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Staredit Network -> Miscellaneous -> Spree - revival
Report, edit, etc...Posted by AqoTrooper on 2005-03-16 at 12:04:13
QUOTE
I find it annoying that Dark Archon energy doesn't refill, High Templar don't have attacks, and Goliaths seem a little too strong...

Goliaths fixed, Dark Archons fixed, and High Templars DO have attacks, they simply don't have an attack button.
If you want them to attack you need to:
a. they will automatically attack foes
b. if you choose them as a part of a group that at least one of the units in it has attack, and order the group to attack - they will attack as well.

I'm gonna keep updating it now seeing as some are still interested, but I'll focus in making new graphics.

Still, if anyone has any comments about the mod itself - unbalancing and stuff - that need to be fixed, post here.
Also, don't ask me to add buttons, because there is no new memgraft version for patch 12.2 and it's impossible.
Report, edit, etc...Posted by JohnnyHazardous on 2005-03-16 at 18:55:35
Wow I was wondering what you were doing. Anyways this mod is great!
Report, edit, etc...Posted by TheOddAngel on 2005-03-16 at 19:27:45
Does it run on 1.12?

Anyway I would like to see you mabe use my idea of having the larva being able to attack and still morph... Have the Hatchery mabe if you could make the larva and they can walk around or stand still depending what you chose... You could then make it so that they can morph like a lurker into any unit...

That could change the way people play as zerg as you and me know it...
Report, edit, etc...Posted by notnuclearrabbit on 2005-03-16 at 19:34:57
[center]Now I have to port THIS to Mac, the day after I finished on the old version!? Alright, fine...[/center]
Report, edit, etc...Posted by EzDay281 on 2005-03-16 at 20:12:29
Yes, it works on 1.12.
Yesterday, I pm'd Aqo, telling him that my friends and I liked the mod, and some other stuff. The fact that some people care about it still is a factor in his re-interest.

QUOTE
High Templars DO have attacks, they simply don't have an attack button.

Ya, that's what I meant.
I know I can get them to attack through auto-, patrol, hold, and select-group, but, it's just not the same. I'm glad you fixed some stuff.
Report, edit, etc...Posted by notnuclearrabbit on 2005-03-16 at 20:58:52
[center]PORTED TO MAC!
˘...See below...˘
[/center]
Report, edit, etc...Posted by RexyRex on 2005-03-17 at 00:45:21
Ah, an update to my favorite mod.
Good job smile.gif.
Report, edit, etc...Posted by EzDay281 on 2005-03-17 at 00:58:06
Ignore me please.
Report, edit, etc...Posted by ShadowBrood on 2005-03-17 at 01:10:09
It won't work for me sad.gif help? cry.gif cry.gif
Report, edit, etc...Posted by AqoTrooper on 2005-03-17 at 07:54:36
QUOTE(ShadowBrood @ Mar 17 2005, 09:10 AM)
It won't work for me  sad.gif  help? cry.gif  cry.gif
[right][snapback]166664[/snapback][/right]

Did you save if in your Starcraft folder? it has to be there or in Program Files to work...
Also, maybe you clicked the SC icon to play it? to play a mod you need to press the icon for the mod itself.

Also thx nuclearrabbit for making a mac version of it, I didn't even know it doesn't originaly works on macs :\

QUOTE(TheOddAngel @ Mar 17 2005, 03:27 AM)
Anyway I would like to see you mabe use my idea of having the larva being able to attack and still morph... Have the Hatchery mabe if you could make the larva and they can walk around or stand still depending what you chose... You could then make it so that they can morph like a lurker into any unit...

That could change the way people play as zerg as you and me know it...
[right][snapback]166408[/snapback][/right]

It will not be too hard to make, but it will really unbalance the game... that's why I'm not doing it.
Think about it - zerg could send their larvas to attack their enemies, considering the fact that they have 5 defence the game will be over before it's even started.
While if I'll make the larvas weak, it'll be unbalanced for zerg because enemies would be able to easily kill them and stop the unit production for the zerg.
And I can't allow larvas to morph into lurkers because there is no memgraft version for patch 1.12 so buttons won't work.

New version of Spree added - changes:
Wraith gets new graphic (longer wings)
New cost for obs
New tactic added - minerals and vespene gaysers are now easily killed! you're about to lose an expension? kill it and leave! (just like russians did agains napoleon lol)
Report, edit, etc...Posted by Voyager7456(MM) on 2005-03-17 at 17:12:40
This mod is very interesting (I've played the other version), but I noticed a few things:

1) This is probally just me being picky, but mineral and vespene deposits aren't too easy to destroy (255 Armor). If I had enough advance warning to destroy the expansion before I left, I shouldn't lose the expansion in the first place. (It takes roughly 30 seconds for 1 mineral deposit).

2) [Important] The Capital Ship crashes the game when it is destroyed.


Good job with your mod. smile.gif
Report, edit, etc...Posted by notnuclearrabbit on 2005-03-17 at 21:42:17
[center].exe's don't run on macs, they open as text files...
To run the mac version, just rename your normal 'Starcraft Mac Patch'/'Starcraft Mac Patch (Carbon)' to something like '0Starcraft Mac Patch', or something that isn't the normal name. Then take the new Spree.mpq patch, and rename it the default 'Starcraft mac Patch'/'Starcraft Mac Patch (Carbon)' When you finish playing on the mod, just rename it something different, and fix the name for your original patch.

Updated Mac version: [attachmentid=6455]
[/center]
Report, edit, etc...Posted by EzDay281 on 2005-03-17 at 22:14:09
QUOTE(AqoTrooper @ Mar 17 2005, 05:54 AM)
Did you save if in your Starcraft folder? it has to be there or in Program Files to work...
Also, maybe you clicked the SC icon to play it? to play a mod you need to press the icon for the mod itself.
New version of Spree added - changes:
Wraith gets new graphic (longer wings)
New cost for obs
New tactic added - minerals and vespene gaysers are now easily killed! you're about to lose an expension? kill it and leave! (just like russians did agains napoleon lol)
[right][snapback]166724[/snapback][/right]

Wow, fast update!
Anyways...
First, it does not need to be in SC or Program Files folder.
My friend is running Winblows ME, and it worked perfectly from A:/ and Desktop.
Secondly, I hope that the new Obs cost is 'more expensive'...
Lastly, heh. Killable resources. I've thought of the tactic, but didn't think it a good enough one for saying anything about it. You destroy those mins, you destroy your(potentially future) mins.
Report, edit, etc...Posted by AqoTrooper on 2005-03-18 at 06:04:09
QUOTE(EzDay2 @ Mar 18 2005, 06:14 AM)
Secondly, I hope that the new Obs cost is 'more expensive'...
Lastly, heh. Killable resources. I've thought of the tactic, but didn't think it a good enough one for saying anything about it. You destroy those mins, you destroy your(potentially future) mins.
[right][snapback]167280[/snapback][/right]

Well, obs is costier of course, and about killing resourses - don't forget you can kill your foe's minerals as well (instead of going harsh on his workers) so it can be also used to kill his potentially future resources.

QUOTE(Voyager7456. @ Mar 18 2005, 01:12 AM)
1) This is probally just me being picky, but mineral and vespene deposits aren't too easy to destroy (255 Armor). If I had enough advance warning to destroy the expansion before I left, I shouldn't lose the expansion in the first place. (It takes roughly 30 seconds for 1 mineral deposit).

2) [Important] The Capital Ship crashes the game when it is destroyed.
Good job with your mod.  smile.gif
[right][snapback]166993[/snapback][/right]

1) it's not a bug, I simply can't allow minerals and vespene be easy killed because that way people can rush, kill their enemy's expension and game's over.
2) the hero capital ship or the ordinary one? I'll check it and try to fix it... :\

QUOTE(nuclearrabbit @ Mar 18 2005, 05:42 AM)
[center].exe's don't run on macs, they open as text files...
To run the mac version, just rename your normal 'Starcraft Mac Patch'/'Starcraft Mac Patch (Carbon)' to something like '0Starcraft Mac Patch', or something that isn't the normal name. Then take the new Spree.mpq patch, and rename it the default 'Starcraft mac Patch'/'Starcraft Mac Patch (Carbon)' When you finish playing on the mod, just rename it something different, and fix the name for your  original patch.
[/center]
[right][snapback]167236[/snapback][/right]

Wait... eh... can it be done in PCs? cuz I don't have a "Starcraft Mac Patch" or a "Starcraft Mac Patch (Carbon)" file...

[edit] I tested the death for all arbiters, all battlecruisers, all carriers, and none of them caused crash.
Are you [Voyager7456] sure that a Capital Ship caused a crash?

[edit] next version added - new grafix for supply depot, factory and control tower.
Report, edit, etc...Posted by EzDay281 on 2005-03-18 at 15:05:49
Gar, hold off on the updates for a while, it's a pain having to update my bot's profile! pinch.gif
lol

QUOTE
2)  [Important]  The Capital Ship crashes the game when it is destroyed.

The only crash I know of is
Random Crashing For No Apaprent Reason(fine by me, it's rare)

Unsieging Edmund

In Pressure Defense, Itold my friend not to get Edmund Dukes because they're crash-risky. He unsieged it. We all crashed. And that's just the most recent one, I've crashed 6 times in which someone had an Edmund. Four of them were when he was unsieging.

EDIT: Also, it seems unique to Pressure Defense, but it always hapens when I unsiege them, so it's partially just the map itself, somehow.
Report, edit, etc...Posted by notnuclearrabbit on 2005-03-18 at 17:37:09
QUOTE(AqoTrooper @ Mar 18 2005, 04:04 AM)
...Wait... eh... can it be done in PCs? cuz I don't have a "Starcraft Mac Patch" or a "Starcraft Mac Patch (Carbon)" file...[right][snapback]167442[/snapback][/right]

[center]Uhh... I think you'd have to rename it 'Patch_rt.mpq', or what ever the default patch name is.

Porting the newest version now... Errm? "scripts\tfile.ice cannot be extracted because MPQ2K cannot read the archive." is the file even necessary?

EDIT: I found some buggies!:
'Infested Humans' give no air attack damage.
The Corsair shadow shows up as a duplicate to enemies.
Morphing a uncloaked DT, with a DT being cloaked with an arbiter crashes SC.
[/center]
Report, edit, etc...Posted by AqoTrooper on 2005-03-19 at 03:46:43
QUOTE(EzDay2 @ Mar 18 2005, 11:05 PM)
The only crash I know of is
Random Crashing For No Apaprent Reason(fine by me, it's rare)

Unsieging Edmund

In Pressure Defense,  Itold my friend not to get Edmund Dukes because they're crash-risky. He unsieged it. We all crashed. And that's just the most recent one, I've crashed 6 times in which someone had an Edmund. Four of them were when he was unsieging.
[right][snapback]167595[/snapback][/right]

Yes, I know of this, it happens when Edmund is being unsieged at the same time as he's being attacked, althought I have no clue what's causing this and how to fix it sad.gif
I'll play aroumd with it, maybe re-write the scripts for the tank, hopefully it'll work.

QUOTE(nuclearrabbit @ Mar 19 2005, 01:37 AM)
[center]Uhh... I think you'd have to rename it 'Patch_rt.mpq', or what ever the default patch name is.

Porting the newest version now... Errm? "scripts\tfile.ice cannot be extracted because MPQ2K cannot read the archive." is the file even necessary?
[/center]
[right][snapback]167688[/snapback][/right]

Ok, I'll try that :\

QUOTE(nuclearrabbit @ Mar 19 2005, 01:37 AM)
[center]EDIT: I found some buggies!:
'Infested Humans' give no air attack damage.
The Corsair shadow shows up as a duplicate to enemies.
Morphing a uncloaked DT, with a DT being cloaked with an arbiter crashes SC.
[/center]
[right][snapback]167688[/snapback][/right]

1. mellow.gif , I'll go fixit.
2. hmm... infect that was intentional, but seeing as you're the 5th who reports about it I'll remove it.
3. ok, I'll go fixit.

thx for all the bug reports, they help a lot.
Report, edit, etc...Posted by EzDay281 on 2005-03-19 at 12:25:19
QUOTE
Yes, I know of this, it happens when Edmund is being unsieged at the same time as he's being attacked, althought I have no clue what's causing this and how to fix it

Do you mean when he's attacking?
In Pressure Defense, your units never get attacked, because they're invincible.
Report, edit, etc...Posted by TheOddAngel on 2005-03-19 at 12:51:46
Bugs!!!

the High Templar Doesn't have an Attack button instead you have
to click where oyu want to attack... No Manual Attack

When i made an arcon and attack a building while it was on top of it... I kinda did the probe jumping thing only with more then 1 archon he got stuck on the gateway and I couldn't pick him up or attack anything with him
Report, edit, etc...Posted by AqoTrooper on 2005-03-19 at 15:09:14
QUOTE(TheOddAngel @ Mar 19 2005, 08:51 PM)
the High Templar Doesn't have an Attack button instead you have
to click where oyu want to attack... No Manual Attack
[right][snapback]168139[/snapback][/right]

I already said that there is no new version of memgraft for patch 12, thus, I can't create buttons - means that bug stays.

QUOTE(TheOddAngel @ Mar 19 2005, 08:51 PM)
When i made an arcon and attack a building while it was on top of it... I kinda did the probe jumping thing only with more then 1 archon he got stuck on the gateway and I couldn't pick him up or attack anything with him
[right][snapback]168139[/snapback][/right]

Yes... for some reason Archons get stuck after killing spacific units, I'm still trying to figure why and how to fix it :\

New update added, I fixed the infested human attack bug and added a new death for Terran Capital ships (cruisers)... I'm still trying to figure how to fix the other bugs.
Report, edit, etc...Posted by ShadowBrood on 2005-03-19 at 15:20:08
Ok sorry man but Terrain are a tag on the rigged side *cough cough WRAITH!! *cough cough.
Report, edit, etc...Posted by AqoTrooper on 2005-03-20 at 08:26:58
QUOTE(ShadowBrood @ Mar 19 2005, 11:20 PM)
Ok sorry man but Terrain are a tag on the rigged side *cough cough WRAITH!! *cough cough.
[right][snapback]168240[/snapback][/right]

Wraith rigged?

Two dragoons beat a warith, yet they cost cheaper.
In a Scout vs Warith fight the wraith will win and be left with 4 hp, wraith costs 25 resources more.
12 Hydras beat a wraith and cost less.
Two mutalisks also beat a wraith and they cost way cheaper and build faster.

Wraiths are good, indeed, for blowing up broods and killing workers, maybe also some anti air support... even tho Goliaths do that way better.
But wraiths are a no-no for attacking with your own ground units and for beating other units, because they actually not that strong - speed and going puff (invisibility) make them worthy, but still they are no way overpowered.
Report, edit, etc...Posted by EzDay281 on 2005-03-20 at 12:35:21
True. Wraiths are often detrimental, because they'll slash your own units.
Report, edit, etc...Posted by AqoTrooper on 2005-03-20 at 13:05:40
New update, corsairs and carriers now posses an ordinary type of cloaking.

Also, I check the bug with the dark templars merge when one's invisible and one's not - it caused no crash, in both times I tested.
Also, I saw no flaw in the Archon's scripts, so I don't think I'll be able to fix it's bug, I might give it a completly new attack to see what happens but meanwhile just... avoid using them... ehh...

Thingie for mac seems to be an mpq so I'll post those, there's now both an exe and an mpq in the zip.

[edit] woops, I've added a currupted version, here's a fixed one (attachement)
Report, edit, etc...Posted by AqoTrooper on 2005-04-02 at 02:57:17
I think I messed up something earlier... so I'm posting here a fixed version.

Also, I added a Spree editor so that you can make Spree maps (if you're really bored).
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