Krazy Kodo Tag v2.2

Details

  • Filename
    Krazy_Kodo_Tag_TEST_AI.SC2Map
  • Uploaded by
  • Uploaded
    Jan 14, 2011
  • Size
    5.76 MB
  • Downloads
    434
  • MD5
    f1f079b59e056900b9f2748fba7f288c

Changelog

Updates:
+ Fixed visual bug that appeared with Patch 1.20
+ Fixed Kodo AI - Kodos will no longer attack any buildings unless blocked or threatened, allowing them to focus their chase on the runners

- Computer-Player Runner AI is horrid, although it can survive for up to 3 minutes by simply wandering around aimlessly. I don't want a set build order either, which is why I build it through functions... (maybe those are wrong? Or maybe I'm just not telling the AI what to do correctly...[maybe I can randomly set a pre-determined build order!])
- Cannot seem to get the LAZOR turret to rotate (I've tried everything from forcing rotation using actor events to attaching the two models in reverse [I think it's still backwards atm o.O])
- No idea how to add bonus spell damage into tooltips as of yet...
- APC turrets are completely dysfunctional, even the weapons won't work...
- APC morphing time is instant?
- Marine sounds like Marauder, Marauder sounds like nothing... easy fix.
- Not liking the Helion sounds for Feral, will probably import the Rok'han sounds from Wc3.
- Health regen buff is too op, even for being an op buff.
- Workers give up harvesting trees when the tree is dead, need a way to re-assign them afterwords (might copy from minerals?)