock time for Footmen/Riflemen and Grunts/Trolls to 50 seconds. It is now possible to upgrade them before the second wave comes out.
  • Flying machines do more damage now.
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Re: Satyr Saturday Replays Week 71 and up

Post by Ricky_Honejasi »

And yeah, longer delay before I do anything but I finally did something ... SS Week 267 to 274 are up :

http://files.campaigncreations.org/wc/satyrsaturday/Replays.html

Also due to Loki's multiple Dark Seeds replays, I preferred to add it as a separate batch on the list.
Last edited by Ricky_Honejasi on Tue Jul 27, 2010 11:47 pm, edited 1 time in total.
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Re: Satyr Saturday Replays Week 71 and up

Post by Theia_Loki »

I hope you meant "Dark Deeds" when you wrote "Dark Seeds" Ricky. :)
Nah, I don't blame ya. ;)

Got a few more, but they're fairly old ones.
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Re: Satyr Saturday Replays Week 71 and up

Post by Ricky_Honejasi »

As a remainder, SS's time is now at 11:00 pm GMT 5:00  to 1-2 am every Sunday from now on.
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Re: Satyr Saturday Replays Week 71 and up

Post by Ricky_Honejasi »

So I admit, two weeks in a row that SS didn't start. This second week, I over-rested as somehow my alarm lost electricity and it was already a full hour too late. Thus I apologize for that.

As I arrived and poked Mucky, it seems it was him, Q and Loki that were there. Last week, it was only me, Bill and Q.

Considering how the whole thing might end up, I prefer to wait 2 more weeks before taking any real potential decision to see if SS goes better after the SC2 "craze" settles down.
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Re: Satyr Saturday Replays Week 71 and up

Post by Theia_Loki »

Got some more Dark Deeds replays. The one entitled "LOL FARMER RAPE" is outrageously hilarious.
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