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?
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?
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
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
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?
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?
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?
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.
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@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?
0
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?
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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
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o_O .
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then it becomes a stalemate with neither side gaining the advantage
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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
0
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?
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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.
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Do you want me to host your map on NA? I can host on SEA too.
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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?
0
@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?
0
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?
0
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?
0
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.
0
If you can disable shadows from every unit in the game (and the tree shadows as well) it would really help reduce the lag