Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 2:20 pm 
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Right before I went to the US, I "made" CC open-source by putting in a public repository. While I was away, people started working on changes, and they were universally liked.

Surprisingly, the transition went better than I had expected. Because of this, I talked around with different community members and I'm now happy to tell you that Degra will take over development of SC2 Cruiser Command while I focus on the standalone. The project will keep being open source and I hope other people like Zakhennahr and Slapshot keep contributing.

As the first example of this, we've been working on a community patch. It's a combination of work Zak did while I was away and some work Degra has been doing for the last week or so.

Patch notes:

4.13:
- Fixed bug with overwhelmed shields as soon as you start taking bleed through damage.
- Fire flares has a cooldown of 1 second instead of none.
- Fire missile has a cooldown of 2 seconds instead of 1.
- Scorpion damage reduced to 40% (previously 50, now 20)
- Mineral duplication and mineral loss bugs fixed
- AI miners no longer foolishly wait around the BC to die
- Marine scale glitch fixed.
- To reduce trolling, players with 100 reputation can now kick lower reputation players instantly.
- Drone now has a terran ship armor icon instead of a protoss armor icon
- Updated scorpion tooltips to state the correct damage dealt
- Mineral packets are not as bright
- Fire missile button for wraith and corvette.
- If you enter a console occupied by a lower reputation player, you will automatically disconnect them.
- Wraith, corvette, and destroyer buttons moved to correspond to QWERT layout (hotkeys remain the same)
- Introduced hacking which enables you to temporarily take over enemy console and disable teleporters.
- Fixed a bug with the Adaptive Photo Disguise player selection.
- Both teams now start with a mine layer instead of a corvette.
- Core output starts at 115% by default.
- All kinetic hull damage has been doubled.
- Decoy flares now cost 5 red. Each team starts with 20 decoy flares.
- Added rep-unlockable new background music
- Team music can now be voted for, similar to the vote kick.
- Added an upgrade to revert the old shield mechanic without bleed through.
- The map is now divided into a map and a mod. This provides no gameplay changes but means there's less to download with each patch.

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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 2:55 pm 
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CCA
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I hope you like the changes...

They either fix stuff or raise the skill cap :)


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 3:09 pm 
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You forgot to add that the hull upgrade increases destroyer health by 100 instead of 50, like a chomper.

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You merely adopted Cruiser Command. I was born in it, molded by it.

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Dont touch me you filthy casual.


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 4:14 pm 
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Siretu wrote:
- Added rep-unlockable new background music

This appears to either be missing or simply has no method of selection.


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 5:14 pm 
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WhyteDragon wrote:
Siretu wrote:
- Added rep-unlockable new background music

This appears to either be missing or simply has no method of selection.

?? Its quite easy to do...are you sure you are looking in the right place?

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You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 01, 2015 6:28 pm 
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CCA
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Don't forget the A* pathfinding for repair kit placements by drones

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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Thu Apr 02, 2015 11:11 am 
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"If you enter a console occupied by a lower reputation player, you will automatically disconnect them."

:mrgreen:

Congratulations on open sourcing your project! I've never had an open source project that other people actually contributed to in the past, this is a pretty cool experiment to watch.


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Tue Apr 07, 2015 3:57 am 
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I'm a Korean user 미르한울 in Korea/Taiwan server.
I do really thanks for the awsome translation. There was a bit of mistake in translation, (I'll find after and report it.) BUT noone ever did translation like this good. Even the tutorials!

I'm a student yet, so my vocabulary and grammer isn't that good.
But one thing I'd like to say again : Thanks a million for the translation XD



(oh, and I played with Dreadnought today. Thanks for your manerous response, Dreadnought!)


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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Tue Apr 07, 2015 11:57 am 
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Thank Sharp. He's to thank for the amazing job with the translation :)

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 Post subject: Re: Patch 4.13 (Community patch)
PostPosted: Wed Apr 08, 2015 8:46 am 
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My pleasure. I'm glad you like it. :)

(Dreadnought is love, Dreadnought is life, Dreadnought is eternity)


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