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    posted a message on Offical Starcraft Q&A Batch Archive

    Posted by blizzard at first. The blizzard poster's name is "Karune"

    Karune Briefings Archived

    Ask Your StarCraft II Questions Here http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1775659&p=1&#post1775659

    StarCraft II Q&A Batch Archive (listed below)

    Batch 1

    What is this: http://temporal.pr0.pl/varia/SC2/ss1-hires.jpg - http://temporal.pr0.pl/varia/SC2/addon2.png ? It appears to be a drop ship of some type maybe, can we comment on this unit?

    The unit seen is a building add-on, and well be revealing more on the Terran building upgrades in the future.

    What type of scripting language is being used? Aspiring map/mod makers would like to know.

    StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward.

    Players have pointed out that the nuke laser dot graphic showing their destination is quite a bit larger and more noticeable than the original games. Is this a finished graphic and are we intending to make incoming nukes easier to spot now?

    In the announcement gameplay video the incoming nuke marker was shown as if launched by the player. To other players it will still be shown as a smaller dot very similar to the classic StarCraft nuke.

    The mothership time distortion doesn't seem to stop all incoming projectiles or fire, what exactly does it protect against?

    The Mothership time-slowing ability is intended to deal with all types of incoming attacks, although only incoming missiles were shown prominently in the announcement gameplay video.

    Game Balance

    The announcement gameplay video used more than a few tricks to show off each unit. The Mothership for instance was set to be indestructible for a good portion of the time it was on screen, as well as having additional energy so that we could display all of its special abilities in a shorter amount of time than would normally be possible. In addition to the multiple changes made just for the video, the gameplay in the video is not indicative at this time of what the final balance will be. The announcement gameplay video was showing off the game and units in the coolest way possible, and not necessarily in a way that would resemble an actual match.

    Game Speed

    As some of you may have seen in the developer panel held at the Worldwide Invitational after the announcement of StarCraft II, it was revealed that the gameplay in the announcement video was shown at Normal speed so that we could really showcase it and let everyone see the detail and work put into the game. There will still be the faster game speed settings many players are used to from the original game.

    Batch 2

    Will players be able to select multiple buildings simultaneously?

    We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production.

    Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?

    Of course.

    Will we be able to select more than 12 units at the same time?

    Currently, unit selection is unlimited, but this may change with further development and testing.

    On a given map, will there be one Mothership per map or one Mothership unit per Protoss player allowed?

    We are still testing out many possible circumstances in order to make skirmishes more fun and challenging. At this time, each Protoss player will be able to have only one Mothership at a given time, but as mentioned, everything is still subject to change.

    Batch 3

    What is the role of heroes in StarCraft II? Will they be the same as in StarCraft?

    StarCraft II campaign heroes will fulfill roles similar to what appeared in the original StarCraft single player experience, but they will have even more unique abilities from standard units, and will be more innovatively integrated into the story campaign. Heroes will not be buildable in multiplayer.

    What is the max unit count population for each faction?

    Unit population count for each faction will be very similar to the original StarCraft.

    Will there be an in-game option to change hotkeys around?

    Currently it is planned to have this feature, though much testing has yet to be done on it. We are looking into several innovative ways to make the UI customizable to players, to allow flexibility in their style of game play.

    Posted in: General Chat
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    posted a message on Galaxy Coding Language

    Like i mentioned before, C is alot easier to learn than jass, so this is going to bring in alot more maps and alot more coders. Which is an upside :). I already read the too :).

    Posted in: Miscellaneous Development
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    posted a message on Forum Categorys :)

    For me it's the other way around, they complete me xD

    Posted in: General Chat
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    posted a message on Forum Categorys :)

    -== Support ==

    -== Requests ==

    Model

    Tileset

    Spell

    Trigger

    -== Models ==

    Units

    Tilesets

    -== Spells/Systems ==

    Systems

    Spells

    -== Tutorials ==

    GUI

    Coding

    Spells

    Terraining

    Snippets

    Posted in: General Chat
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    posted a message on River Of The Seed

    River of the seed

    See, i'm posting this because, i've started the project on WC3, but i know starcraft 2 is coming out this year. By then ill have the story, and quests done. SO that mean i can make a starcraft version, not only a starcraft version. But a better one, it will probably be the first RPG for starcraft. :). Story is the seed is a corruption which caused the water and minds to become corrupted. Not going to go into detail. That's the basics.

    Posted in: Project Workplace
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    posted a message on Galaxy Coding Language

    Exactly why i like the format, it's not like jass where i had to completely learn that stuff from scratch. Now its i just learn a tiny bit. XD. There are issues with this though, it's old and prone to glitching *since its based off of C*

    Posted in: Miscellaneous Development
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    posted a message on Greetings

    xD so, like.. ya... hai.

    Posted in: Off-Topic
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    posted a message on Galaxy Coding Language

    @nZifnab: Go

    Sweet thanks, i was reading up the language and it has it's similarities in how its written with Java and C, so it'll be easier to understand. The understanding is easier because its written with the brackets and the >= and stuff. also the ("string");. Really helps. Thanks for the reply :)

    Posted in: Miscellaneous Development
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    posted a message on We need feedback on the Forums!

    Pretty good, could use a reputation system. :)

    Posted in: General Chat
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    posted a message on Greetings

    Hai, i'm shaki. Well my real name is Graham. But, refer to me as shaki . I'm an advanced GUI mapper from Warcraft 3, and newb jass Mapper form Warcraft 3. I am working on a warcraft 3 project which is an RPG, i am hoping to recieve a Sc2 beta key soon so i can begin toying with galaxy editor. So hai.

    Posted in: Off-Topic
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    posted a message on Galaxy Coding Language

    I have heard that the galaxy editor will be using not only Jass but something that relates to Java scripting. If that was true by god i'd be the best mapper ever. I know java off heart xD. Anyone hear about this. If so please tell me :) Thanks, Shaki

    Posted in: Miscellaneous Development
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