I took out all the couts that I used to test it and now it doesn't even get to the part of the program that had a problem.
cout was literally the foundation of my code somehow. What the fuck.
have you tried cout<<flush after each cout? Its possible its segmentation faulting after the cout line completes. This would explain the differing behavior as the output got a chance to flush c2 but not the cout immediately before the segmentation fault.
ed
Actually now Googling endl will perform a flush also so try just adding endl to the segfault0? lines
if the lurker gets put in then it would have to be adjusted quite a lot
lurkers already had diminished usefulness in late game brood war because of the size/mobility/tech of the other races, and with marauders, colossi, immortals, charge zealots, and blink stalkers to deal with, their window of usefulness will only be smaller in sc2 (assuming they retain the same straight-line moderate damage attack mechanic). Their utility also depended reaaaally heavily on simultaneous defiler use.
I only hope that HOTS adds really powerful tactical units that can change the game in small numbers (along the lines of the lurker/muta in the midgame or defiler in the late game in brood war). Right now, it seems like every high tech unit is follows the design philosophy of "big, strong, slow unit that doesn't involve a lot of micro."
I think it'd be kind of cool if lurkers were reworked as heavy single-target damage units, rather than anti-infantry/light units. The banelings fills that role pretty well.
Then again that would basically make them burrowed, moving spine crawlers.
Yeah I would prefer zerg not having lurkers, something new please. It would be strange for zerg to have a siege tank like unit.
What you mean is that it would be totally awesome to have a good defensive unit for zerg.
Queens and spine crawlers? Also creep advantage. I just don't think this game needs lurkers, spider mines, and reavers.
If you think any of those are as good at defending as a AoE unit that can't be attacked without detection I have a bridge to sell you. If zerg got a different range AoE attacking unit of some kind I'd be down for that too, but I'd love to have one of any kind.
Yeah I would prefer zerg not having lurkers, something new please. It would be strange for zerg to have a siege tank like unit.
What you mean is that it would be totally awesome to have a good defensive unit for zerg.
Queens and spine crawlers? Also creep advantage. I just don't think this game needs lurkers, spider mines, and reavers.
If you think any of those are as good at defending as a AoE unit that can't be attacked without detection I have a bridge to sell you. If zerg got a different range AoE attacking unit of some kind I'd be down for that too, but I'd love to have one of any kind.
You just said defensive unit, protoss don't really have defensive units either unless you want to count Collosi then Zerg can count Broodlords. Anyways I think it would be more interesting to add something new. I could list tons of cool things, but I will just let blizzard show us, hopefully at the end of the month.
I agree with drag too, lurkers would be kind of weak against blink stalkers and bio balls.
I took out all the couts that I used to test it and now it doesn't even get to the part of the program that had a problem.
cout was literally the foundation of my code somehow. What the fuck.
have you tried cout<<flush after each cout? Its possible its segmentation faulting after the cout line completes. This would explain the differing behavior as the output got a chance to flush c2 but not the cout immediately before the segmentation fault.
ed
Actually now Googling endl will perform a flush also so try just adding endl to the segfault0? lines
Yeah, that was a problem, I figured that out a bit ago. I found the real root of the problem which was different. Thanks for trying to help, though.
It's just so frustrating. Segfaults are the worst.
I thought Blizzard took out lurkers because they were too good against bio due to how closely they clump together with the new engine?
from some old interview in some bnet thread i googled:
GameStar:
Zerg fans are complaining that you removed the lurker.
Dustin Browder:
The Lurker was removed because there simply were so many other units stepping on its role that it wasn't seeing a lot of use. Though it was used in certain areas, there was too much overlap. The Roach and the Infestor both use the burrow trait in far more interesting ways. And Banelings are used for splash attacks. As we were getting closer to beta the Lurker had been push to tier 3 and it turned into some kind of artillery unit. But his cloak was almost completely ineffective, because at tier 3 there are simply too many detectors in play for its cloak to be meaningful. So on tier 3 he was simply some kind of a funny gun.
GameStar:
And on tier 2, it was useless.
Dustin Browder:
Exactly. When we moved him back down to tier 2, he was useless compared to the roach and the Baneling. But still the Lurker is an interesting weapon; I love its lying damage. And I miss its ability to stop the game. Like when I'm rushing on the zerg and ... Oh my god, there are three Lurkers, I guess I've to stop and we're all going to tech a bit right now. We are looking into bringing the Lurker back, either at some point in the future or if we felt that it had a role to play. Right now, there are simply too many units stepping on its role. Our goal for Starcraft is not having the maximum number of units possible, but the minimum. We are not trying to make the biggest game, we are trying to make the smallest, best game.
so i guess there's a chance they'd bring it back, but probably not in the form it was in brood war
For HOTS, I would like some kind of inaccurate, very long range siege unit. Something like mortars. Maybe this would add too much of a random element to the gameplay?
I would like if Blizzard added a new element to the strategy. BW added more focus on cloak/detection compared to SC1. SC2 added more focus on flying/not flying units, limiting the number of units that could hit both air and ground. Maybe HOTS can play around with range of units in the same way....
This is what will probably happen: "Well, in the end, our dev team decided to add only one thing in HotS: LAN. We feel that $60 is completely reasonable for such a monumental addition." --Dustin Browder
P.S. SmoothScroll extension for Chrome makes browsing the forums feel awesomer
This is what will probably happen: "Well, in the end, our dev team decided to add only one thing in HotS: LAN. We feel that $60 is completely reasonable for such a monumental addition." --Dustin Browder
P.S. SmoothScroll extension for Chrome makes browsing the forums feel awesomer
I wouldn't complain if this was the case at all.
I'd probably start spending time in netcafes though.
How does protoss hold 5 or 7 rr or whatever off? Seems so hard, at that timing I would probably be about to get a sentry, no chance.
Protoss should generally have at least one sentry by the time the 5RR hits. Warpgates should be finishing too, so once they see it they can get enough sentries to block the ramp indefinitely.
How does protoss hold 5 or 7 rr or whatever off? Seems so hard, at that timing I would probably be about to get a sentry, no chance.
it punishes you for bad early game missteps
ie if your pylons are a little late, gate is a little late, those kinds of things are the mistakes that enable those roach rushes to happen
if you are having a fine early game though, your sentry should be out (or at least mine has always gotten out when the roach rush comes) and i just chrono some more out for a couple more forcefields, react accordingly from there
Oh wow, the LQ stream is terrible. This is the first GSL I haven't bought in a while (too much other content right now) and I am not used to not having the nice vods
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Fuck yeah!
Lurker seems likely for Zerg. I have no idea what Terran or Protoss would be. Maybe new stuff!
See zerg have the same amount of units.
have you tried cout<<flush after each cout? Its possible its segmentation faulting after the cout line completes. This would explain the differing behavior as the output got a chance to flush c2 but not the cout immediately before the segmentation fault.
ed
Actually now Googling endl will perform a flush also so try just adding endl to the segfault0? lines
QEDMF xbl: PantsB G+
What you mean is that it would be totally awesome to have a good defensive unit for zerg.
its honestly a unique concept in the sense that its fucking cool bro
and it fills a role that the zerg need
Queens and spine crawlers? Also creep advantage. I just don't think this game needs lurkers, spider mines, and reavers.
lurkers already had diminished usefulness in late game brood war because of the size/mobility/tech of the other races, and with marauders, colossi, immortals, charge zealots, and blink stalkers to deal with, their window of usefulness will only be smaller in sc2 (assuming they retain the same straight-line moderate damage attack mechanic). Their utility also depended reaaaally heavily on simultaneous defiler use.
I only hope that HOTS adds really powerful tactical units that can change the game in small numbers (along the lines of the lurker/muta in the midgame or defiler in the late game in brood war). Right now, it seems like every high tech unit is follows the design philosophy of "big, strong, slow unit that doesn't involve a lot of micro."
ultralisks are fine
Then again that would basically make them burrowed, moving spine crawlers.
If you think any of those are as good at defending as a AoE unit that can't be attacked without detection I have a bridge to sell you. If zerg got a different range AoE attacking unit of some kind I'd be down for that too, but I'd love to have one of any kind.
I agree with drag too, lurkers would be kind of weak against blink stalkers and bio balls.
Yeah, that was a problem, I figured that out a bit ago. I found the real root of the problem which was different. Thanks for trying to help, though.
It's just so frustrating. Segfaults are the worst.
from some old interview in some bnet thread i googled:
so i guess there's a chance they'd bring it back, but probably not in the form it was in brood war
GSL May Code S: Semi-Finals
(T)NaDa < Xel'Naga Caverns > (P)InCa
(T)NaDa < Tal'Darim Altar LE > (P)InCa
(T)NaDa < Crevasse > (P)InCa
(T)NaDa < Xel'Naga Fortress > (P)InCa (if needed)
(T)NaDa < Metalopolis > (P)InCa (if needed)
(Z)NesTea < Metalopolis > (T)sC
(Z)NesTea < Xel'Naga Fortress > (T)sC
(Z)NesTea < Tal'Darim Altar LE > (T)sC
(Z)NesTea < Terminus SE > (T)sC (if needed)
(Z)NesTea < Crossfire SE > (T)sC (if needed)
http://www.gomtv.net/
fine if you make me
either way
nada v nestea would complete me
i want nada to win the whole shebang though, motherfucker needs to show that he can't stop owning
This makes me happy in my no no zone.
I would like if Blizzard added a new element to the strategy. BW added more focus on cloak/detection compared to SC1. SC2 added more focus on flying/not flying units, limiting the number of units that could hit both air and ground. Maybe HOTS can play around with range of units in the same way....
EDIT: Not exactly the 5RR, looks like it trades ling speed for 2 more roaches in the initial batch.
Also, did sc2sig.com stop working?
P.S. SmoothScroll extension for Chrome makes browsing the forums feel awesomer
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I wouldn't complain if this was the case at all.
I'd probably start spending time in netcafes though.
Protoss should generally have at least one sentry by the time the 5RR hits. Warpgates should be finishing too, so once they see it they can get enough sentries to block the ramp indefinitely.
So just force field and pray?
it punishes you for bad early game missteps
ie if your pylons are a little late, gate is a little late, those kinds of things are the mistakes that enable those roach rushes to happen
if you are having a fine early game though, your sentry should be out (or at least mine has always gotten out when the roach rush comes) and i just chrono some more out for a couple more forcefields, react accordingly from there
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It was Nestea who did that "drop creep outside enemies natural, make spine crawlers, kill nexus" the other day right? /casualGSLwatcher
Remove the chat channels again. Change custom game selection so you can't even choose the map you want. Then, I don't know, punch you in the face?
QEDMF xbl: PantsB G+
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... so how's it going so far? >.>
yep