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Messages - Organized_Chaos

#61
Trash Can / Re: Re: Starcraft II - Beta Launcher
March 10, 2010, 08:08:11 AM
Great looking GUI!  Will teams option be added into the next version??
#62
SC2 Tools / Re: SC2 zoom hack v0.1
March 10, 2010, 07:15:20 AM
You only have to replace the Base.SC2Data file in Core.SC2Mod.  I tested, and it works...so you don't have to mess with the AI data file at all.

Are "FarClip" and "NearClip" the values set for how far out it will zoom in/out maximum?  Also, which line of code determines the starting value of the zoom when first starting the game???  I've changed all the ParamInitial values and it's had no effect.  :-\ It seems it just starts the game with the highest value you have set in the ZoomTables...

Anyways, GREAT FIND!  I'm thinking Blizz might not allow the modification of this file for online play, because when I zoomed all the way out I could see a LOT of the map at once, and this might be considered to some as having an advantage...the question is, how will they know???   ;D

A suggestion for future versions: It would be awesome if a GUI was made with zoom values that can be easily changed before a game...

P.S. Where did you find the code for this?  The original CameraData is blank...
#63
SC2 Tools / Re: SC2 zoom hack v0.1
March 09, 2010, 06:07:45 PM
Ok, I love you man, that's awesome... especially when ALL the way zoomed out!

The only thing I would change is the angle... it needs to be more "overhead", and less angled.  What values change that?

Also, instead of having ppl modify the base.SC2data files themselves, why not just have the already modified SC2data files for each folder available for download?  It leaves less room for error for the people who aren't PC saavy...  ;)
#64
SC2 Tools / Re: SC2 zoom hack v0.1
March 09, 2010, 02:46:20 PM
Wow I didn't even know it was possible to hack the zoom!! 

That's one of the major things a lot of SC2 players are complaining about - the inability to zoom out a LITTLE bit more...maybe 5-10%.  I'll def try this out and let you know how it is -- thanks!
#65
Trash Can / Re: Re: Starcraft II - Beta Launcher
March 09, 2010, 09:47:55 AM
Yeah, you clearly have the best looking GUI out of any of the launchers ATM.

+1 what others have said: if you can correctly implement TEAM play and eliminate all these errors ppl are getting, your launcher will be the most preferred.

* The ability to change game speed pre-game would also be a big plus!
#66
SC2 Tools / Great job..
March 09, 2010, 07:12:37 AM
Awesome job guys...  :) everyone might not express it properly (they're either too stupid, too young, or too unappreciative), but we do appreciate the work you guys have put into this. 

Here are a few suggestions:

- under "Player controller", add a slot for observer.
- not sure if it's true that the launcher alters maps permanently, but a fix for that would be nice.

Keep up the great work!
#67
AI Scripts / Re: Advanced Melee AI 2(AMAI)
March 07, 2010, 12:11:02 PM
Looking forward to the next release! 

Again, great job for 1st revision..  ;)
#68
Worked perfectly the very first time I tried it... who gives a shit about the skin of the launcher?!   ::)

We're talking about a tool that you're looking at for 10 seconds before you start a game.  Who tf cares?  It works, that's all you should care about.

Great job guys..
#69
And one more thing... if you want any kind of useful practice for playing against other humans, then go vs an AI that harasses a lot, like AMAI.  It at least keeps you on your toes...
#70
Quote from: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.

Another Suggestion

I don't know if its possible but maybe make the computer consider dropping or air attacks when the direct route is blocked?


Guys, this goes for everyone - if you're walling in ANY way vs the AI, you're really not that good, and are complaining for no reason.  An SCV wall at the ramp with rines behind them isn't even acceptable vs an AI IMO, but a depot wall?  lol!  This isn't some advanced AI from 2020...even 6.0 is the most basic scripted AI you can get, hence it won't know how to react when something is blocking its path to the enemy. 

Basically you should always refrain from doing any tricks vs the AI, i.e. depot walls, SCV walls, cannon rush, back door warp prism, back door nydus, etc. because it's essentially cheating if it's against an opponent that doesn't know how to react.  Get it?  ::)

The pros wall in because they're playing against other human players!  It stops those early ling/zealot rushes, but we can easily adapt to it when we're going up against it by seiging w/slow roll, or very simply not trying to break the wall when we know it's not possible to break.

I just played a TvZ and didn't wall in at all, and even that wasn't challenging (for me).  It came at me pretty late-early game with like 15-20 lings, but I micro'd my rines at the ramp and slaughtered them. 

Moral of the story: stop walling in and doing cheap shit vs the AI if you want a challenge.  If you're above average at all, then it won't really be a challenge no matter what you do.  Mid game I had 2 expansions, 6 tanks, ~40 rines, ~20 marauders, 5 medivacs, and 3 ravens.  They had no chance.
#71
AI Scripts / Re: Advanced Melee AI 2(AMAI)
March 05, 2010, 08:16:24 AM
I've played against this AI for a few games now, and as far as I can tell, EVERY race is better than any other AI I've tried, including Turd's.  Somehow the AI's unit micro seems better than any other AI too...

Also, the harassment is great - Terran used reapers to sneak into the back of my base and AT THE SAME TIME had banshees harassing my expansion, continually.

So this AI is VERY promising - the very first revision is already better than almost all of the other AIs out there.

Kudos guys.   ;)