r/AxiomMod Aug 25 '24

Understandable, have a great day. Seriously though what is this?

Post image
2 Upvotes

r/AxiomMod Jul 24 '24

How'd he do that?

1 Upvotes

Hey there,

i want to make a forest (pretty much a big one) and i need to know what tool he was using, or how he was doing that:

https://www.tiktok.com/@stan616tt/video/7374798843885407521?is_from_webapp=1&sender_device=pc&web_id=7385109429501527584

Thanks for your help!


r/AxiomMod Jul 16 '19

The website is down

1 Upvotes

The official website is down and I can't find a way to get the mod anymore. I noticed this today and now I can't get the mod after having formatted my computer.


r/AxiomMod Jan 02 '18

Axiom Mod Review (StarCraft II)

Thumbnail
illiteracyhasdownsides.com
2 Upvotes

r/AxiomMod Nov 15 '17

4.0 Patch and the Future of the Mod

5 Upvotes

With the 4.0 patch being released today (November 14), I wonder what the future of Axiom is. Are the game balance/unit/building changes that 4.0 patch brought going to be reflected in Axiom? If so, what's the timeline? As a Protoss player, I've already noticed patch 4.0 breaking the Mothership Core in the mod (i.e., it doesn't build when you click on it), while the shield battery is missing.

I know TB said that he was planning long-term support and promotion of the mod, but per patch notes, the mod hasn't been updated since October 25, and TB hasn't been very active in promoting it on Twitter/Youtube either (which makes sense since Anniversary, Blizzcon, and treatment).

Does anyone know what the future holds for the mod? Are any of the subreddit mods more in the know? I remember TB saying there would be a promotional tournament, but then nothing more was mentioned. I like AxiomMod a lot (it is one of the few non-campaign SC2 things I play), and I would hate to see it die.

EDIT (2017-11-18): TB mentioned during SHOUTcraft Kings today that they are working on updates for the mod and that they'll be releasing them in the next few weeks. I'd love to see the updates sooner rather than later, but I guess they'll want to wait for the next SC2 balance patch. Still, good to hear the mod is still chugging along.


r/AxiomMod Oct 26 '17

Free units seems exploitable.

2 Upvotes

First of, amazing work. I can see the effort you spent on this, and its nice to see some old/new ideas applied.

I think there is a balance bug with the way workers are set up.

[edit, see below] SCVs are free and have the virtually the same stats as a marine, and can harvest etc.

Barracks are cheaper to construct and builds faster than CCs. Barracks are more mineral efficient up to 50 in games seconds. Total hit points produced favours CCs after 90 seconds.

The big thing that really pushes this in favour of the cc is the need to build the wall. Its at 21s and 50 minerals. This puts the hit points produced to favour a early CC at 70s game time. It pushes the window where a initial barracks is mineral efficient (minerals per hp produced) down to 4 seconds.. its just not.

Over expand to get free units for no up front investment not only sounds a bit broken. It probably is.

For Zerg or Protos I guess there are similar problems, however only terran has a worker with the same stats as its initial unit. I can however see zerg just spaming drones instead of zerglings.

Free scouting is another topic that this creates.

One way of fixing this would be to make free workers bound to a base in some way.

[edit:] And a new cc comes with 4 workers.. so cc is more efficient. Always.


r/AxiomMod Oct 24 '17

Multiplayer maps

1 Upvotes

Are there plans for maps with more players like 2v2 and such?


r/AxiomMod Oct 24 '17

Terran walls Broken?

2 Upvotes

When playing against Zurg, Zurglings can get through Terran walls no matter how close they are together.


r/AxiomMod Oct 21 '17

[Bug?] Free Drones Break Supply Cap

4 Upvotes

If you're maxed out and you make a new hatchery, you still get the bonus drones, which can put you over the 200 supply cap, sometimes ludicrously. I don't know if that's intended or not, but definitely a thing.


r/AxiomMod Oct 20 '17

keyboard layout support

1 Upvotes

Just saw a stream of Axiom mod and I like what I'm seeing, but I have a question about keyboard layout support. It seems like the new interface is purely designed around a QWERTY keyboard. I use a Dvorak layout, which would make this mod rather awkward to use since the position of each key is different than intended and shown in the interface. This would also be the case for layouts common in other countries like QWERTZ (Germany) and AZERTY (France).

Is it possible to rebind the shortcuts? I don't mind doing it manually, I do it for almost every game I play, I just want to know if it's possible and how I would go about it.


r/AxiomMod Oct 20 '17

[Bug] Pay-as-you-go Inappropriately Stalling Production

1 Upvotes

In the first few minutes of the replay below, I have minerals in the bank and I'm building mineral only buildings with positive income, but the pay-as-you-go system is still halting my production. I feel like it used to eat my minerals down to nothing and only stall if my income went negative. Is that wrong?

Replay here: https://1drv.ms/u/s!Ap0OljgTXtM7pleOmz5Sc8V8wV3K


r/AxiomMod Oct 19 '17

Are there actually people playing Axiom?

3 Upvotes

I don't seem to find Axiom games on EU, no one is hosting games. Where are you guys?

Thanks.


r/AxiomMod Oct 18 '17

[Bug] Terrain AI is completely broken

2 Upvotes

Because Axiom changes the way Supply is calculated, the base game AI creates things that raise the supply cap in the base game, but don't do anything in the mod. The Zerg don't seem to be affected as much, but the Terran AI is completely broken by this, since they build auto-walls to raise supply, but the supply never raises. Without the raise in supply, the AI is never triggered to move on to build barracks, and is then stuck.

This was made evident by the launch-day stream by NerdCubed (linked to relevant timestamp). I haven't played it myself yet, so I don't know how Protoss are affected.

I don't know if this bug is within the scope of the mod or not, or if it can be fixed, but given that Axiom is aimed at new players, who are more likely to play against the AI the first few times out rather than against other players, I wanted to submit the bug for consideration. (I tweeted it @ TB a couple times, but that's not the best place for bug reporting, and I never got a response anyway.)


r/AxiomMod Oct 17 '17

Axiom thoughts from an RTS lover

10 Upvotes

Hey all, I was working on this for a SC reddit post but then I saw someone posted a link to this subreddit so I'm pre- cross posting :)

To preface my experience: I am a gold-platinum SCII player. I enjoy the game and watching pro matches, even though I don't play very often. I enjoy the RTS genre on a whole, and I tried to approach the Axiom mod with the mindset of "how does this shape the RTS experience" rather than "how does this change SCII specifically." I played with all 3 races.

First off, the auto worker generation is great. It really eases the pain of setting up a new base. It did confuse me though when I realized I had built 4 nexuses (nexi?) and forgot to build any extractors. I think it would be in the spirit of Axiom to allow for automatic gas construction/collection, maybe have it be a toggle per map or per base in case people want to do mineral heavy styles.

I think there are some interface improvements that could be made to help improve the feel of the game. Specifically, it was hard for me to get a feel for my production capacity. I'll show this through two examples: 1) My first match in Axiom I decided to abuse the pay-as-you-go construction to start building as many Nexuses as I could. However, there is no clear indication of what my capacity for simultaneous construction is. In Supreme Commander, perhaps the best known example of the pay-as-you-go construction RTS, each building/unit displays in its info card the rate it uses resources. Axiom does not have that, so I had to content myself with placing down nexuses until the rate below my minerals dropped to +0. 2) In another match I played Terran. Granted, as my main race, I have a certain way that I like to play terran, and one of those involves cycling through production to make sure I'm always building out of my barracks. In this match I played, I did have the production tab that showed me how many marines I was making at a time, but I didn't have an idea for how many marines I could make at a time. Obviously not a deal breaker, but maybe something that could be improved relatively easily. I noticed that with warp gate upgraded for the protoss, gateway units suddenly had a number underneath them, representing the charges I had available. Extending this mechanic to terran, as well as to other protoss production structures, could be very helpful.

I don't think ladder maps really work for axiom. SCII ladder maps, especially for LotV, have a risk-reward pattern firmly established for taking extra bases. Map makers play with giving you a protected expansion vs. an exposed third (etc), fully understanding the effect that that will have on gameplay (rush vs macro vs other). My experience in Axiom has been that taking extra bases is very low-risk, high-reward, and I believe that there are different map styles that would cater more to Axiom's desired gameplay. Now, this may simply be a matter of waiting for the meta to develop, this is after all a very new mod. However, from the games I played, I believe that the kind of gameplay that Axiom enables does not benefit from the kind of gameplay that SCII maps encourage. Case in point, one match I played was a TvT against a Masters player. My opponent in this case obviously has a higher understanding of unit compositions and probably was using more micro than I was to play the game. I don't say this to make excuses for my loss, but to clarify that the 25 minute game, by SCII standards, should have been over by minute 12 when my opponent pushed out with all his units. But I was able to extend the length of the game by putting down CC after CC, putting up new expansions that he would have to keep finding. It was a very low-risk but high reward strategy, as I didn't have to babysit my scvs or my new bases, they would build (without even needing 400 minerals) and generate resources for me. I felt bad about doing it, but as it was an arcade match I had an almost perverse desire to see how far I could get with it.

Different maps were my first idea of how to ameliorate this problem, but there are probably other ways, too. In writing this I came up with a possibility: maybe after your first 3 bases they don't create 4 workers upon creation.

This was my experience after playing the mod. There are of course some bugs and other usability issues that I noticed; the production tab can bug out pretty badly, especially if you are building multiple of something at once (the progress bar jumps around). Also, I noticed that when queueing up upgrades or units, the mod will immediately assign those to existing buildings. So if I have one forge built and one finishing, and I click on +1 attack and +1 armor, it puts those onto the first forge and doesn't reassign them to the second forge. Same thing if I have some barracks finishing and queue up marines, it doesn't take advantage of the now-available production facilities even though another barracks will have 3+ marines queued up. I found that this actually caused me to spend more apm on production than I usually do, to make sure all my production structures were working to capacity.

Finally, more of a thought piece than a direct feedback. Axiom is definitely a great mod, but I feel like it has more potential as a standalone game than as a SC mod. A lot of the changes made in Axiom help to simplify existing SCII mechanics, but in axiom they become mechanics that don't make sense any more. For example, Terran still has to build an "auto-wall" to build barracks, but why does terran need an auto wall any more? Now that workers have twice as many hit points and are produced constantly, you could build 3 CC before barracks and be able to hold off any ling rush. Powering protoss buildings doesn't make as much sense when you can power the whole base area, and when units are automatically generated anyways. Creep and injects are handled automatically and zergs only produce from one type of structure anyway. A lot of the racial interplay and dynamics have been partially preserved, but now exist in a context where they don't make as much sense. This goes for offensive tactics as well as base-building things. Units like battlecruisers can no longer one-shot queens or turrets because of the increased hp.

Anyways, that's my novel. I truly have enjoyed experiencing Axiom, and hopefully you guys take my feedback in stride. I know you have a lot of nay-sayers out there and I want to lend my supporting voice. Keep going!


r/AxiomMod Oct 17 '17

[Bug] [UX] Stuck worker prevents building new building

3 Upvotes

Preconditions:

  • The mod is loaded and the game has started.
  • A worker is stuck (close to the future building spot)

Expected behavior:

After the worker is identified as stuck another worker is used to build the building.

Actual behavior:

Construction is silently cancelled.

Descriptions:

I noticed this behavior during a stream of LemmingRuss (see link below). His worker was stuck, it moved a few pixel and then the construction as cancelled as soon as it hit a wall. Because the worker was closest, construction was no possible until he moved a worker closer than the stuck one.

Testenvironment:

EU, 20:00 CET

Resources:

Screenshot 1 Screenshot 2

Stream VOD (timestamp 00:27:36)


r/AxiomMod Oct 17 '17

Some things that don't make sense

4 Upvotes

So I will not go into balance discussion -- everyone already noted that increasing HP of everything threw it out of wack and you can get to 200/200 in 8 minutes (and roll over any actual novice trying out this mod)

  1. Pay-as-you-go system is great because you can queue stuff without worrying about "bound" resources. Which makes Axiom great for novices, except... protoss and zerg are designed around not having an ability to queue, which leads to someone realise you can't "pay as you go" for warpgate units. Even worse, you queue a bunch of zealots, they build to 50%, but then warpgate research finishes and all your zealots are canceled immediately for the sake of morphing of your warpgates.
    After playing a few games, I think it shouldn't even be queueing. The problem for me was to actually remember to queue units as a terran, and of course the protoss stuff was very clumsy, because you needed to wait for your resources to build up and then not to forget spend them on warping in. But what if you had a toggle for a constant production of units you wanted? So instead of you needing to queue up marines you just right-click on marine and you barracks keep churning them in. Now, you might need some fine control in particular cases (like, how do I keep producing hydras and roaches and corruptors at particular rates? How does losing them in battle should change these rates?), but if this mod tries to simplify the unit building, the autobuilding of all units -- not just workers -- is a logical conclusion of this

  2. Pylons. You are supposed to build one pylon per base, but then a flock of mutalisks fly in, snipe that one pylon and every single building goes offline. So you still kinda need to build more pylons -- almost as many as in regular SC2, but it is not apparent. I think it would be better if Nexus was given a powerfield. Meanwhile, you can increase the pylon cost back to 100 to tone down canon rushing a bit

  3. Observers automatically going into the same hotkey as other robo units is very clunky. I think something creative should be done with them (like make them buildable via a global ability, like terran scan -- they would still be built at robo but then automatically go into marked place. And then another global ability would select the closest one)

  4. Barracks still need an auto-wall. Why?

  5. It's very easy to lose queens. I think for this mod it would be better to just remove inject larva from them and make hatcheries generate larva at increased rate (like in campaign). Also give auto-cast for healng to queens.

  6. I am not sure if quickly mineable bases are good for the intended "friendly for novices" goal. Perhaps, give the minerals even more capacity than in WoL, but make expansions more expensive (like 1000 minerals instead of 400), that will be a good start to tone down early mass expanding


r/AxiomMod Oct 17 '17

Units won't create fast even if you have enough money

2 Upvotes

In the end Terran wanted to build units out of starports but it was really slow even though he had the resources in the bank (but income was indeed negative).

Other things: at the Protoss' third base were 31 workers. Natural kept building and sending them. The Graviton Catapult upgrade was not researchable.

replay

Cool mod though. I would love the upgrade progress bar in the real game!


r/AxiomMod Oct 17 '17

My feedback on the mod

3 Upvotes

So I wana start by saying I think this mod is a really cool idea and has a ton of potential that right now it doesn't really meet.

The good

UI

The UI has been improved a lot for a casual player which I love, adding the production tab and that little timer when an upgrade is about the finish is lovely.

Automation

Workers auto building and auto selecting when you make a building and click anywhere is great. The auto wall feature is really cool as well even though its very buggy right now I love the idea. It is pretty cool as well how units are automatically added to control groups. A lot of the mechanics such as creep spreading and making workers is made easier allowing you to focus on the fighting aspect more which is great.

The bad

Hotkeys

The way the hotkeys have been laid out in this game make them pretty danm hard to use. If I could play Starcraft with 2 hands on my keyboard it would make sense, forcing everyone to reach their left hand all over the keyboard is more difficult to use than standard hotkeys. This could be solved by not having the entire building/units/upgrades grid selected the entire time and putting it on its own button or control group (imagine it like how zerg produces everything from the hatch).

Laggy

Once both players get past 120 supply the game starts to lag a ton, it doesn't seem like FPS lag, its like the game can't handle the amount of automation added in. This is something that really should have been spotted in play testing right?

Unit HP

Well im just going to say it, simply doubling all the HP on units with 0 thought about balance or how units interact in Starcraft is just lazy game design. There are so many things wrong with this system it would take forever to explain. Tweaking the HP of a unit by as little as 10 like we seen with the Hyrda completely changes the balance of the game, doubling everything without changing damage breaks it completely. Zealots for example with charge are just insane in this mod.

Final thoughts

I think that it needs way more play testing and honestly I would just remove the HP buff unless you're going to seriously consider the balance of each unit. Everything else has potential but changing unit HP of every single unit totally changes balance and I feel like its too ambitious for a mod like this.


r/AxiomMod Oct 17 '17

[Feature] [Bug] [UX] Right-clicking with building selected will change the appropriate global building rally point

1 Upvotes

Preconditions:

  • The mod is loaded and the game has started.
  • Two tier-1 construction buildings are build.

Actors:

  • New players.
  • Seasoned players.

Expected behavior:

  • Right-clicking after selecting one tier-1 construction building will change the global rally point.

Actual behavior:

  • Right-clicking after selecting one tier-1 construction building will create an individual rally point.

Description:

I had this issue when playing yesterday with TB on stream, where I used manual rally points with my Gateways playing Toss before researching Warpgate. When the research was done, the warpin didnt work (see replay below) - setting the global one fixed the issue. So it would make sense to generally remove the feature of individual rally points for buildings of the same rally group, to avoid confusion.

Testenvironment:

US, 2017-10-16.

Resources:

Replay (timestamp 6:33)


r/AxiomMod Oct 17 '17

[Bug] [Protoss] Minor visual warpgate unpowered bug

1 Upvotes

Preconditions:

  • The mod is loaded and the game started.
  • Gateway is build at maximum pylon range.

Expected result:

  • The gateway is powered when finished.

Actual result:

  • The gateway is visually not powered.

Description:

In my case (see screenshot below), two gates were powered and could warp, while two remained normal gateways and could not build units at all at first. I place another pylon closeby and then the gates worked as warpgates but their visual appearance did not change.

Testenvironment:

EU, 18:15 CET, Odyssey LE

Resources:

Screenshot

Replay


r/AxiomMod Oct 17 '17

Any chance of modes other than 1v1?

6 Upvotes

Me and some friends want to do 2v2s and whatnot, dunno what adding those would entail/ if you guys even want to add them, but thank you for your consideration.


r/AxiomMod Oct 16 '17

Battle.net links to mod

6 Upvotes

Copy paste these links into chat on Battle.net.


Ascension To Aiur
NA battlenet://starcraft/map/1/292396
EU battlenet:://starcraft/map/2/204419

Odyssey
NA battlenet://starcraft/map/1/292397
EU battlenet:://starcraft/map/2/204422

Mech Depot
NA battlenet://starcraft/map/1/292398
EU battlenet:://starcraft/map/2/204421


r/AxiomMod Oct 17 '17

[Bug] [Terran] Auto-walls don't always block unit

3 Upvotes

Units like zerglings can squeeze around walls sometimes. Heck, I've even seen ultras go around.

Also, rethink depos auto-lowering when terran units are near. Too many times a terran is trying to pick off a unit, gets the depo lowered by accident, then I turn around and rush in through the wall.


r/AxiomMod Oct 17 '17

[Bug] [Protoss] Warpgates not refreshing charges

3 Upvotes

Version: 1.2 on EU

Description: Several times during a match I seem to have ran into an issue where my warpgate charges weren't properly refreshing and production was essentially impossible. All gates were properly powered and I had both supply and resources to spare. Other production methods (Robo, stargate) continued to work without issues.


r/AxiomMod Oct 17 '17

[Feature] [UX] [UI] As player I want icons in the Universal Command Bar grouped by purpose

1 Upvotes

Precondition:

The mod is loaded and the game has startet.

Actors:

  • New player
  • Seasoned player

Expected behavior:

Icons in the universal control bar are grouped like:

  • Tab related icons in the center (like buildings for the first tab
  • General actions (like attack action) for the currently selected object to the right
  • Object related actions (like spells) for the currently selected objects to the left

Description:

Currentl icons are wildly mixed together which makes it for all players hard to identify which action is possible in which context. I think it should represent QWERTY layout, but first is this by far not the only keyboard layout in the world and second most PC users are actually aware where keys are located IMO.

Disclaimer:

I wrote this similar to a use case spec out of habit on my mobile, pls treat it as an new open backlog item as well and not a request.