Enjoy the classic broodwar game with improved mechanics, new units, upgrades, abilities, and lot of changes that will improve the gameplay and open new strategies and compositions to fight with.
New Battlecruiser ability: Tactical Jump
-Allow Battlecruisers to warp to any location on the map after a short delay
Also attack graphics has been changed
Damn, I can't wait to play this!
looks like few units will gain "jumping" - but they are very different in use, which is good.
the ground and air attack could have different grp. One the current fire ball from the cockpit (ground attack), other blue plasma from the wing (air)
In the first version i have made a different attack ( Moddb.com for ground in this case), i have replaced it because it use two sprites (shoot and explosion) that are needed to add new units/buildings.
Also according to lore those wings aren't for shooting. Laser batteries are located all over the hull
I can try to differentiate the air and ground attack as long as i dont have to add a new sprite
nah.. publish new versions ASAP because I begin to lose hype
There are still a few changes i want to implement and some bugs to fix. And i will probably need some time to test balance and update the AI scripts. So still need some time before a release. Im estimating last days of may/ first days of june
How about Rapid Prototyping?
you have few beta-testers here.
JUNE?!... ok (please release source when you decide its vaporware ;-))
very cool!
by the way, I have one opinion.
How about using this type of attack?
'datedit -> weapon.dat -> Behaviour -> Attack target 3x3 Area'
Thanks!
I have thought about that, it can be a nice addition
Outstanding!!!
Please don't go with the low-damage, high fire-rate SC2 BC. It's actually a pretty large objective nerf.
I have the same concern. Also i want to make it different from carrier (multiple attacks, low damage).
But im thinking on give this weapon (and may be others) an amount of armor ignored.
So if the attack deals 7 damage with cooldown 8 and ignores 50% of armor. in two attacks it will deal the same damage (concidering armor reduction) as an attack of 14 damage and cooldown 16. And with 75% of armor ignored in 4 attacks it will deal the same damage as an attack of 28 damage and 32 cooldown. (much closer to the original attack: 25 damage 30 cooldown) and will be actually a buff as the attack will gain +4 damage per upgrade and it will have less overkill ratio.
That's a lot of unnecessary complication. You're adding a lot of complexity there with little actual increased depth and that's never a good thing. The more complex it is, the harder it is to understand. Without adding exponentially more depth, you're adding a lot of complexity for something that the player can't really do a whole lot with but will still have to remember that the BC does that.
Also +4 per up for only 7 damage and 8 cooldown? That's pretty insane. +1 is more than enough.
Part of the mod goals are also to improve graphics, and realism. The old BC attack its the fastest projectile, making shield overlays sometimes displaying on the wrong side of the unit. So i changed its attack, but old attack with reduced speed it awkward. I probably will go with the simple solution maybe 50% armor reduction which is easier to understand or just an increase in damage.
Also by +4 i mean in comparison to their old attack that was +3. Here is +4 because you do 4 attacks (the bonus is actually +1)
If the zerg had a capital ship (not the guardian or the leviathan)
It can do splash damage to ground and air units
Hi there. As far as i understand this cruiser attack animation shown on video wasn't added to the newest release. Could not find any sort of info and slightly confused about it :)
how you make the “tactical jump” animation, it so good