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SC2 Commander

Discussion in 'StarCraft II Modding' started by Sgt. Johnson, Jun 3, 2010.

  1. Mr. Bob

    Mr. Bob

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    ah ok. lol

    Even the projectile systems?
     
  2. Sgt. Johnson

    Sgt. Johnson

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    Projectile system not so much... Movers for missiles is rather a bit of a pain in the ass
     
  3. Sgt. Johnson

    Sgt. Johnson

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    Update

    A new version of the map has been released, this version offers a new style of terrain that makes ground units more viable compared to Mar Sara. The map also offers a few changes:

    Changelog
    * Radars now reveal the fog of war in their detection radius and can see over cliffs.

    * The Protoss may now warp in the Twilight Council when unlocked thru the Research Tree. The Twilight Council functions as a semi-experimental building, for the cost of 100 Minerals and 1000 Gas the Twilight Council produces 144 Research Points.

    * Mutalisks can no longer attack air, this was a bug.

    * The following units now behave similar to that of an Interceptor, in that they attack their target and move away, Bomber class units will attack their target and loiter much further away while they reload. AA units will more or so orbit around their targets. [Phoenix, Viking, Corruptor, Raven, Guardian]


    Please search for SC2 Commander - [Ulnar] in the custom games list, and Enjoy!
     
    Last edited: Aug 16, 2010
  4. Sgt. Johnson

    Sgt. Johnson

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    So I'm looking for anyone able to create AI's in SC2 that would be interested in making an AI for the map, please PM me if interested.
     
  5. Tahril

    Tahril

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    I played the map yesterday, and it was fun, except I had nobody to play it -with-... But anyways.
    The Raven's 'bomb' damaged itself as well as it's targets when it hit, essentially limiting them to 3 bombs unless you stopped to repair them.
    The TCU would build a structure and get stuck. I had to make a transport just to make him able to move again. Not sure if this is a constant problem, it happened only one game.
    Also, the research requirements would always say 'Protoss Ground I' or something like that. I assumed this is because you were going to fix them later on.
    Other than the above, everything went well. I found no bugs with the Protoss.
    I have yet to test the Zerg, because little me is creeped out by the Infested TCU's portrait... Minor, I know, but it still manages to keep me away from trying them. >.<
     
  6. Sgt. Johnson

    Sgt. Johnson

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    I'll check to see what could be causing this.

    I've never had a CU get stuck after building something =/ I've had a drone get stuck multiple times and I'm working on a solution but never a CU.

    You will never see that requirement unless your queuing up researches while the CU is building something, and the reason it says Protoss Ground I instead of the name of the actual research before is because the names of Upgrades in the map never stay the same, they always reset everytime I close the editor, no clue why this occurs.