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Messages - WMaster

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1
Recent Patch Notes / Patch Notes 4.9
« on: February 19, 2021, 06:59:55 pm »
Patch 4.9 went live on 19.02.2021
  • Creep Tumor
    • Now requires Armor 1 research.
    • Increased cost from 150 to 160 minerals.
  • Nest
    • Now requires Armor 1 research.

2
Balance Discussion / Re: Early Game Hydra Cheese (4.7+)
« on: February 19, 2021, 06:57:49 pm »
I agree early Hydralisk pushes are a problem, there's hardly anything Terran can to against this. I think that delaying Creep Tumors and Nests is a good option. First I thought delaying Creep Tumors till Armor 2, so there's really no chance for this kind of abuse, but this does also affect the Zerg not being able to regain creep for some time, so lets first see how an Armor 1 requirement does.

If it doesn't prove sufficient to prevent this strategy then there's also an option for Shock Troopers to remove creep with Ground Pulse.

3
Bug/Exploit Reports / Re: New banelings spawning time
« on: February 13, 2021, 09:39:13 pm »
Hi chudy,

Thank you for the post. I've seen the code and by that I can tell you are perhaps still a bit new to coding. I'll explain the mistake you made as well as explain some coding aspects to help you go forward. Your code is certainly a good attempt, but it loses some accuracy the more iterations you perform.

In your code you are using an int variable, which can only hold whole numbers. I think you are already aware of this, because you did a good job allowing for a fractional part while printing the results. The main problem lies with int division discarding the fractional result. Meaning 7/10 = 0 and 12/10 = 1. This discarded fraction should in an accurate calculation also be included with the next increase of +10%. Such fraction could become a whole number again given enough iterations.
Example discarded 0.7:
0.7 -> 0.77 -> 0.847 -> 0.9317 -> 1.02487
This number could grow large and would be discarded entirely from the end result. And with every iteration there's also a high likelihood another fraction gets discarded, increasing the error value further.

To improve the precision you could try a higher internal value, for example 450000 to start with and a fractional part of (mod) %10000. This would only give noticeable errors with many iterations. To only display the first decimal you could formulate the expression like (time%10000)/1000.

However, I would personally go with a 'floating point' variable like float or double. Such variables are designed to hold fractional parts and can easily do arithmetic with other fractional numbers. A double has double as much precision, so I suggest using that one. I've re-written your code with this and you can notice the difference when they are side by side. I've attached the modified code.

[ Guests cannot view attachments ]       [ Guests cannot view attachments ]

Also note that in Starcraft 2 there are no fractional parts shown in these training times, but they are actually more precise.

A few notes to your coding. You can simply write "time = time + time / 10", this will first extract the value out of "time", do calculations with it, and after that it puts that result back into "time" again, basically modifying the variable in one line. There's also something called "compound assignment" which lets you write it even shorter.
Examples:
"time = time + 10" equals "time += 10"
"time = time + time / 10" equals "time += time / 10"
"time = time * 1.1" equals "time *= 1.1"

Hope it helps. If you'd like some more coding advice/info you may send me a private email. Anyway, thanks for the bug concerns.

Cheers,

4
Recent Patch Notes / Patch Notes 4.8
« on: February 13, 2021, 08:10:18 pm »
Patch 4.8 went live on 13.02.2021
  • Fixes
    • Fixed Hydralisk giving high ground vision.
    • Attempting to fix Construction Yard lights floating around.

5
Bug/Exploit Reports / Re: Hydralisk Highground Vision
« on: February 13, 2021, 02:55:58 pm »
Hmm not good. Must have been some test setting left when I was testing the scan blocked vision. I'll get it patched today.

6
Patch Notes / Patch Notes from 4.0 to 4.9
« on: February 11, 2021, 05:15:35 pm »
Patch 4.9 went live on 19.02.2021
  • Creep Tumor
    • Now requires Armor 1 research.
    • Increased cost from 150 to 160 minerals.
  • Nest
    • Now requires Armor 1 research.

Patch 4.8 went live on 13.02.2021
  • Fixes
    • Fixed Hydralisk giving high ground vision.
    • Attempting to fix Construction Yard lights floating around.

Patch 4.7 went live on 11.02.2021
Careful, Large Spines cover a bit more area.
  • New Zerg Base
    • Inner base buildable area is reduced during makeover. (Losing 220 tiles) (684 tiles remain)
    • Increased area covered by Large Spine Crawlers by repositioning and adding 2 more.
    • Introduced a Zerg defensive barrier that prevents attacking through around the inner base.
    • Raised East and West Nest locations by one cliff level.
    • Placed permanent creep within inner base and a short distance outside the barrier.
    • Zerg now has permanent vision within the inner base.
    • Scans no longer give visability within the inner base, only a radar effect.
  • Hydralisk
    • Now start with +1 life.
    • Removed Hydralisk Size upgrade.
    • Decreased maximum lives from +3 to +2.
    • Increased regeneration rate from 0.4 to 3.0.
    • Decreased life gaining time from 120 to 50 sec.
    • Model is now a regular Hydralisk model when the Hydralisk has no lives left.
  • Baneling
    • Now is a light unit.
    • Decreased health from 90 to 30.
    • Increased armor from 0 to 3.
    • Removed +100% damage bonus to Armored.
    • Added effect: Launching 3 Acid Spores to random locations when exploding, dealing 25 damage to impact area.
    • Removed Spawner unit count limitation.
    • Spawner training time increases exponentially by 10% for every unit still alive, starting from 45 seconds.
  • Large Spine Crawler
    • Increased base damage from 70 to 75.
    • Increased splash damage from 60%/35%/20% to 60%/40%/20%.
    • Increased splash radius from 0.7/1.2/1.5 to 0.7/1.2/1.7.
  • Construction Yard
    • Renamed research 'Sentry Supercharge' to 'Plasma Cannons'.
    • Can now construct a single Siege Tank which requires 'Plasma Cannons'.
  • Siege Tank Rework
    • Can no longer be trained from the Barracks, can now only be trained from the Construction Yard.
    • Can now only have one at a time.
    • Siege Tanks are visible to the Zerg at all times.
    • Can now upgrade itself, but upgrades are lost when destroyed.
    • Now has 2 attack abilities, both significantly stronger than before.
  • Other
    • Infestors can no longer attack neutral units.
    • Sheep and Cow farms can now properly cancel training by pressing ESC.
    • Gas Extraction can now only be researched when the Construction Yard is built outside the main base.

Patch 4.6 went live on 11.01.2021
  • Tankling
    • Decreased bonus damage to Structures from +9 to +3 and no longer increases.
    • Attacks now ignore any damage reduction from armor or Construction Yard.

Patch 4.5 went live on 05.01.2021
  • Construction Yard
    • Added research/ability: Gas Extraction (1/2/3 gas per 3 seconds when built outside the main base)
    • Added passive ability: Solid Foundation (Boosts Gas Extraction after 5 minutes of construction).
  • Fortifaction Upgrade
    • Decreased wall and gates armor gain from 2 to 1.
    • Increased wall and gates health gain from +25% to +30%.
  • Tankling
    • Now attacks closest target instead of closest attacking target.
    • Now deals +9 bonus damage to structures and increases by +0.5 per attack upgrade.
    • Decreased Spawner mineral cost from 120 to 100.
  • Beastling
    • Now deals 60% damage to adjacent walls when attacking a wall.
    • Now deals up to +20% more damage to walls depending on their missing health percentage.
  • Armory Researches
    • Provided default hotkeys for researches.
    • Penetrating Laser now also increases Reaper damage by +1.

Patch 4.4 went live on 20.12.2020
  • Firebat
    • Increased health from 100 to 200.
    • Decreased Armory Heavy Plating research cost from 250 to 200 gas.
  • Infestor Transfusion
    • Now casts instantly.
    • Increased structure health bonus from 100 to 200. (Max from 800 to 1600.)
    • Fixed healing only 200 HP to structures when at maximum health bonus.
  • Other
    • Now allowing Zerg to create up to 60 Strikeling Spawners when an ally leaves.
    • Fixed Torralisk dealing double damage to primary target.

Patch 4.3 went live on 29.11.2020
  • General
    • Zerg can no longer damage allied structures.
    • Shattering Lasers no longer have an impact model to help prevent lags.
  • Fixes
    • Fixed Greater Mineral Extractor not refunding when destroyed.
    • Fixed building animation to be seen through fog of war for Tech Labs and Pylons.

Patch 4.2 went live on 26.11.2020
  • Fix
    • Fixed Infused Roach Spawners having the same selection group as Roach Spawners.
  • New Fruit Farm System
    • Fruit Farm now displays the amount of animals eating from the farm.
    • Animals can now be assigned to farms and will not shift around.
    • Animals not eating fruit will now have an indicator.
    • Cows now have a higher priority for farms and will automatically push off Sheep.
    • Cows and Sheep no longer select together with other units.

Patch 4.1 went live on 22.11.2020
  • Fixed Zerg Rally Copy also copying current health.

Patch 4.0 went live on 21.11.2020
  • Removal
    • Removed Chemical Plant and its tech.
  • Firebat Rework
    • Firebat is now available with Tier 2 Equipment.
    • Changed cost from 40/30 to 30/40.
    • Firebat now uses 2 energy per attack.
    • Firebat now deals 15 damage to light and 5 to others.
    • Firebat now has a rapid continuous regneration. (5HP/s)
    • Decreased armor from 10 to 2.
    • Decreased health from 200 to 100.
    • Added upgrade Heavy Plating at Armory to increase health by 200.
    • Increased movement speed from 3 to 3.5.
  • Marines Shattering Laser
    • Increased base damage from 1/2/4 to 1/3/5.
  • Marine
    • Increased mineral cost from 15 to 16.
  • Veteran Marine
    • Decreased mineral cost from 45 to 40.
  • Tar Roach (Spawnling)
    • Decreased health from 50 to 40.
    • Decreased attack speed from 0.5 to 1.0.
    • Decreased movement speed from 5 to equal the Roach movement speed.
    • Now is a light unit and no longer is armored.
    • Now does reduced damage to armored instead of structures.
    • Now has increased attack and movement speed when spawned from the Tar Rush ability.
    • Tar Rush ability now requires 50% health
  • Primal Roach
    • Increased health from 110 to 120.
  • Hydralisk
    • No longer is a light unit.
  • Beastling
    • Increased spawn rate - spawn time from 30 to 12 seconds.
    • No longer is a light unit.
  • Defender - Link to Construction Yard
    • No longer gives bonus damage reduction.
    • Now gives bonus regeneration equal to 40% of Defenders repair rate.
    • Decreased maximum stacks from 4 to 3.
    • Defender can no longer repair while linked.
  • Fortification Upgrade
    • Increased armor gain for walls and gates from +1 to +2.
  • Starting Resources
    • Increased Terran starting minerals from 10 to 12.
  • Sheep and Cow Farm
    • Now allowing animals to be trained from any farm of given type, charges are shared across farms.
    • An animal charge is generated on farm construction. (Note that no charge is removed on destruction)
    • An animal charge is also generated if an animal dies and then if there are more farms than animals. (respawn effect)
    • Changed health/progress bar size and offset to be coherent.
  • Improved Zerg Rally Copy
    • Now also works when Spawner to be copied from is within selection.
    • Now also works for Spawners under construction to copy from finished Spawners.
  • Other
    • Fixed Deflective Shatter not being accurate with Marines and Veteran Marines.
    • Fixed Infused Roach still dealing area damage when in stasis.
    • Enabled advanced pings.
    • Disabled Barrack's and Generator's health bars.
    • Renamed Tar Rush upgrade to Tar Spawn.
    • Terran Self Destruct now costs 1 mineral to prevent players with shared control from using it.
    • Added a requirement of 1 game to select race at start, new players are put in the Terran position.
    • Added a preventive measure against too much animal feeding.
    • Fixed Cow still having the 30 click-death behavior from critters.

7
Recent Patch Notes / Patch Notes 4.7
« on: February 11, 2021, 05:02:19 pm »
Patch 4.7 went live on 11.02.2021
Careful, Large Spines cover a bit more area.
  • New Zerg Base
    • Inner base buildable area is reduced during makeover. (Losing 220 tiles) (684 tiles remain)
    • Increased area covered by Large Spine Crawlers by repositioning and adding 2 more.
    • Introduced a Zerg defensive barrier that prevents attacking through around the inner base.
    • Raised East and West Nest locations by one cliff level.
    • Placed permanent creep within inner base and a short distance outside the barrier.
    • Zerg now has permanent vision within the inner base.
    • Scans no longer give visability within the inner base, only a radar effect.
  • Hydralisk
    • Now start with +1 life.
    • Removed Hydralisk Size upgrade.
    • Decreased maximum lives from +3 to +2.
    • Increased regeneration rate from 0.4 to 3.0.
    • Decreased life gaining time from 120 to 50 sec.
    • Model is now a regular Hydralisk model when the Hydralisk has no lives left.
  • Baneling
    • Now is a light unit.
    • Decreased health from 90 to 30.
    • Increased armor from 0 to 3.
    • Removed +100% damage bonus to Armored.
    • Added effect: Launching 3 Acid Spores to random locations when exploding, dealing 25 damage to impact area.
    • Removed Spawner unit count limitation.
    • Spawner training time increases exponentially by 10% for every unit still alive, starting from 45 seconds.
  • Large Spine Crawler
    • Increased base damage from 70 to 75.
    • Increased splash damage from 60%/35%/20% to 60%/40%/20%.
    • Increased splash radius from 0.7/1.2/1.5 to 0.7/1.2/1.7.
  • Construction Yard
    • Renamed research 'Sentry Supercharge' to 'Plasma Cannons'.
    • Can now construct a single Siege Tank which requires 'Plasma Cannons'.
  • Siege Tank Rework
    • Can no longer be trained from the Barracks, can now only be trained from the Construction Yard.
    • Can now only have one at a time.
    • Siege Tanks are visible to the Zerg at all times.
    • Can now upgrade itself, but upgrades are lost when destroyed.
    • Now has 2 attack abilities, both significantly stronger than before.
  • Other
    • Infestors can no longer attack neutral units.
    • Sheep and Cow farms can now properly cancel training by pressing ESC.
    • Gas Extraction can now only be researched when the Construction Yard is built outside the main base.

8
New Ideas / Re: Zerg Patch (4.7??)
« on: January 28, 2021, 01:31:39 am »
@Turb007

Part One

I already acknowledged that balance is relative to skill level in my last balance topic, Terran is strategically more difficult for lower skill levels, and Zerg has too few effective options to optimize with to gain advantage for higher skill levels.

In that sense I think it would be good to try out some new Zerg castable abilities that enable hard to execute but rewarding plays. Things quickly coming to mind are delayed explosions or restricting pathways. I like the idea for Large Spawner units to be such casters, it would give them greater importance and variation. It would then also be possible to make an effect last until the caster is dead, allowing Terrans to escape perhaps difficult situations by sniping them, a channeling time required before a cast could create similar situations. Let me know if you come up with different ability types that could be good.

I have to think a bit more about T1 Spawners getting a nerf to their capacity upgrades.

Part Two

Making a structure increase in cost for subsequent constructions isn't that straight forward in the editor. In the past I've tried getting this to work, but I there were complications. Perhaps now I could get it to work. It was also of interest to make individual spawner types increase with amount such that it promotes creating different units and/or getting the next tier. However, I fail to see the motivation for an internal bank for only spawners. It sounds to me like it's simply limiting choice as to where to use the refund.

Energy for Large Spawners also acts to limit them. Without it, it would be quite easy to rebuild them and thus lowering the skill cap on that aspect. For a Terran it might also become less meaningful when they manage to destroy one. Perhaps a longer construction time combined with increased cost could address the issue, but I'm not entirely sold on the idea of removing the energy requirement.



Side note:
I'm currently still working on a patch which takes me quite a while to figure out how to accomplish certain Siege Tank abilities. Also making everything comply with the vision restriction to the Zerg base took a while. However it's getting near completion so then I can move on.

9
Recent Patch Notes / Patch Notes 4.6
« on: January 11, 2021, 05:49:54 pm »
Patch 4.6 went live on 11.01.2021
  • Tankling
    • Decreased bonus damage to Structures from +9 to +3 and no longer increases.
    • Attacks now ignore any damage reduction from armor or Construction Yard.

10
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« on: January 11, 2021, 04:45:41 pm »
When compared to simply massing Slowlings, Tanklings have essentially the same HP/sec. However, Tanklings do experience slightly more idle time due to having a cap of two, so the real number is perhaps 10 or 20% less than Slowlings.

Did you mean this the other way around? As I see it, Tanklings can produce for 2x7 sec before becoming idle and Slowlings for 2x4 sec.

Potential solutions I can initially think of include:
  • Tanklings deal %HP damage to walls instead of massive early game flat damage
  • Tanklings ignore Construction Yard damage reduction aura
  • Tanklings have ramping damage like Creepers
All of these ideas would cause Tanklings to be specifically more effective against a Terran relying on powerful walls while having little Army to kill things, which is more in line with their intended use.

Thanks for the suggestions. I'll go with a similar idea, to let them ignore any armor. This results in a 2/175 = 1.1% of HP as bonus damage to walls at the start, while converging slowly to 1/(0.3*175) = 1.9% of HP with fortification upgrades. Unless you meant from 'current HP', in which case it's different.

Making them ignore the Construction Yard damage reduction also seems quite suiting to give Tanklings a clear advantage over other Zerg units when facing walls with the aura. It allows for them to have significantly less damage while still be viable as long as they have more than 60% damage compared to another unit.

Putting these together, it simply becomes that Tanklings ignore any damage reduction, also known as 'true damage'. I think I'll patch today with also a significant reduction in damage. They'll still have, to my knowledge, a lesser idle time compared to Slowlings. And with them ignoring armor they should still deal good damage to walls compared to other units.

11
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« on: January 10, 2021, 08:04:27 pm »
There seems to be debate on what Tanklings should be meant for, however I would like to try out for them to be some sort of early bunker buster. So it may reduce focus on players not creating walls, because they would otherwise be the only viable target.

I don't quite see how the change would specifically encourage bunkering. The way I see it, you might choose between getting enough DPS to propel them or to invest into enough defense. Reapers I think could do well against early Tankling aggression as they do not require energy which would otherwise be drained quickly. Combining them with an Armory so they profit from +2 damage might also help.

With trying to solve a problem there comes another one, and that is that Zerg is now able to focus a single target and has all the tools to bring them down early. I don't think it's inherently bad that Zerg has a possible counter to all strategies, but there should be some balance. It's also difficult to allow a single Terran to contest against the full might of a Zerg that has income to face 3 opponents. If Terran were to hold that, then the best option for Zerg is to simply ignore the early game and eco for later. We have had versions where this was the case. I think there is a fine line of balancing such that Zerg early game is not too weak compared to its later game strategies.

That said, I do think going mass Tanklings early is a bit too strong when reading the responses, so I think I'll bring down their DPS to about 76% of what's currently and see if it helps.

What also could help is for Firebats to be available a bit sooner so they can help with any type of light unit mass. I'm thinking they could come directly with the Tech Lab, or a possibility to train a single Firebat at higher cost available from the start, lets say a cost of 100 gas and 0 minerals. I think the latter option could be quite nice, it slows down the tech for Terran, but allowing, for when the situation suits it, to defend against early masses.

Let me know what you think of the Firebat options. Perhaps make another topic for it if it's detailed.

12
Balance Discussion / Perhaps Tanklings Are Overtuned
« on: January 07, 2021, 07:11:41 pm »
Hello folks,

I would consider doing a hotpatch just for Tanklings if they ruin most games by being too strong.

So I would like to ask if they indeed ruin most games to your experience. And perhaps some suggested values for their damage bonus to improve it. Currently they have +9 damage on top of their 3 base damage, and it increases +0.5 per attack upgrade.

Also feel free to note that you would need some more time playing the patch before making a judgement. It's just in case it's really obvious they are in a bad spot.

Thanks in advance.

13
Recent Patch Notes / Patch Notes 4.5
« on: January 05, 2021, 02:40:43 pm »
Patch 4.5 went live on 05.01.2021
  • Construction Yard
    • Added research/ability: Gas Extraction (1/2/3 gas per 3 seconds when built outside the main base)
    • Added passive ability: Solid Foundation (Boosts Gas Extraction after 5 minutes of construction).
  • Fortifaction Upgrade
    • Decreased wall and gates armor gain from 2 to 1.
    • Increased wall and gates health gain from +25% to +30%.
  • Tankling
    • Now attacks closest target instead of closest attacking target.
    • Now deals +9 bonus damage to structures and increases by +0.5 per attack upgrade.
    • Decreased Spawner mineral cost from 120 to 100.
  • Beastling
    • Now deals 60% damage to adjacent walls when attacking a wall.
    • Now deals up to +20% more damage to walls depending on their missing health percentage.
  • Armory Researches
    • Provided default hotkeys for researches.
    • Penetrating Laser now also increases Reaper damage by +1.

14
I can understand your concerns, I’ve already completed most of changes to your liking. However, I’m still unable to patch the game due to server issues. Please be patient while I report to Blizzard that it’s unacceptable for players having to endure this game in its current state. They’ll surely fix it by tomorrow then. Stay strong.

Actually I just noticed, the battle.net service does not allow me to change the game name. So it will publish like a different game. I think it would be best if I were to publish this version with a different account so people won’t link it to the current awful representation of a game. I’ll come up with a good name for it, your name suggestions are great. Cheers.

15
Miscellaneous / Re: happy new year everyone
« on: January 01, 2021, 08:43:52 pm »
Ow how are you able to post here, guess I haven't set it up right! Happy new year to you too.

I'll move this to the misc section.

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