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.

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Raygoza
Raygoza - - 1,639 comments

Really good, do you think you'd want that with research too?

I wonder if there's any use to get units queued at the reactor too, it does create a problem with not being able to see all the queued units simultaneously and might be problematic when cancelling units. What are your thoughts on this?

Though since it's only basic units being produced in the reactor it might not matter and you'd be able to see the number of queued units trough the Overlay.

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RavenWolf Author
RavenWolf - - 261 comments

Progress overlay for upgrades and building are also concidered.

Reactors can be changed to allow full queue to be used. The progress overlay can be moved below the barrack one, so you can preview the two queues.
Both build queues can be adjusted when a unit its cancelled

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Łagi
Łagi - - 174 comments

This is not so "small" update, congrats - when do you find time for hacking, dont you sleep? ;)

I wonder how much thouse bar will disturb the "immersion" :D, but maybe I'm getting old.

===wishlist===
I would kill(or pay) for queue loop. It could work like that:
Player click one of units in the building queue, and the unit background (in queue bar) highlight (change color from black to pale-blue).

Highlighted unit in queue will now auto be add to the end queue after being produced.

its probably nearly imposible to hack - but whatever, talk is cheap :)

edit: in case of Zerg, highlight unit marking for constant production can be done in hatchery. If mark one unit, game will morph all larva, if mark 2, then production change every other larva.

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RavenWolf Author
RavenWolf - - 261 comments

Reactors were reworked long time ago, i just add the progress overlay now.
Visual overlays (this, rally points, workers count) can be enabled/disabled during game. Im also planing to make them configurable via text file (so you can enable some of them or even configure some parameters)
Other drawings (Like valk-hunter mode circle, ravager fungal hit point) will be replaced with sprites to blend better in the game.

Make an auto build units option can be possible (just not the way you described though). It will require an additional button in the command card to toggle it, and can be made that if the option is toggled the last trained unit will auto queue again (it may require additional work to be compatible with reactors)

In one hand it will make easy to build armies. But in the other it will remove part of game basis that is macro management. And if unattended it can easily drain all your resources

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Łagi
Łagi - - 174 comments

Such queue toggle button would be sweet.

Too much of repetitive gameplay (esp. in late game) is cycling through structures to create units. My numeric shortcuts for structures are in range from 3 till 0, leaving only 1 and 2 for unit groups.

Queue Loop will help in similar way like auto repairs SCV.

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RavenWolf Author
RavenWolf - - 261 comments

Problem of this approach will be implementation for larva. How would you tell lair which unit to morph next? Maybe make the button to capture the current morphing eggs and store into an internal queue so every larva that moph will follow that pattern…

Perfect solution would be implementation of multiple select buildings, so wouldn't need to much selection group for buildings. I will focus next on try to make a system like that working.

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Łagi
Łagi - - 174 comments

Zerg suffer least from cycling through structures to create units.

multiple select buildings - you would select lets say 2x Barrack + Factory on shortcut "5".
by pressing 5 you select 1st barrack, then 2nd barrack, then Factory, then 1st Barrack again .

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Black_Overseer
Black_Overseer - - 1,341 comments

excellent work :)

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Templarfreak
Templarfreak - - 6,721 comments

A x/y second display timer would be infinitely more useful for a player. Nontheless still good looking and still useful.

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Łagi
Łagi - - 174 comments

numeric counters kills the game feeling, it feel more artificial like excel sheet. SC is game, not work.

"But in the other it will remove part of game basis that is ...."... timing estimation :D

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Templarfreak
Templarfreak - - 6,721 comments

(Late to reply to this) Dude, these progress bars are MORE work to understand than just displaying the raw build time for a player. I'd argue making the player have to work harder for basic information they should have/kind of need to know kills the game more.

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RavenWolf Author
RavenWolf - - 261 comments

May be as a configurable feature... If i made a config file this can be added as an option, so you can choose progress vars or numerical information.

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Description

-Added new visual indicators that show the train time progress and build queue
-Changed reactor behavior: now instead of granting increased train time, a production building with this add-on will train an additional unit