The point of this thread is to share what you think should be changed (for example: Terran Infantry Weapons cost 100 minerals and 75 gas). Please don't put "Terran OP", "Protoss OP", or "Zerg OP". I know that.
Dependencies on:
Campaign, regular, etc etc.
Also, if you know how to fix abilities that were campaign only (like shaped charge, and the Yamato Cannon; the Cannon is disabled when you have Campaign dependency on.), that would be great.
Most of the ideas I will put into a new Agria map (I like that map because of it's relatively simple make-up) and title it "Agria Community".
Maybe I can be some help ...
In my (not yet published ... and never leaving the beta status) TurtleMod I am activating all campaign only techs. Some are already included. In my mod the terran has to research most of these techs. Only the units (medics, firebats ... goliaths ... science vessel) do not need research - only some med- or high-tech buildings.
To keep the balance I am adding new, scrapped or hidden techs to the other races as well.
Right now I am stuffing abilities into a twilight mothership ;)
Do you have the dependencies set up to integrate the science vessel ?
Is the science vessel available in the terrain editor? Add the "Liberty Campaign" and the "Liberty Story Campaign" to your project.
Is the button to build the science vessel integrated in the starport? Check the command card
Is the button to build the science vessel concealed by the button to build the raven? Move one of them to a new position
Is the button to build the science vessel greyed out or does it not appear at all? Check the requirements.
There is a req called "Story Mode Lab Tech - Build ScienceVessel"
Do you wwant the science vessel to be trainable ...
... if the starport has the tech lab attached Remove in the req the show condition
... if the starport has the tech lab attached and the terran has to research it first Make the upgrade "Story Mode Lab Tech - Build ScienceVessel" researchable.
From more help, I need more info.
For this many information like ...
The point of this thread is to share what you think should be changed (for example: Terran Infantry Weapons cost 100 minerals and 75 gas). Please don't put "Terran OP", "Protoss OP", or "Zerg OP". I know that.
Dependencies on:
Also, if you know how to fix abilities that were campaign only (like shaped charge, and the Yamato Cannon; the Cannon is disabled when you have Campaign dependency on.), that would be great.
Most of the ideas I will put into a new Agria map (I like that map because of it's relatively simple make-up) and title it "Agria Community".
More examples:
@LongLivetheTalDarim:
For the cannon, just find the ability in the abilities tab and simply remove that requirement
@LongLivetheTalDarim: Go
Maybe I can be some help ... In my (not yet published ... and never leaving the beta status) TurtleMod I am activating all campaign only techs. Some are already included. In my mod the terran has to research most of these techs. Only the units (medics, firebats ... goliaths ... science vessel) do not need research - only some med- or high-tech buildings. To keep the balance I am adding new, scrapped or hidden techs to the other races as well.
Right now I am stuffing abilities into a twilight mothership ;)
How'd you get teh Science Vessel?
@LongLivetheTalDarim: Go
Add the "Liberty Campaign" and the "Liberty Story Campaign" to your project.
Check the command card
Move one of them to a new position
Check the requirements.
Remove in the req the show condition
Make the upgrade "Story Mode Lab Tech - Build ScienceVessel" researchable.
From more help, I need more info.
For this many information like ...
I could just answer
;P
What I am thinking about doing, is just completely starting from square one, take what I have learned so far, and apply that to a new map.