About the bunker repairing, I know in the SC2 version of this it was weird, basically repairs cost half cost of the building to heal to "full hp" , not X mjnerals per hp like you'd expect. So things that got damaged (like muta shots reduced by armor that leave them at 0.5hp) still cost like 50 minerals to repair half an hp...... Worst deal in the history of deals
I checked the base level, and it costs 10 minerals to repair (if using 1 scv, which is the cheapest way), and in this case it also costs 10 minerals. Repair costs are funny in sc1, they seem to involve ratios between the mineral, gas, and time, costs. As I changed none of these in 1hp, it should be unchanged, but health *could* play a part... except that sc1 stores 1 health as 256 (so a unit could technically have 100/256, less than 1, max hp). When testing, max hp below 1 caused crashing sometimes, and had a good chance to ruin burning effects. The math does say that scvs should repair about half of one of the 1/256ths of health per frame, but it minimums at one per frame, so it should repair about twice as fast despite bunkers not building any faster.
Ace can you do us a favor and let grant know that he is in trouble for only now telling us about your videos? The good news is that you have a great backlog of videos for us.
From what I remember from my old days of playing the use-map-settings "1 HP hoard" style games, siege tanks/marines/zerglings were indeed the meta, but I vaguely remember hydralisks and mutalisks actually performing pretty well
Protoss must be the worst here, in the early game at least. Zealots are melee, dragoons wait before firing. Even the splash damage will be slow to deploy... So I believe the protoss would be the weakest, with zerg's mutalisks and terran marines being the meta. Artosis would be so happy.
@@7thAce Yeah! Well, I wish you luck on the protoss campaign lmao. Maybe scouts are actually useful? Otherwise, huge fan of your stuff, even though I must admit that GGG is what basically introduced me to this
I neglected to change the original rebel yell boot camp with this release, however I did change the Loomings/Precursor boot camp, which is also included in the download. I felt this had a much higher (still close to zero) chance of being played while being functionally identical
@@Sraw5 yeah I get why you disn't change it, everyone plays Boot Camp once and then is confused why there is a 2nd tutorial mission doing basically the same thing right after
I love Gen 1 miss is the term we've been using for the 1/256 miss chance. Also, 1.99k subs and you're not plugging it to push for 2k? What kind of youtuber are you?
So it might have been a doodad miss! Not sure on it though. You're so right about the subscribers, hold on... SUP GAMERS I'M ONLY 0.01 SUBSCRIBERS AWAY FROM 2K OBLITERATE THAT SUBSCRIBER GOAL FOR A SWEET GIVEAWAY VIDEO!!
Is there a way I can get my hands on this mod? The discord link in the description doesn't lead me to anywhere useful, apparently because I'm not part of some server? Are there other places besides discord where this was uploaded?
cdn.discordapp.com/attachments/1315824263952863273/1328477930288058428/1HP_starcraft_1_version_4.zip?ex=678d707c&is=678c1efc&hm=545aec8c3ef134efbb4bb2edbdce2c460aa26d984ac1e82035baed853d47ff33& See if this works for you.
Desperate Alliance has disabled triggers that allow you to defeat just the hatchery in order to "Break Through" to the dropships, with the notification that its possible (triggers by killing any building) being fully voiced and baked into the file. I don't think anyone truly knows why blizzard disabled that trigger - my theory is that dropships can fly directly up/down and not go anywhere near the zerg. I have been told SC64 has this trigger enabled, and I re-enabled it (Though I consider killing just the hatchery to be rather unsatisfying)
- Everyone who is here from grant - Eyyy, this is pretty guud
21:27 Kerrigan taking 3 shots to kill the confederate officer has been fixed.
21:34 the officer was on the second floor and got lucky with the RNG miss chance
So Kerrigan had to stab him with knife.
So Kerrigan had to stab him with knife.
"This should be good"
*explodes*
Critter Status: Waxed ✅
This was entertaining as heck to watch. Thanks for the post bro.
It will be fun to see 1 Hp implemented in Starcraft 1 and the design choices that are made. Looking good so far.
2:00 oh man if you didnt have that, this would be torture.
The times I randomly lost my heroes even though they sat in my mineral line
Ok here and subbed from GGG. This looks like it’ll be good.
Spidermines, the tool of mass destruction
Marines walked into bar and asked where is the counter?
Gotta love that "Mmmm, civilians" XD
Adding Starcraft music to the car... Why haven't I thought about that yet?
I have a few covers on there for the Terran music - I really like the ones by DSC.
I never noticed before, but Jim sure seems to be a fan of the first pokemon ever designed.
Rhydon my beloved
About the bunker repairing, I know in the SC2 version of this it was weird, basically repairs cost half cost of the building to heal to "full hp" , not X mjnerals per hp like you'd expect. So things that got damaged (like muta shots reduced by armor that leave them at 0.5hp) still cost like 50 minerals to repair half an hp...... Worst deal in the history of deals
I checked the base level, and it costs 10 minerals to repair (if using 1 scv, which is the cheapest way), and in this case it also costs 10 minerals.
Repair costs are funny in sc1, they seem to involve ratios between the mineral, gas, and time, costs. As I changed none of these in 1hp, it should be unchanged, but health *could* play a part... except that sc1 stores 1 health as 256 (so a unit could technically have 100/256, less than 1, max hp). When testing, max hp below 1 caused crashing sometimes, and had a good chance to ruin burning effects.
The math does say that scvs should repair about half of one of the 1/256ths of health per frame, but it minimums at one per frame, so it should repair about twice as fast despite bunkers not building any faster.
Ace can you do us a favor and let grant know that he is in trouble for only now telling us about your videos? The good news is that you have a great backlog of videos for us.
I'll be sure to wag a finger at him and scoff in his general direction.
From what I remember from my old days of playing the use-map-settings "1 HP hoard" style games, siege tanks/marines/zerglings were indeed the meta, but I vaguely remember hydralisks and mutalisks actually performing pretty well
I can agree with that. Anything that shoots instantly is already a top tier unit. I'm really looking forward to lurkers for defense and corsairs.
_You got my attention_
Protoss must be the worst here, in the early game at least. Zealots are melee, dragoons wait before firing. Even the splash damage will be slow to deploy... So I believe the protoss would be the weakest, with zerg's mutalisks and terran marines being the meta. Artosis would be so happy.
I think you're very correct. I haven't made it to the protoss campaign yet but I'm expecting pain.
@@7thAce Yeah! Well, I wish you luck on the protoss campaign lmao. Maybe scouts are actually useful? Otherwise, huge fan of your stuff, even though I must admit that GGG is what basically introduced me to this
no bootcamp with 1 hp :/
Truly this is a loss of all time.
I neglected to change the original rebel yell boot camp with this release, however I did change the Loomings/Precursor boot camp, which is also included in the download. I felt this had a much higher (still close to zero) chance of being played while being functionally identical
@@Sraw5 yeah I get why you disn't change it, everyone plays Boot Camp once and then is confused why there is a 2nd tutorial mission doing basically the same thing right after
Thanks for the video
Goliaths are probably pretty cracked in this mode
If they can stay together they would be. Also, their AA is really bad until BW.
I love Gen 1 miss is the term we've been using for the 1/256 miss chance.
Also, 1.99k subs and you're not plugging it to push for 2k? What kind of youtuber are you?
So it might have been a doodad miss! Not sure on it though.
You're so right about the subscribers, hold on...
SUP GAMERS I'M ONLY 0.01 SUBSCRIBERS AWAY FROM 2K OBLITERATE THAT SUBSCRIBER GOAL FOR A SWEET GIVEAWAY VIDEO!!
Sounds like pain
I am interested
Is there a way I can get my hands on this mod? The discord link in the description doesn't lead me to anywhere useful, apparently because I'm not part of some server? Are there other places besides discord where this was uploaded?
cdn.discordapp.com/attachments/1315824263952863273/1328477930288058428/1HP_starcraft_1_version_4.zip?ex=678d707c&is=678c1efc&hm=545aec8c3ef134efbb4bb2edbdce2c460aa26d984ac1e82035baed853d47ff33&
See if this works for you.
@@7thAce It did, thank you very much.
I wanna try full one plz full campaing i need
Download for this is in the description.
@@7thAce but there is no link man
I thought you couldn't end the level early on the 30 min survival mission. Was that changed here?
Desperate Alliance has disabled triggers that allow you to defeat just the hatchery in order to "Break Through" to the dropships, with the notification that its possible (triggers by killing any building) being fully voiced and baked into the file.
I don't think anyone truly knows why blizzard disabled that trigger - my theory is that dropships can fly directly up/down and not go anywhere near the zerg.
I have been told SC64 has this trigger enabled, and I re-enabled it (Though I consider killing just the hatchery to be rather unsatisfying)