Starcraft 2 - Read Post #2 for a useful beginner guide

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Glitchny

Diamond Member
Sep 4, 2002
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Patch 1.1 Notes

linky link

General

The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
(Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit www.nvidia.com/Starcraft3D


Balance Changes

PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.
TERRAN
Battlecruiser
Ground damage decreased from 10 to 8.
Bunker
Build time increased from 30 to 35.
Reaper
Build time increased from 40 to 45.
Siege Tank
Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).
ZERG
Ultralisk
Ram ability removed. Ultralisk will now use normal attack against buildings.
Damage decreased from 15 (+25 armored) to 15 (+20 armored).
Maps
Desert Oasis
Destructible Rocks have been added to make natural expansions easier to protect.
Center Xel'Naga Tower area has been narrowed.


StarCraft II Editor Improvements

Added new requirement types: Odd, Divide, Mod, Multiply.
Added a chance field to effect data.
Added support for the Slider dialog control type.
Added a trigger to deal damage from a unit.
Added a trigger event response to provide the amount a player or unit property changes.
Added a trigger event when an effect executes.
New Trigger Editor functions:
Save Data Conversation State Value (Action).
Load Data Conversation State Value (Action).
Players On Team (returns Player Group associated with teams in game lobby).
Unit Owner Changes (Event).
Old Unit Owner (returns player ID in response to Unit Owner Changes).
New Unit Owner (returns player ID in response to Unit Owner Changes).
XP, Level, and Bounty unit properties can now be modified by triggers.
Banks now save/restore XP, learned abilities, and items.
Message Window now includes a time stamp for each message.
An actor event is now dispatched when a missile cannot hit its target.
When loading documents with Battle.net-only dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
The Custom game variant is no longer automatically included when other non-default variants are defined.
Increased the maximum recharge vital rate for heal effects.


Bug Fixes

Battle.net
Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
Fixed an issue where players would still receive toasts when their status was set to busy.
Custom Games
Default race in a game lobby is now properly set to Random.
Players can now configure the lobby for 1v5 matches.
The search functionality for map searches has been improved.
Lobby hosts will now receive a toast when an invited player declines an invitation.
Custom game lobbies will now remember the game mode chosen under a category.
Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
Fixed an issue where custom maps could not be reported from the map preview screen.
Gameplay
General
If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
Structures damaged during construction will no longer count towards structures lost.
Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
Fixed an issue with inventory drop range checks.
Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card
Interface
Queue tooltips now display information about what is in progress.
Fixed an issue where the back button would not always return players to the score screen properly.
Terran
Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
SCVs will now load into the closest Command Center if multiple are within range.
Zerg
Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.
StarCraft II Editor
The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
Loading screen progress bar option now works when using Melee loading screen type.
Test Document now works properly on maps with Battle.net-only dependencies.
Publishing a new file using Major revision will now properly set the document version to 1.0.
Publish dialog now properly remembers the Show Real Name setting from previous publish.
File preview panel now displays author's real name if that option was set during publishing.
The Import module will now allow importing an override Assets.txt file.
Undoing a terrain object modification will now also undo associated terrain changes.
Editor will display document text from another locale if no text for the active locale exists.
Copying points with custom models will display the model properly on the pasted point.
It is no longer possible to have multiple default variants in the Game Variants dialog.
Removed icon support for attribute and variant definitions, as Battle.net does not display these.
Fixed issues with invalid map bounds when creating 32x32 maps.
Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
Fixed an issue with the Unit Manipulates Item trigger.
Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
Fixed preview panel display in Terrain Editor palettes.
Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
Fixed initial display of variables in the Trigger Debugging Window.
Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
Fixed action list when modifying a Custom Script action without sub-views enabled.
Fixed loading map dependency data.
Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.
Technical Issues
Fixed an issue where unplugging headphones could cause the game to freeze.
Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game.
 

lopri

Elite Member
Jul 27, 2002
13,314
690
126
I can't log on to B.net nor can play/watch games offline. I am getting fed up with this DRM.

BTW, if anyone was able to patch the game - does it break watching old replays?
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
I can't log on to B.net nor can play/watch games offline. I am getting fed up with this DRM.

BTW, if anyone was able to patch the game - does it break watching old replays?

It shouldn't cause any problems with old replays. You can't log into b.net because it is down for the patch and maintenance. Not sure why you can't play offline as I could just fine before I left for work.
 

Udgnim

Diamond Member
Apr 16, 2008
3,681
124
106
did they address hacks?

Warden (Blizzard's antihack program) was turned on a few weeks ago

hacks will still get through though. it's just up to Blizzard to be able to keep Warden up to date on the latest hacks.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
Warden (Blizzard's antihack program) was turned on a few weeks ago

hacks will still get through though. it's just up to Blizzard to be able to keep Warden up to date on the latest hacks.

yea, they can't stop them all as it's impossible, but they are taking steps to ban people. I have yet to run into a map hacker though.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
So apparently some people are reporting that they can't load replays from before the patch, getting an error of some kind. I can't test as I'm still at work but could be quite annoying.
 
Oct 20, 2005
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So apparently some people are reporting that they can't load replays from before the patch, getting an error of some kind. I can't test as I'm still at work but could be quite annoying.

It's true.

I tried loading a replay and I got an error message that only a previous version of SC2 could play the file.

On top of that, they fux0red up the A.I. and apparently the A.I. related achievements. Firstly, insane A.I. is really insanely overpowered now. You can barely even do cannon rushes in coop/custom games. Sure it's cheese, but I want to get my freaking achievement and be done. Secondly, some people report that unlocking an insane diff. achievement no longer trickles down to the lesser difficulty ones.....this is just plain retarded. It's logical to think that if you can beat insane A.I., that all the lesser diff. will be beat as well.

Who wants to waste time playing 250 games x 5 difficulties or whatever.
 

Byte

Platinum Member
Mar 8, 2000
2,877
6
81
Anyone know where I can find Toms benchmark map to test out? I can seem to find it on bnet.
 

JTsyo

Lifer
Nov 18, 2007
12,034
1,133
126
You can't watch the old replays since the replays are just commands stored. Now that the units are changed the commands wouldn't make sense. For example in the old one tanks might have killed off a group of lings and then you unsieged them but now the tanks might not get of that group.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
It's true.

I tried loading a replay and I got an error message that only a previous version of SC2 could play the file.

On top of that, they fux0red up the A.I. and apparently the A.I. related achievements. Firstly, insane A.I. is really insanely overpowered now. You can barely even do cannon rushes in coop/custom games. Sure it's cheese, but I want to get my freaking achievement and be done. Secondly, some people report that unlocking an insane diff. achievement no longer trickles down to the lesser difficulty ones.....this is just plain retarded. It's logical to think that if you can beat insane A.I., that all the lesser diff. will be beat as well.

Who wants to waste time playing 250 games x 5 difficulties or whatever.

You can't watch the old replays since the replays are just commands stored. Now that the units are changed the commands wouldn't make sense. For example in the old one tanks might have killed off a group of lings and then you unsieged them but now the tanks might not get of that group.


I just watched a replay from last weekend just fine. It asked if I wanted to open an older version of SC2 to view the replay. Clicked yes and voila I am watching it now.
 

sactoking

Diamond Member
Sep 24, 2007
7,648
2,924
136
Looks like they stealth-fixed the bug that allowed you to replay a mission with research points and get paid for all your research.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
It's true.

I tried loading a replay and I got an error message that only a previous version of SC2 could play the file.

On top of that, they fux0red up the A.I. and apparently the A.I. related achievements. Firstly, insane A.I. is really insanely overpowered now. You can barely even do cannon rushes in coop/custom games. Sure it's cheese, but I want to get my freaking achievement and be done. Secondly, some people report that unlocking an insane diff. achievement no longer trickles down to the lesser difficulty ones.....this is just plain retarded. It's logical to think that if you can beat insane A.I., that all the lesser diff. will be beat as well.

Who wants to waste time playing 250 games x 5 difficulties or whatever.

oh shit really? My friend and I were going to hit the 2v2 & 3v3 coverage ones :( I guess I'm lucky I bullshitted my way into the single player ones already...

And the insane AIs were already pretty OP. They gathered minerals like 40% faster or something crazy like that. For a while I thought I was just doing things wrong b/c I couldn't support as much production on 1 base, haha. That said AIs are (were?) dumb b/c you can still win 1v1 w/o cheese.
 
Oct 20, 2005
10,978
44
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oh shit really? My friend and I were going to hit the 2v2 & 3v3 coverage ones :( I guess I'm lucky I bullshitted my way into the single player ones already...

And the insane AIs were already pretty OP. They gathered minerals like 40% faster or something crazy like that. For a while I thought I was just doing things wrong b/c I couldn't support as much production on 1 base, haha. That said AIs are (were?) dumb b/c you can still win 1v1 w/o cheese.

Well I did some testing with custom 1v1 games as well as coop 3vAI games.

In both cases, if I won an insane match, it credited all the difficulties below it, so it seems like that part was untouched and what I read about it, the person who wrote it was wrong or mistaken.

But the SkyNet Super Insane AI is still there...what a bunch of sh!t.


Edit: Actually, I think the trickle down effect is not working for the 3v3 mix AI custom game achievements.

Meaning if you do a 3v3 all races insane AI mix, you won't get it for Very Hard or Hard. You will have to do it separately for each difficulty.
 
Last edited:
Oct 25, 2006
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bhanson

Golden Member
Jan 16, 2004
1,749
0
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So after reports of an improved AI I decided to give it a go.

Beat the Insane AI ZvT pretty convincingly straight up (and without going all-in).

Link

I didn't notice anything different but I didn't try to cheese it.

[edit] fixed link
 
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Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
Blizz has responded to the Ultra bug (it is going to be fixed) and the insane AI thing is actually not an increase in difficulty. What they did was remove a bug that made the ai suck vs cannon rushes and other cheese. Now it responds properly to these tactics.
 

JTsyo

Lifer
Nov 18, 2007
12,034
1,133
126
Does 1 point in armor research = 1 point in weapons research?
Say a marine goes against another and both were the same other than the tech that they had, who would win?
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
Blizz has responded to the Ultra bug (it is going to be fixed) and the insane AI thing is actually not an increase in difficulty. What they did was remove a bug that made the ai suck vs cannon rushes and other cheese. Now it responds properly to these tactics.

Aww. That's going to make the 2v2 and 3v3 achievements nontrivial now. I guess that's why they're achievements. :(

JTsyo: for marines, yes. The marine does 6 damage (base) and has 0 armor (base). So you'd be pitting:
A: 7 attack, 0 armor
vs
B: 6 attack, 1 armor

A fires and does 7-1 =6 damage. B fires and does 6 damage. So they're even.

Note that this is not the case w/units like siege tanks, which gain more than 1 attack point per upgrade.
 
Oct 20, 2005
10,978
44
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Does 1 point in armor research = 1 point in weapons research?
Say a marine goes against another and both were the same other than the tech that they had, who would win?

The armor value you see on a unit is the amount of incoming damage that is mitigated.

If a unit has an armor value of 2 and has an incoming attack of 10, it will suffer 8 damage to its health points.