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Brood War Korean Translations

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231 points todsacerdoti | 2 comments | | HN request time: 0.001s | source
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bee_rider ◴[] No.42741488[source]
Dumb question from someone who only played money-maps as a kid:

What do the numbers in front of the building mean? 12 Hatcheries seems like… well, 12 seems like a possible but implausible number of hatcheries to build (hypothetically it is possible of course). And 12 spawning pools is obviously not useful. So that makes me think it is the position in the build order list. But, they list other builds, like:

> The second is the 12 Hatch, 12 Pool, 12 Gas

Which doesn’t make a ton of sense in with that parsing. I mean it must not be a straight list. Maybe it is a tree, and 12 is the depth for this building? But that seems late, I can’t think of 11 buildings to build before gas. Maybe they include units too? Or maybe just drones/overlords?

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1. TulliusCicero ◴[] No.42743327[source]
People already explained that's it's how much supply you have.

In practice this is easier for people to use than actual clock timings, because it's more robust to delays or interference. If you remember "third rax at 30 supply" then even if you're playing a little slow, you will still know roughly when to build that. But if you memorized exact clock timings and now you might be 20+ seconds behind, it's hard to know when you should fit in the new building.

It's not perfect of course, and if you get cheesed and the game goes weird then you'll have to start improvising rather than relying on just supply timings, a lot of times after a cheese where neither side definitely wins, the balance between tech and economy is now very non-standard and you can't rely on conventional rules of thumb anymore.

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2. dragon96 ◴[] No.42744465[source]
Plus, in-game clocks didn't exist until Remastered came out