Here's a big question - which version of the mod do I test with? I can either use the old 2-mod system or use the newer mods. Which one is the best one to use?
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?
@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.
I reworked some of the timing for the text and the events to make it more smooth instead of, for example, having to wait 27 seconds (!) for the Cerberus Dropship to show up in your base.
Also, the Cerberus units are still named "Devil Dog" and "Spartan Company" (WoL Mercs), so that will have to change in the Mod.
Also found one more issue with Precursor01: the "Vicolo cieco" region. The trigger with that location should only fire ONCE, but it happens every time I bring a unit there. I'll fix that and upload it.
Mission 5:Look at the image and you will understand...
Problem found. Has to do with Environmental Fog setup. I disabled those features until they could be sufficiently fixed, so I will be uploading the fog-less map immediately. That way other parts of the map can be tested until I can find a solution for the fog.
Regardless of my skill level which you have not even seen, so how could you even know? , another set of eyes on the code and another tester is good for getting the bugs out and for making the game better playable. I'm ready to start right now.
Ooo! I want in! I'm definitely good at programming, so triggers is my game. Just let me know what I have to do (via PM) in order to officially join the team.
Reduce the amount of code, and also use the method most likely to run quickly in-game. Soul has the right idea.
Here's a big question - which version of the mod do I test with? I can either use the old 2-mod system or use the newer mods. Which one is the best one to use?
@Cacho56: Go
You mean something like this?
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?
@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.
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?
I reworked some of the timing for the text and the events to make it more smooth instead of, for example, having to wait 27 seconds (!) for the Cerberus Dropship to show up in your base.
Also, the Cerberus units are still named "Devil Dog" and "Spartan Company" (WoL Mercs), so that will have to change in the Mod.
I'll get on that.
Precursor01 is up. Let me know if I broke anything.
Also found one more issue with Precursor01: the "Vicolo cieco" region. The trigger with that location should only fire ONCE, but it happens every time I bring a unit there. I'll fix that and upload it.
Problem found. Has to do with Environmental Fog setup. I disabled those features until they could be sufficiently fixed, so I will be uploading the fog-less map immediately. That way other parts of the map can be tested until I can find a solution for the fog.
@DEFILERRULEZ: Go
You mean from Enslavers? I'll take a look at it today.
@TeaLSC: Go
Regardless of my skill level
which you have not even seen, so how could you even know?, another set of eyes on the code and another tester is good for getting the bugs out and for making the game better playable. I'm ready to start right now.@DEFILERRULEZ: Go
And "expert" seems like too much of a stretch. I plan on improving my skills through practice on this project. I just feel up to it now.
Ooo! I want in! I'm definitely good at programming, so triggers is my game. Just let me know what I have to do (via PM) in order to officially join the team.