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       #Post#: 268--------------------------------------------------
       Teamkilled as Zerg
       By: totyen Date: November 12, 2020, 7:07 pm
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       Just got teamkilled as zerg on US server by Richy
       (battlenet:://starcraft/profile/1/14422723930584252416). He
       broke my both our hives.
       Not sure why it is even possible. ???
       #Post#: 272--------------------------------------------------
       Re: Teamkilled as Zerg
       By: Oayoo Date: November 13, 2020, 1:50 am
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       That is another thing to rework.
       #Post#: 282--------------------------------------------------
       Re: Teamkilled as Zerg
       By: Speed Date: November 13, 2020, 3:56 am
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       No it isn't. A zerg that wants to throw will throw. Let them
       target hives so at least the games will be over fast.
       #Post#: 291--------------------------------------------------
       Re: Teamkilled as Zerg
       By: Oayoo Date: November 13, 2020, 4:28 am
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       you are kinda right sadly x)
       #Post#: 443--------------------------------------------------
       Re: Teamkilled as Zerg
       By: WMaster Date: November 18, 2020, 6:01 am
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       I also kinda agree with Speed.
       You could disable any form of team damage, but because Zerg have
       a combined base it is harder to resolve problems with that too.
       One who tries to kill your Hive would then be able to body block
       with units to prevent your units from attacking.
       You could make it so only structures can't be killed, but then
       they could block with structures and kill any units with mass
       hydra.
       You could make it just not the Hive, but then all your spawners
       are gone.
       I would say not being able to kill structures is the best
       option, combine this with unbuildable paths so blocking is not
       that much possible, but it goes to the expense of easy to
       placement for those many games when it is a good game. So
       therefor I'd rather not make unbuildable paths. We could give
       just not killing structures a shot.
       However I do have to find a work-around for this. As you can
       simply prevent attack to any allied unit and also simply to all
       structures, but not easy a combination like allied-structures.
       #Post#: 445--------------------------------------------------
       Re: Teamkilled as Zerg
       By: RickSanchez Date: November 18, 2020, 7:35 am
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       What about a hidden behaviour that reduces allied incoming
       damage to 0?
       [code]    <CBehaviorBuff id="Allycannotkill">
       <InfoFlags index="Hidden" value="1"/>
       <EditorCategories value="AbilityorEffectType:Units"/>
       <BuffFlags index="Extend" value="1"/>
       <BuffFlags index="DisableWhileUnderConstruction"
       value="1"/>
       <Period value="0.1"/>
       <DisableValidatorArray
       value="TargetLastDamagedByEnemy"/>
       <DamageResponse Evade="1"/>
       </CBehaviorBuff>[/code]
       That should do the trick but i'd prefer to have possibility to
       kill ally for multiple reasons. one of them is lobbytimes. but
       there are strong arguments for both points of view.
       If you want to protect hives with that you maybe consider adding
       upgrade to threat your ally as enemy now. make it 2k or 5k idk
       so i have time to rethink my plan if terrans just mess up and i
       maybe get an opportunity beside have a not so good ally.
       *e* doublecheck plz i didnt test it
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