|
On April 22 2010 20:51 saltygrapes wrote:Show nested quote +On April 22 2010 20:46 NiiPPLES wrote: Stop the press.
New spawning pool upgrade called:
Obverse Incubation Zerglings now hatch four per egg. Morph to Zergling will cost twice as much and take 50% longer to train. Edit: and would you please stop saying D8 charges are gone when they're clearly not?
Very nice upgrade imo
|
Sigh we have so many idiots who don't know how to read these data files that are posting worthless crap in this thread now >_<
|
Looking at achievements right now, nothing too special yet, just trying it out it seems. The AchievementTermData.xml has the requirements for the achievements.
Fast Expand - Like build a lair, factory or Twilight council within 180 seconds. Map Control - Destroying a CC/Hatch/Nexus under construction. Infrastructure - Have 9 units building at the same time (Terran/Protoss), Zerg has 21 units at the same time for the achievement. Micro Master - Get 20 kills with a single unit. Basic Training - Build 10 marines or 20 zergs or 5 zealots in the first 3 minutes. Heal a ally for 1000 damage with medivacs Repair ally units for 1000 damage with SCV/MULE Kill 20 SCVs with auto-turrets
I'm kinda a achievement-hunter, so I can't wait to try get some of these.
And plenty more.
|
its my fault for the github link, my apologies. Didnt think about that one before i threw it up there.
|
On April 22 2010 20:59 CapsLock42 wrote: its my fault for the github link, my apologies. Didnt think about that one before i threw it up there.
ehhh it happens. lol :D
|
New upgrade VikingJotunBoosters? + Show Spoiler + <CUpgrade id="VikingJotunBoosters"> <Race value="Terr"/> <EditorCategories value="Race:Terran,UpgradeType:AttackBonus"/> <ScoreResult value="BuildOrder"/> <Icon value="Assets\Textures\btn-upgrade-terran-jotunboosters.dds"/> <EffectArray Reference="Weapon,VikingFighter,Range" Value="2.000000"/> <AffectedUnitArray value="VikingFighter"/> <ScoreAmount value="200"/> <Alert value="ResearchComplete"/> </CUpgrade>
|
Anyone looked at the Forcefield? + Show Spoiler +<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> <Radius value="1.5"/> <InnerRadius value="0.5"/> <SeparationRadius value="0"/> <SubgroupPriority value="31"/> <MinimapRadius value="0"/> <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/> <FlagArray index="Turnable" value="0"/> <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncloakable" value="1"/> <FlagArray index="Unradarable" value="1"/> <FlagArray index="KillCredit" value="0"/> <FlagArray index="Invulnerable" value="1"/> <FlagArray index="Destructible" value="1"/> <FlagArray index="NoScore" value="1"/> <FlagArray index="ForceCollisionCheck" value="1"/> <PlaneArray index="Ground" value="1"/> <DeathRevealRadius value="0"/> <DeathRevealDuration value="0"/> <Collide index="Ground" value="1"/> <Collide index="Colossus" value="1"/> <PlacementFootprint value="Footprint3x3ForceField"/> <!-- Do not give this unit a footprint because that can allow units to walk into unpathable areas --> </CUnit>
|
ALLEYCAT BLUES48984 Posts
Attack bonus to fighter mode?
|
On April 22 2010 20:35 iounas wrote:Show nested quote +On April 22 2010 20:18 JohnnySmash wrote:idk if i'm looking at this right but I looked at the Dark Shrine and the cost shows 150 minerals and 150 gas but googling around shows it costs 100 minerals and 250 gas right now so it looks like they changed it? That would be a weird/small change: + Show Spoiler + <CostResource index="Minerals" value="150"/> <CostResource index="Vespene" value="150"/> <TechTreeUnlockedUnitArray value="DarkTemplar"/> if this is true blizz is crazy.. It was 200 gas and then increased to 250 for no reason at all and if its 150 now then lol.. What was the reason they increased it.. Do they roll dice on what to nerf? This is wrong
Also, <InfoArray index="Research6" Time="80" Upgrade="EMP"> <Resource index="Minerals" value="100"/> <Resource index="Vespene" value="100"/> <Button DefaultButtonFace="ResearchEMP" State="Restricted" Requirements="LearnEMP"/> </InfoArray> EPM needs research now?
|
On April 22 2010 21:02 treason wrote:Anyone looked at the Forcefield? + Show Spoiler +<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> <Radius value="1.5"/> <InnerRadius value="0.5"/> <SeparationRadius value="0"/> <SubgroupPriority value="31"/> <MinimapRadius value="0"/> <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/> <FlagArray index="Turnable" value="0"/> <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncloakable" value="1"/> <FlagArray index="Unradarable" value="1"/> <FlagArray index="KillCredit" value="0"/> <FlagArray index="Invulnerable" value="1"/> <FlagArray index="Destructible" value="1"/> <FlagArray index="NoScore" value="1"/> <FlagArray index="ForceCollisionCheck" value="1"/> <PlaneArray index="Ground" value="1"/> <DeathRevealRadius value="0"/> <DeathRevealDuration value="0"/> <Collide index="Ground" value="1"/> <Collide index="Colossus" value="1"/> <PlacementFootprint value="Footprint3x3ForceField"/> <!-- Do not give this unit a footprint because that can allow units to walk into unpathable areas --> </CUnit>
<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/>
|
ALLEYCAT BLUES48984 Posts
less reliance on Ghost for TvP perhaps?
|
On April 22 2010 21:04 goszar wrote:Show nested quote +On April 22 2010 20:35 iounas wrote:On April 22 2010 20:18 JohnnySmash wrote:idk if i'm looking at this right but I looked at the Dark Shrine and the cost shows 150 minerals and 150 gas but googling around shows it costs 100 minerals and 250 gas right now so it looks like they changed it? That would be a weird/small change: + Show Spoiler + <CostResource index="Minerals" value="150"/> <CostResource index="Vespene" value="150"/> <TechTreeUnlockedUnitArray value="DarkTemplar"/> if this is true blizz is crazy.. It was 200 gas and then increased to 250 for no reason at all and if its 150 now then lol.. What was the reason they increased it.. Do they roll dice on what to nerf? This is wrong Also, <InfoArray index="Research6" Time="80" Upgrade="EMP"> <Resource index="Minerals" value="100"/> <Resource index="Vespene" value="100"/> <Button DefaultButtonFace="ResearchEMP" State="Restricted" Requirements="LearnEMP"/> </InfoArray> EPM needs research now?
So. many. idiots. MAKE THEM STOPP :D
no, EMP does not need researched. Just because there is an abil upgrade there does not mean it is presently being used. that has been in the data files since the beta's release.
|
Does this mean the force field is destructible now and has 200 hp?
|
On April 22 2010 21:05 m4rtini wrote:Show nested quote +On April 22 2010 21:02 treason wrote:Anyone looked at the Forcefield? + Show Spoiler +<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> <Radius value="1.5"/> <InnerRadius value="0.5"/> <SeparationRadius value="0"/> <SubgroupPriority value="31"/> <MinimapRadius value="0"/> <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/> <FlagArray index="Turnable" value="0"/> <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncloakable" value="1"/> <FlagArray index="Unradarable" value="1"/> <FlagArray index="KillCredit" value="0"/> <FlagArray index="Invulnerable" value="1"/> <FlagArray index="Destructible" value="1"/> <FlagArray index="NoScore" value="1"/> <FlagArray index="ForceCollisionCheck" value="1"/> <PlaneArray index="Ground" value="1"/> <DeathRevealRadius value="0"/> <DeathRevealDuration value="0"/> <Collide index="Ground" value="1"/> <Collide index="Colossus" value="1"/> <PlacementFootprint value="Footprint3x3ForceField"/> <!-- Do not give this unit a footprint because that can allow units to walk into unpathable areas --> </CUnit> <CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> I was just waiting for someone to post that crap. If you actually bothered to checked you'd see it says the exact same thing in the patch 8 files (i.e. nothing has changed).
Half the crap posted here are wrong, don't take anything for granted that anyone here says unless you've checked it yourself.
|
On April 22 2010 21:06 crappyleft wrote:Force field has 200 hp, does this mean it's destructible? + Show Spoiler + <CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> i guess so
edit: or not.
|
On April 22 2010 21:05 m4rtini wrote:Show nested quote +On April 22 2010 21:02 treason wrote:Anyone looked at the Forcefield? + Show Spoiler +<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> <Radius value="1.5"/> <InnerRadius value="0.5"/> <SeparationRadius value="0"/> <SubgroupPriority value="31"/> <MinimapRadius value="0"/> <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/> <FlagArray index="Turnable" value="0"/> <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncloakable" value="1"/> <FlagArray index="Unradarable" value="1"/> <FlagArray index="KillCredit" value="0"/> <FlagArray index="Invulnerable" value="1"/> <FlagArray index="Destructible" value="1"/> <FlagArray index="NoScore" value="1"/> <FlagArray index="ForceCollisionCheck" value="1"/> <PlaneArray index="Ground" value="1"/> <DeathRevealRadius value="0"/> <DeathRevealDuration value="0"/> <Collide index="Ground" value="1"/> <Collide index="Colossus" value="1"/> <PlacementFootprint value="Footprint3x3ForceField"/> <!-- Do not give this unit a footprint because that can allow units to walk into unpathable areas --> </CUnit> <CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> It's still untargetable and invulnerable, it doesn't really mater if it's got health. Read the whole thing.
|
|
does anyone here have a working link to the torrent for the patch? i want to download it before it goes live, since my internet is super slow and itw ill take about 10 hours for the 500mb (yeah, it's that slow).
would be much apreciated! you can pm it too, if you don't like to post it.
edit: the euro patch, if possible!
|
On April 22 2010 21:06 crappyleft wrote: Does this mean the force field is destructible now and has 200 hp? Forcefield HAS HP, but it is <FlagArray index="Invulnerable" value="1"/>
|
On April 22 2010 21:05 m4rtini wrote:Show nested quote +On April 22 2010 21:02 treason wrote:Anyone looked at the Forcefield? + Show Spoiler +<CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/> <Radius value="1.5"/> <InnerRadius value="0.5"/> <SeparationRadius value="0"/> <SubgroupPriority value="31"/> <MinimapRadius value="0"/> <EditorCategories value="ObjectType:Structure,ObjectFamily:Melee"/> <FlagArray index="Turnable" value="0"/> <FlagArray index="Uncommandable" value="1"/> <FlagArray index="Unselectable" value="1"/> <FlagArray index="Untargetable" value="1"/> <FlagArray index="Uncloakable" value="1"/> <FlagArray index="Unradarable" value="1"/> <FlagArray index="KillCredit" value="0"/> <FlagArray index="Invulnerable" value="1"/> <FlagArray index="Destructible" value="1"/> <FlagArray index="NoScore" value="1"/> <FlagArray index="ForceCollisionCheck" value="1"/> <PlaneArray index="Ground" value="1"/> <DeathRevealRadius value="0"/> <DeathRevealDuration value="0"/> <Collide index="Ground" value="1"/> <Collide index="Colossus" value="1"/> <PlacementFootprint value="Footprint3x3ForceField"/> <!-- Do not give this unit a footprint because that can allow units to walk into unpathable areas --> </CUnit> <CUnit id="ForceField"> <Race value="Prot"/> <LifeStart value="200"/> <LifeMax value="200"/>
Force fields have had 200 hp since the beta's launch.
sigh, people
|
|
|
|