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Brood War Korean Translations

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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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LegitShady ◴[] No.42741797[source]
In the game you build buildings and units. The units take up "supply" which there is a limit on. At the beginning of the game you mostly just building workers (unless you scout your opponent is going for an extremely early attack), who mine resources and construct buildings.

The numbers indicate the supply you should be at when you build the structure.

so a 12 hatch 12 pool 12 gas means you get to 12 workers and then build those 3 buildings in that order as soon as you have the resources for those.

For zerg the workers actually become the building, so I assume you hit 12, build the hatchery, build another worker, build the spawning pool, build another worker, and then build your gas refinery.

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1. starcraftgamer ◴[] No.42743456[source]
Yes as zerg the lost supply is counted, so you can either go 12 hatch 11 pool 10 gas or 12-12-12 if you want to be a little bit more economically greedy at the expense of making it much harder to hold 8rax in ZvT as an example.

As you get later into the game people who play more seriously also use the in-game clock, or timing a building placement relative to how complete a different building is to determine building timing. This helps with subtleties like whether you lost your scouting worker or not (-1 supply), if the early game got really weird because you had to build more units to hold some aggression, etc.