of course that wouldn't be possible to balance very accurately, but I wonder if it is possible to balance roughly, like no matchup is worse than say 40-60 or something. I wonder also the impact on complexity of matchups, how to still make each matchup interesting and have good possibilities, diversity of playstyles available, etc. If it works reasonnably well, it could make a really fun RTS game. In any case it is surely a great opportunity to experiment a lot of things. I'd really like to try it, but I don't have LoTV and I'm not giving money to Blizzard lol but I guess maybe I'll just try to download it off somewhere to try your mod later.
Heptacraft: SC2 Mod Project Preview - Page 2
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ProMeTheus112
France2027 Posts
of course that wouldn't be possible to balance very accurately, but I wonder if it is possible to balance roughly, like no matchup is worse than say 40-60 or something. I wonder also the impact on complexity of matchups, how to still make each matchup interesting and have good possibilities, diversity of playstyles available, etc. If it works reasonnably well, it could make a really fun RTS game. In any case it is surely a great opportunity to experiment a lot of things. I'd really like to try it, but I don't have LoTV and I'm not giving money to Blizzard lol but I guess maybe I'll just try to download it off somewhere to try your mod later. | ||
404AlphaSquad
838 Posts
On December 18 2015 16:48 summerloud wrote: the half moon is daelaam symbol? i wasnt aware of that, i just picked something that looked nerazim-ish. if you want, you can look through the decals and recommend something that fits better i was thinking about naming the protoss faction "conclave" instead of "khala" - what you think about that? If I were you I would use the official Symbol from the Sargas Tribe. Sargas arent Nerazim, but out of all decals it makes the most sense to take this one over any other for several reasons, which are explained below: - The Sargas Tribe are good warriors, but use mainly stealth, backstabbing and assassination. The fighting style compared to the Nerazim is similiar. - Despite its allegiance to the old Conclave (which could be described as delicate), it wanted to preserve individuality and their tribal identity. The Sargas only offered their aid when it suited their purposes. - More Dark Templar stemmed from the Sargas Tribe than any other Tribe; which may explain the next point: -The decal for both Tribes are almost identical: This is the Nerazim Symbol. This is the Sargas Tribe Symbol. This one can be found ingame. Given how similiar these Symbols remain, one can assume that most Dark Templars just modified the Sargas Symbol to fit to their "new" tribe. Lastly I dont know what happened to the Tribe besides it still being active after Legacy of the Void. Since I dont know what has happened in your timeline exactly, except for that after the evacuation of Aiur, Zeratul/Artanis failed to reunite their people. So it seems feasible that instead of joining another Hierarchy, the Sargas Tribe would have stayed with their former tribal brethren. To your Point about the Conclave being the name an actual faction, I would stay away from it, since the Conclave was no more in Brood War. However there might be a way to explain a "conclave" faction. Most Protoss who fled to Shakuras after the first Great War were Khalai refugees. The common goal of Artanis of reclaiming Aiur might not have been enough for the Khalai and the Nerazim to ally. Forgetting exile and being executed for refusing to accept the Khala, is not easy to forget. In addition the Khalai have difficulties accepting change. It is entirely plausible that both sides would have fought another war, each wanting to claim Shakuras for themselves as their home base of operation. Eventually splitting off, not wanting to work together. The Khalai even could have rebuild the caste system on Shakuras or anywhere else, because they have troubles accepting that it is gone. Perhaps Ulrezaj came into power for the Nerazim clan, since he hated the Khalai with all his heart. The point I am trying to make, either name them " Khalai" or "(New) Conclave". Khalai, for me seems most fitting though since they are often referred to "Aiur Protoss". This might also explain the "Phoenix" "Corsair" problematic. It showed up around the same time Artanis became the Hierarch. Since that never happened in your timeline, one can assume that the Khalai developped it and fled Shakuras with whatever ships they had and even stole corsairs, and leaving the Phoenix schematics behind. Also, you could make the Faction selectable in lobby, via game attributes. | ||
Waitzkin
2 Posts
MOD seems really cool it does really show something new rather tan just another BW | ||
summerloud
Austria1201 Posts
i was unaware of the option to make more than 3 factions selectable in game lobby, but since ive already done the opening dialogue and it has the added bonus of being able to random from any number of factions im gna stick with that On December 19 2015 07:27 Waitzkin wrote: Plzz dont use starbow pathing just keep it fun!! Dont waste much time on balancing things such as "tank need to turn .005 sec slower" like the starbow guys did, which btw dont add much value at some point MOD seems really cool it does really show something new rather tan just another BW yeah im not gna bother with trying to dumb things down and instead gna try to find new solutions to these problems. for example, the problem of casters being too powerful due to smart casting is being adressed with terrazine - casters can be powerful again, since it is impossible to mass them anyways i am however planning to make a rather complicated solution for the movers of capital ships, that also will influence their pathing. my aim was to make them move more realistically, but unfortunately, while blizzard made a cool physics system for explosions and effects, their mover system seems incapable of making starships move realistically, with momentum etc. while you can change turning rates, acceleration and decceleration, the resulting outcomes are sometimes weird and unintuitive, so right now im working on a solution to capital ship movement via additional triggers instead of the data editor. via this and the other movement changes (damage point of 0 for fast units, lower turn rates or tower turn rates for big units), i hope to create the possibility for more movement-based micro, since i find that to be more exciting than just activating abilities. im trying to reduce the number of activatable activities on units and also thinking about enabling autocast on more of them, similar to the campaign. ideally i feel that battles should revolve way more about positioning, since that also favors tactical decisionmaking over pure fast clicking | ||
404AlphaSquad
838 Posts
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summerloud
Austria1201 Posts
On December 20 2015 06:05 404AlphaSquad wrote: If you want more realistic movement for air units, have you ever played the Star Battle map on the arcade? Starships are really difficult to control on them. yes i played that, and by messing around in the data editor i got exactly that behaviour for my capital ships, however, they are just hard to control, they do not behave realistically the problem is that even though your units deccelearte and turn slow, they can instantly change the direction of their momentum, making them move in a direction they are not even facing. not only does this look weird, it completely defeats the purpose of having slow decceleration | ||
TheScriptan
Lithuania152 Posts
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Arbiter Matiego
United States14 Posts
What's wrong with Starbow pathing? SC2's pathing system is pretty bad (and unfun) units balling up so much is the biggest detriment to the game. It's actually what made Starbow more fun to play and watch (at least IMO) | ||
WhosQuany
Germany257 Posts
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Nazara
United Kingdom235 Posts
On the mod page you can find a list of players, look up if they're online and ask them to play with you. There's also a group on the Bnet you can join and check if anyone is online atm. | ||
Incognoto
France10234 Posts
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propagare
Germany93 Posts
I maybe found an small issue: While building a Science Facility it isn't selectable and therefore not addable to a control group. It is selectable after finishing it. | ||
propagare
Germany93 Posts
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summerloud
Austria1201 Posts
the invite link is: https://discord.gg/0u9NMYkuo5ZxM0dH also, please use the new thread to discuss: http://www.teamliquid.net/forum/starcraft-2/508343-sc2-mod-heptacraft-release-trailer also thanks @propagare for the bug report, i ll add it to bug list you can find all information about ladder at www.heptacraft.com/ladder - you need to download and run a tiny batch file and both players need to check "ladder game" at the start of the game apparently there is a problem with some routers or ISPs blocking FTP (port 21) - if you cant use FTP, you cannot play ladder atm | ||
propagare
Germany93 Posts
User was warned for this post | ||
Avexyli
United States688 Posts
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summerloud
Austria1201 Posts
On May 01 2016 07:00 Avexyli wrote: The Science Facility build preview is a Reactor instead of the building it actually appears to be post-completion. i did not make any custom models and had to make do with what was in the editor. there is no placement model for some buildings, especially for covenant and infested. i just tried to use something that resembles it. also, plz use this thread: http://www.teamliquid.net/forum/starcraft-2/508343-sc2-mod-heptacraft-release-trailer | ||
Sweetness.751
United States225 Posts
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