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    posted a message on How can you make the computer use blink whenever its stalkers are below half health?

    @StragusMapster: Go

    Yes these are normal stalkers. The reason I'm using "Campaign" AI is that I want the attack waves to be sent at precise times. That never seems to work on "Melee".

    So, from what you said, I think it would be easier to remove the validator on the "Blink Tactical Find. Is this correct?

    Posted in: Triggers
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    posted a message on How can you make the computer use blink whenever its stalkers are below half health?

    The situation I have is this: The computer player (using campaign AI) sends attack waves of protoss units, including stalkers, at regular intervals. I want the computer to use some staker micro but, even after researching blink, the computer won't use it.

    How can you make it so that the stalkers blink away from the enemy whenever their hp is below half health?

    Posted in: Triggers
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    posted a message on Newbie Wednesday- Ask Questions!

    In an attack wave, how do you make the fast units (hellions) move together with the slow units (thor) and not run off on their own?

    I want the hellions to move either beside or behind the thor

    Posted in: General Chat
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    posted a message on Video drivers screwed up aero

    o_O .

    Posted in: Off-Topic
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    posted a message on Constructor Wars Feedback!

    then it becomes a stalemate with neither side gaining the advantage

    Posted in: Map Feedback
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    posted a message on Constructor Wars Feedback!

    Even if it is expensive, the option to see the whole map can be considered OP because you know exactly what your opponent has and can build counter units immediately. This is very significant since this map is more focused on strategy and less on micro skills. Its like: total map vision = can see opponent's strategy = counter everything your opponent does even if their strategy changes = can see enemy troop movements so can also prepare instant counters = guaranteed win

    Posted in: Map Feedback
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    posted a message on Dominion Wars (New Tug-of-War) Needs Feedback!

    From what I see, 1v1 mode would involve more strategical choices that a player would need to make ie, should he/she divert all resources into pushing through one of the lanes in a focused rush strategy, or go defensive eco in the hopes that the loss of bonuses from losing center control of all 3 lanes would be outweighed by the extra income or from the benefits of higher tech, etc

    How would 1v1 be unbalanced compared with 3v3?

    Posted in: Map Feedback
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    posted a message on Dominion Wars (New Tug-of-War) Needs Feedback!

    Just an idea:

    Have you thought about creating an intro cinematic and putting it in the help menu?

    Or you can have separate cinematics to explain each aspect of the game individually.

    Posted in: Map Feedback
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    posted a message on Genetic Lab Wars

    Do you want me to host your map on NA? I can host on SEA too.

    Posted in: Map Feedback
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    posted a message on Genetic Lab Wars

    I'm from SEA and I got an account in NA. I don't know if u realise but the NA version of your map is bugged. The text is all messed up. See screenshot:

    Please fix.

    By the way, have you tried promoting your map on us.battle.net?

    Posted in: Map Feedback
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    posted a message on NASA-Inspired Map Series: Lunar Harvest

    @SkrowFunk: Go

    I learnt a lot about space technology from the help menu, as well as about the process of landing and establishing a base on the moon, and a bit about the conditions on the moon.

    @ BoldlyGo

    I understand the story for this mission is to establish a lunar base but what story would you use to explain the presence of the already well established hostile bases on the moon?

    Posted in: Map Feedback
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    posted a message on NASA-Inspired Map Series: Lunar Harvest

    Well, I can't really comment on that as I played this out on the 'piece of cake' difficulty. Yeah, I wanted to finish it as quickly as possible (played it twice, still the same bug). I cleared out all enemies by the 23rd minute. The marine marauder attack was easily dealt with by cloaked banshees (would the AI use scan on 'normal' or higher difficulty if it gets attacked by something it can't see?).

    But it could just be due to the difficulty setting. I would have liked to see some aggression from the south base as well, and get a few medivacs and vikings to go along with the main marine marauder attack.

    I'll try out the map again. Maybe I won't encounter the bug again cuz it seemed to work fine for you. btw if I add AI to the melee maps will the AI play out normally?

    Posted in: Map Feedback
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    posted a message on NASA-Inspired Map Series: Lunar Harvest

    The following screenshots demonstrates the issues I'm experiencing:

    And I don't know what these other protoss beacons do:

    Is there something I'm doing wrong?

    Posted in: Map Feedback
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    posted a message on NASA-Inspired Map Series: Lunar Harvest

    I have tried out your single player campaign and there is a bug with the '3 research items objectives'. The items themselves are not obvious so i tried to gather every clickable item on the map (after clearing out all hostiles). Nothing seems to work. I tried using workers as well as combat units but there's no interaction. And I don't understand why there's beacons when the beacons don't do anything.

    Aside from all that, good job on the tutorial. I like it.

    Posted in: Map Feedback
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    posted a message on Eras Zombie Invasion

    If you can disable shadows from every unit in the game (and the tree shadows as well) it would really help reduce the lag

    Posted in: Map Feedback
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