I used the "void campaign fixed" mod to make sure I wouldn't have any errors with the melee units, but I don't want to have complicated dependencies in the end.
Is there a way to make it so that all entries of my modified units are green in the editor, whether I've changed them or not? For example, I would like to capture the stalker exactly as it is, and have all its data read from my mod, regardless of what its stats are in previous versions; but I don't want to change those stats. So if the stalker has 80 HP, I want to leave it at 80 HP, but if I change dependencies, or a blizzard patch changes stalker HP, it should still read the value from my mod. If I were to change the above HP value to 81, that would lock in the 81, but I want to leave it at 80 but still be locked in from my mod.
I would prefer not to copy the unit if possible, because the protoss and zerg tech trees and units should all stay intact and I don't want to complicate it by making new units and putting them in the tech tree.
By having the void campaign fixed mod, those values will be preserved. What happens is the game takes the core dependency and just runs down the dependency list, applying values as it goes, arriving at the final data that it uses.
Just make sure your mod, in the dependency listing, is listed last, so it gets loaded and applied last.
Yeah, I get that. I just don't want it to have to load complicated dependencies. I want to lock in all the values and have them all read from my mod, not taking any data from the parent units. Then I can reduce the dependencies to just void campaign and they can make any patches they like without changing my mod.
I've been trying to lock in the units by copying the xml from previous versions of the unit into the mod's version, but the editor just erases everything that is the same as the values in the dependency. I suppose the only way to do it then is to create entirely new units for every existing one. Please correct me if I'm wrong because that bothers me a lot. Running into dumb editor flaws like this is the reason I aborted my editing endeavor when the game came out I think. Now I have to decide whether I want to go through all the effort of creating new units for every existing one or just go do something else. I'm too much of a perfectionist to leave such an invitation for bugs as that in my mod.
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I used the "void campaign fixed" mod to make sure I wouldn't have any errors with the melee units, but I don't want to have complicated dependencies in the end.
Is there a way to make it so that all entries of my modified units are green in the editor, whether I've changed them or not? For example, I would like to capture the stalker exactly as it is, and have all its data read from my mod, regardless of what its stats are in previous versions; but I don't want to change those stats. So if the stalker has 80 HP, I want to leave it at 80 HP, but if I change dependencies, or a blizzard patch changes stalker HP, it should still read the value from my mod. If I were to change the above HP value to 81, that would lock in the 81, but I want to leave it at 80 but still be locked in from my mod.
I would prefer not to copy the unit if possible, because the protoss and zerg tech trees and units should all stay intact and I don't want to complicate it by making new units and putting them in the tech tree.
By having the void campaign fixed mod, those values will be preserved. What happens is the game takes the core dependency and just runs down the dependency list, applying values as it goes, arriving at the final data that it uses.
Just make sure your mod, in the dependency listing, is listed last, so it gets loaded and applied last.
Yeah, I get that. I just don't want it to have to load complicated dependencies. I want to lock in all the values and have them all read from my mod, not taking any data from the parent units. Then I can reduce the dependencies to just void campaign and they can make any patches they like without changing my mod.
I've been trying to lock in the units by copying the xml from previous versions of the unit into the mod's version, but the editor just erases everything that is the same as the values in the dependency. I suppose the only way to do it then is to create entirely new units for every existing one. Please correct me if I'm wrong because that bothers me a lot. Running into dumb editor flaws like this is the reason I aborted my editing endeavor when the game came out I think. Now I have to decide whether I want to go through all the effort of creating new units for every existing one or just go do something else. I'm too much of a perfectionist to leave such an invitation for bugs as that in my mod.