I thought that the point of having the 2 separate mods was because we wanted the Episode 1 Terran (Confederacy/SoK/Dominion) to look different than the Episode 5 Terran (UED). Don't the two have units with different models?
But besides that point (I was a bit busy so I couldn't post here earlier), it is best to have the BW mod use the SC1 mod as a dependency, rather than combining the two into one giga-mod. Saves space, saves time, saves processing power.
Mods with dependencies are made to work as if the dependency is part of the full mod. SC2 does this with the Swarm.sc2mod file; it uses Liberty.sc2mod as a dependency!
Meanwhile, I'll keep investigating Precursor and Enslavers. Anything I notice, I'll let you know.
Oh, and welcome to the team, Cacho!
When programming the A.I., there are two good sources for how a mission's A.I. works:
Option 1: Test the scenario using StarCraft 1 (or BW) and count the units in each attack wave, including the timing between each wave. Also be sure to take notice of the upgrade levels that each wave has. This is time-consuming, and it forces you to keep meticulous records of each scenario.
Option 2: Consult StrategyWiki. This is a good place to notice the quirks that the old scenarios had, so if all of the blind spots and caveats could be replicated, then it would certainly be a nice tip-of-the-hat to the older games.
Still, the SC2 balancing and new mechanics might do well to balance out or eliminate these shortcuts, so we gotta plan for how to best incorporate the A.I. holes into the game. For instance, SC1 Enslavers01 has a trigger that keeps the Red Terran team from starting to build its base and upgrade until 15 minutes into the game. That could be exploited. Another example: BW ZergX02 has a trigger keeping the enemy Terran from building and upgrading until the player has built 1 building. I've been able to beat that level quite easily using only the Zerg found in the first few minutes of that Scenario and then being sent to attack the Psi Disruptor and nothing else.
I guess my question is, how faithful do we have to be to the old missions? Do we have to make it so that whatever strategy is used by a player in the older (SC1/BW) missions can also work in this SC2 version?
The question is: can another unit fill the Baneling's role when it doesn't suicide?
Something like a distance-attack unit with some form of explosive damage, then? A Siege Tank for Zerg...
EDIT: Also, I think there's an obvious void (pun not intended) in the Zerg and Protoss ranks: fire-wielding units. Why do only the Terran have this great anti-infantry weapon (in three units: Firebats, Hellions, Hellbats) but no one else does? I can totally see the Protoss using a fire-like weapon against the Zerg, but have yet to see a unit actually wield this.
For the Zerg, however, it's amazing how the Swarm hasn't even evolved fire-breathing units (dragons much?) yet. Totally weird, especially because it fits like a glove.
Sorry, just rambling. Maybe you can make a fire-wielding Zerg / Protoss unit, Soul... Just a suggestion.
Telenil doesn't want to use our specialized, retro models, huh? Well, their loss. It's been a while since they've last posted about what they're doing with their mod, so let's keep our fingers crossed and hope the best for them.
@Defiler: Keep the harder stuff for Enslavers. According to the times when I've played Precursor and Enslavers, Enslavers is MUCH harder and Precursor is supposed to be a prologue / tutorial of sorts. The A.I. should range between Very Easy and Medium (WoL) difficulties only in Precursor.
To which I can only say, V'Ger.
Seems like a mixture of The Matrix + Terminator + Star Trek + Metroid Prime 2: Echoes to me. Let's see how this turns out, shall we?
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@SoulFilcher: Go
Spawning isn't that good anymore, though. Spawning now forces the spawner to use Terran and no other race.
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@Zolden: Go
Is that not the original model? I know the texture is different, but the model with a matching texture would make a great "merc" Immortal!
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"Game over, darlin'. So, who's up for Legacy of the Void?"
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@Cacho56: Go
You mean something like this?
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I thought that the point of having the 2 separate mods was because we wanted the Episode 1 Terran (Confederacy/SoK/Dominion) to look different than the Episode 5 Terran (UED). Don't the two have units with different models?
But besides that point (I was a bit busy so I couldn't post here earlier), it is best to have the BW mod use the SC1 mod as a dependency, rather than combining the two into one giga-mod. Saves space, saves time, saves processing power.
Mods with dependencies are made to work as if the dependency is part of the full mod. SC2 does this with the Swarm.sc2mod file; it uses Liberty.sc2mod as a dependency!
Meanwhile, I'll keep investigating Precursor and Enslavers. Anything I notice, I'll let you know.
Oh, and welcome to the team, Cacho!
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"Easy Rider". Heh, I like the name.
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@nolanstar: Go
@SoulFilcher: Go
You both mentioned a Zerg Watchtower-like structure, and it reminded me of the alpha Shriekers and Swarm Clutches. That'd be a nice addition.
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@SoulFilcher: Go
Colossus? Oh yeah, you're right. Well then, the Zerg fire-based unit is still missing.
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When programming the A.I., there are two good sources for how a mission's A.I. works:
Option 1: Test the scenario using StarCraft 1 (or BW) and count the units in each attack wave, including the timing between each wave. Also be sure to take notice of the upgrade levels that each wave has. This is time-consuming, and it forces you to keep meticulous records of each scenario.
Option 2: Consult StrategyWiki. This is a good place to notice the quirks that the old scenarios had, so if all of the blind spots and caveats could be replicated, then it would certainly be a nice tip-of-the-hat to the older games.
Still, the SC2 balancing and new mechanics might do well to balance out or eliminate these shortcuts, so we gotta plan for how to best incorporate the A.I. holes into the game. For instance, SC1 Enslavers01 has a trigger that keeps the Red Terran team from starting to build its base and upgrade until 15 minutes into the game. That could be exploited. Another example: BW ZergX02 has a trigger keeping the enemy Terran from building and upgrading until the player has built 1 building. I've been able to beat that level quite easily using only the Zerg found in the first few minutes of that Scenario and then being sent to attack the Psi Disruptor and nothing else.
I guess my question is, how faithful do we have to be to the old missions? Do we have to make it so that whatever strategy is used by a player in the older (SC1/BW) missions can also work in this SC2 version?
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That reminded me of Iron Man, except he's supposed to walk away and not look back like a boss.
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Something like a distance-attack unit with some form of explosive damage, then? A Siege Tank for Zerg...
EDIT: Also, I think there's an obvious void (pun not intended) in the Zerg and Protoss ranks: fire-wielding units. Why do only the Terran have this great anti-infantry weapon (in three units: Firebats, Hellions, Hellbats) but no one else does? I can totally see the Protoss using a fire-like weapon against the Zerg, but have yet to see a unit actually wield this.
For the Zerg, however, it's amazing how the Swarm hasn't even evolved fire-breathing units (dragons much?) yet. Totally weird, especially because it fits like a glove.
Sorry, just rambling. Maybe you can make a fire-wielding Zerg / Protoss unit, Soul... Just a suggestion.
0
Telenil doesn't want to use our specialized, retro models, huh? Well, their loss. It's been a while since they've last posted about what they're doing with their mod, so let's keep our fingers crossed and hope the best for them.
0
@Defiler: Keep the harder stuff for Enslavers. According to the times when I've played Precursor and Enslavers, Enslavers is MUCH harder and Precursor is supposed to be a prologue / tutorial of sorts. The A.I. should range between Very Easy and Medium (WoL) difficulties only in Precursor.
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@seraphlio: Go
To which I can only say, V'Ger.
Seems like a mixture of The Matrix + Terminator + Star Trek + Metroid Prime 2: Echoes to me. Let's see how this turns out, shall we?
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Sorry didn't get time to work on this today. I wasn't working on Precursor02, to take it if you want to, TeaLSC.
Also, is it me, or did the BW mod file disappear off the Dropbox? And what's with that SC2mod part file?