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    posted a message on Giving a unit an ability?

    You will have to duplicate the ability and then remove the requirement if you want the original maintained. If not you can just remove the requirement.

    Posted in: Data
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    posted a message on Upgrades

    Either of you tried working directly with the XML instead of trying to use the Data Editor? I switched to doing that, and while it took me awhile to get used to it, it is immensely faster.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Antioch Chronicles Seek Data Editor Help!

    Sounds good.

    Posted in: Data
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    posted a message on Antioch Chronicles Seek Data Editor Help!

    That should work fine for me, I'll have to get up a little early, but I don't mind doing that.

    Posted in: Data
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    posted a message on Antioch Chronicles Seek Data Editor Help!

    Twitch sounds like it would be best for others, and it's easiest for me (as I don't currently have skype installed) let me know what time.

    Posted in: Data
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    posted a message on Antioch Chronicles Seek Data Editor Help!

    That sounds good to me ArcandeDurandel, I'm a little busy this weekend but perhaps next weekend?

    Posted in: Data
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    posted a message on Antioch Chronicles Seek Data Editor Help!

    So I can do quite a bit with the data editor, but new abilites in Antioch have pretty much been the perveiw of my copying other peoples works (and crediting them) but I have some that I haven't really found what i need/want from other people's work and I'm just not able to do it myself from scratch so I'm wondering if our great community could help out? I have 16 abilites (i know it's a ton) that I need made for 4 characters. If anyone is willing to make a few and help me out I'd appreciate it a ton :) Here is the list, I haven't put much in the way of numerical stuff, so feel free to do whatever, we will probably tweak them for balance in the maps these guys are actually used in.

    DT M, Ranged
    1: Single target ranged attack with DoT component.
    2: Melee AoE/Push's units away, channeled.
    3: Targeted buff that hits a small area and gives all (allied/friendly) units in area a leech effect.
    4: Self channeled buff that makes him take 50% more dmg but regain engery 2x as fast, cannot move or do anything while channeling

    DT F, Melee
    1: Caster disapears and reapers behind target does large damage.
    2: Ranged AoE that causes the caster to 'blink around' in the area of the aoe doing melee dmg to all targets in area.
    3: self cast, causes anyone nearby to gain cloak for 20s
    4: Self buff, removes all shield but gives 200% dmg increase.

    HT M, Melee
    1: Charge that increases the threat and shields of caster and does a small aoe to anyone at point of charge.
    2: Melee single target ability with a leech effect.
    3: self cast, gives self and others in area a movement speed buff.
    4: Self buff, greatly increases threat and reduces damage taken.

    HT F, Ranged
    1: Single target large heal
    2: AoE ability, bursts of light come from the sky and hammer down into the area, dmg enemies and heal friendlies
    3: AoE that hits all friendly targets and gives me a heal over time.
    4: Self full heal, but uses all energy and turns energy regen off for 10s

    Posted in: Data
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    posted a message on [Solved]Cloudy Sky Beneath Land?

    That fog is just the fog doodad, I did it originally (though I think she reduced the amount that I had put in originally.) and I just raised the terrain up a bit and the placed a rather large number of fog doodads all over the lowest level. I was going for an 'avatar' type look for it, Wargirl did the hard work of course, I just came up with the original concept and did a basic layout for her to liven up.

    Posted in: Terrain
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    posted a message on Announcing the Antioch Chronicles: Remastered

    0.9.862

    • Mod: Added new custom Mox model.
    • Mod: Removed mind control from dark archons.
    • All Maps: After claiming endlessly it couldn’t be done, actually bothered to ask how to make the AI stop rebuilding all of the time and implemented EivindL’s blindingly obvious answer in about fifteen minutes, most of which was spent waiting for maps to load.
    • 1-1: Beating the map now advances to 1-2, rather than the main menu.
    • 1-1: Probes have stopped being unable to stop.
    • 1-7: Enabled victory conditions. Yep. That’s all we did. Sorry about that one.
    • 1-8: The regenerated colony no longer attacks during its cutscene. You’re welcome.
    • 2-1: Moved loader text to a position that makes it possible (though does not guarantee the fact) to read.
    • 2-2: Prevented Mox’s forces from preventing the Roger Wilco cutscene from advancing, which prevented the map itself from advancing, which prevented the player from completing the campaign.
    • 2-5: Enforced the No Swimming rule in the southern pool.
    • 2-6: Reduced ending cutscene’s ability to melt graphics cards.
    • 2-6: Allowed the player to progress to map 2-7 at the end of the map, rather than forcing her to play map 2-6 again.
    • 2-7: Muted the music channel during the opening cutscene, even if the player has assumed control of New Antioch’s defenses.
    • 2-7: You might be able to escape the opening cut scene, but you can no longer escape the dialogue by drowning it in music.
    • 2-8: Mox now properly pursues his grudge against Gurney by sending attack waves.
    • 2-8: Rather than ending the episode on a whimper, significantly increased the difficulty of the final section of the map.
    • 2-8: After a romantic dinner, the opening Vespene geyser has cozied up to the Command Center.
    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered

    Just wanted to touch bases with the community to let everyone know that we are not in fact dead! Lots of work is still going on behind the scenes. The crew has primarily shifted fully to Episode 3 work and we have beta versions of almost every map done (We have 3 that aren't completable, of which only 1 is in early stages, the other two are about the 50% point for editor work.) We plan to start work on voice acting on the first of next month as well!

    Also of note we're going to try and get some bug fixes of episode 1/2 in for another release either this weekend of next week depending on time tables of people and how it goes.

    [edit: oh and since I'm sure somebody asks, we will probably be putting out a call for beta testers sometime next month as well. keep an eye out for that when we do, we will be doing a closed beta with hopefully 2-5 testers before launching into an open beta once voice acting is done.]

    Posted in: Map Feedback
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    posted a message on Train ability costs supply? How to make it go away

    are you trying to have a versoin that both has supply and another that does not? if so you'll probably just have to duplicate the unit.

    Posted in: Data
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    posted a message on Add team color to ArcadeVikingShield.m3?

    these should probably be in the requests sub forum

    Posted in: Requests
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    Goliath's don't normally fit in bunkers, so it might have something to do with that? I would look at the marine or something and see iff you can tell why it can attack from a bunker.

    Posted in: Data
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    posted a message on Announcing the Antioch Chronicles: Remastered

    Created a quick video explaining how to install:

    0.9.661

    • Mod: Fixed mason's portrait when he sieges.
    • Mod: did some general clean up of the mod data entries.
    • Mod: Gurney is now using the special texture/model that Hammer was kind enough to make for us.
    • Mod: Turmalis' Psionic Chain Lightning now will not chain onto friendly units. (It can still be cast on them and will still chain to enemies if cast on them.)
    • Mod: Upon discovery that Khrillian loaded a second weapon onto his corsair we have reduced the effectiveness of them.
    • Mod: Fixed cutscene trigger that rendered many missions unplayable.
    • Multiple Maps: Fixed Nurohk's briefing portrait.
    • 2-4: The tip about locking down the sentry bots is no longer a lie. Unlike the cake.
    • 2-5: Captured and executed the missile turret atop the Koprulu Sector’s Most Wanted list, making this mission much less confusing. Alas, this likely prevents most players from doing a building drop.
    • 2-5: In further efforts to make this mission less hilarious to watch other people play, we now make our reward of dropships quite clear to the player after the destruction of the fourth pirate base.
    • 2-6: Shuttle can longer be killed in explosions. Well, at least not Vespene-related ones.
    • 2-6: Nurohk, no longer shy, has turned his portrait so that more than his bubbles shows.
    • 2-6: In the interest of letting the level be completed, heroes can no longer enter the shuttle.
    • 2-6: Rather than have the player sit around aimlessly, we’ve added an objective to sit around aimlessly once you arrive at the outpost.
    • 2-7: Taking control during the opening cutscene now makes the camera stop following Moloch.
    • Mod: A recent mod update broke Khrillian's portrait. This patch remedies that error.
    • 2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
    • 2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
    Posted in: Map Feedback
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    posted a message on [Showcase] Kanitala's Models - Adept Released!

    Alright, thanks for the quick response :)

    Posted in: Artist Tavern
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