From beceb7ffc3524374b1c91c5bea10544b1dd08f6b Mon Sep 17 00:00:00 2001 From: David Kuhta Date: Sun, 12 Nov 2017 17:41:50 -0500 Subject: [PATCH] Corrected misspelling of 'collection' --- docs/source/articles/whatsinareplay.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/source/articles/whatsinareplay.rst b/docs/source/articles/whatsinareplay.rst index a9b690c6..5acf6ea4 100644 --- a/docs/source/articles/whatsinareplay.rst +++ b/docs/source/articles/whatsinareplay.rst @@ -41,7 +41,7 @@ This file was introduced in 2.0.4 and is unncessary for the Starcraft II to repr What isn't in a replay? -------------------------- -Replays are specifically designed to only include data essential to recreate the game. Game state is not recorded because the game engine can recreate it based off the other information. That means no player resource counts, colleciton rates, supply values, vision, unit positions, unit deaths, etc. Information that you are super interested in probably is not directly recorded. Fortunately since 2.0.4 tracker events now record some of this information; prior to that patch we had to run our own simulations to guess at most of the data. +Replays are specifically designed to only include data essential to recreate the game. Game state is not recorded because the game engine can recreate it based off the other information. That means no player resource counts, collection rates, supply values, vision, unit positions, unit deaths, etc. Information that you are super interested in probably is not directly recorded. Fortunately since 2.0.4 tracker events now record some of this information; prior to that patch we had to run our own simulations to guess at most of the data. The other important aspect of this is that instead of completely describing all of the game data (unit data, ability data, map info, etc), replays maintain a list of dependencies. These dependencies might look like this: