Considering the Viper vs BW Queen option is the second most voted option I'll include it in the next update.
So how are you going to work with the queen's infest command center ability, seeing as there is a whole faction dealing witht the infested? Are you going to replace it with another ability, (like infesting a bunker to turn it into that monster in the model files) or leave it be for now? Also, are you going to to rename it?
@Metalking1417: Go There will be no Infest Command Center ability. It isn't an SC1 remake so I'm not bound to what the original unit had as abilities. Right now the unit is called Ancient Queen and has Spawn Broodlings (doesnt auto kill, but deals a lot of damage), Ensnare, and Eye Stalk, which is the ability to turn a friendly unit into a detector for some time. It was one of the Viper's early abiltiies and I thought it would be cool to have it.
If after tests we come to the conclusion the abilities need to change I'll do it. I can foresee it would be a good idea to swap Ensnare with the Defiler's Dark Swarm.
Hmm as I've not played it extensively I don't know if there's already something like this in the game, but have you considered implementing Kerrigan's Broodling ability somehow? That is, a unit who's attacks cause broodlings to spawn from the enemy corpse when it dies?
That does remind me of an idea I had for an Infestor Evolution Strain, currently dubbed the 'Necrolisk' and it's main ability which I tried to make but ran into a brick wall data wise: Basically I envisioned it having in place of Neural Parasite an autocast debuff which applies Parasitic Spores to enemy units (I hadn't decided if they'd have any effect like DoT or not) If a unit with the debuff dies, it is briefly 're-animated' by the Parasitic Organism under the Zerg player's control but lasts for a fixed duration (or alternatively reanimated units would decay IE negative health regen)
This was partly inspired by the lore explanation for the Infestor's Infested Terrans ability being that the Infestor gathers the bodies of dead Marines and reanimates them with Zerg organisms.
Anyhoo, as I say I couldn't get the ability to work but I'm sure it's doable by someone with more Data knowledge than myself. Feel free to use the idea if you'd like :)
I know about the Corpser (I chose it in the campaign ^_^) But actually my idea is different as my idea doesn't spawn a specific unit type, it brings the original unit back from the dead under your control.
Unless you were referring to my suggestion of implementing Kerrigan's Broodlings ability, in which case yes I had forgotten about the Corpser then, whoops.
I don't know if Soul is looking for Infestor variant ideas but I thought I'd put it out there :)
Hey, I've been playing this arcade game for quite some time now and its really fun, I was thinking about the Ancient Queen and shouldn't it have the ability to plant a parasite in the enemy that provides vision from that enemy? cause the original idea for the ancient/BW queen was a unit that would focus on trying to infest the enemies units with vision bearing parasites, in that way it would give the zerg a Oracle-like unit?
Also Starcraft lore says that overlords have weak psi abilities, maybe give the overlords the ability to temporarily take control of a enemy zerg unit, kind of like nova's domination ability or maybe you could create a Hero Overlord that has that ability but hey its your choice.
Also some bugs i found where that worm-hole transit doesn't work, the taldarim still have void rays instead of scouts and some arbiter abilities don't work.
Giving Overlords mind control would be massively overpowered considering they cost no supply and the Zerg have access to them right away, you'd just have to fly some over to an enemy Zerg base and MC everything...
@Kanitala: Go D oyou mean the totally original ability to spawn Broddlings? lol I think we already have too many Broodlings, not to mention free units, for Zerg.
Although I know data well enough to make that Necrolisk happen, I don't see where its more interesting or useful than Neural Parasite. And considering the Infestor is already an optional unit there's no real need to make alternative abilities for it.
@Metalking1417: Go Currently I have no decisions or plans for most evolutions. Some will be use in their own unique way, such as the Raptor or Torrasque. Others I barely see a reason to add. I'm open for ideas on how to use them, but be warned that some need to be nerfed badly before they can be used in the mod.
@Kanitala: Go As I said no real use for evolutions if the unit itself is optional.
@Zertoss135: Go The Parasite ability is currently an option to Changelings, that's why I gave the Eye Stalk ability to the Ancient Queen. Keep in mind this is not a remake, so I will change things around if I feel they are necessary. Mind-controlling Overlords? No, there's no way to balance that. Thanks for the reports, I'll check them.
@DEFILERRULEZ: Go Thanks for reminding me I have to add those :-)
could raynors raiders get 250mm strike cannon research ?
what about the nydus destroyer
could alpha squadrn unlock nano repair research for science vessels?
idea for protoss choice stalker upgrade : blink or advanced shielding: advanced shielding icreseases max shields by 10 and gives stalker 1 shileld leech per attack (leech value of 0.08)
impalers for the same brood that gets brutalisks?
the primal base defence could be primal aa, emits a cloud on the enemy, low splash, not a missile
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Oh yeah also when playing I found some bugs when playing with the A.I terrans, there is a chance they will become completely useless because they selected the colonist faction and all broods have lurkers that don't need a lurker den. I have an idea for a terran faction, how about a mengsk elite faction? Just like the Mercenaries just with the mengsk elites instead and maybe a brood that focuses on the evolved zerg units from the campaign? like maybe something to do with abuther? well it is your choice but it would be awesome if you added it. Also how does the colonist ability work? (I think it was salvage or something) and also how does the Noman salvage buildings?
@Kanitala and @SoulFlicher
I did say there could be a Overlord hero
@nolanstar
How would raynor do a 250mm Strike cannon? and the idea for only the alpha squadron having nano-repair means they will have a unstoppable terran mech army also that stalker idea sounds OP as a ally with Blimps could cause the Stalker to become invincible through rapid fire.
Fair enough. Just thought I'd toss the idea out there. :) The idea was really more of a campaign thing anyway I guess... that and trying to figure how you'd do a necromancy type spell in SC2 as it doesn't have corpses left behind.
@nolanstar: Go Now that Thors dont have energy I have to think about both 250mm and 30mm cannon abilties.
The Nydus Destroyer is basically the Ash Worm. I won't add both so I still have to decide what to do.
No! Warhounds + nano repair? BCs + nano repair? There is no way that can be balanced, it would be a nightmare.
Protoss doesnt really need any more upgrade choices, and an option to blink would have to be a cooldown target ability anyway.
Do you mean Impaler as in the alternative to Lurkers? I'm still deciding how to use this one.
I wont create new static defenses, I'm just using the ones that appeared in the campaign.
@Zertoss135: Go Than you for the bug reports. The Dominion Elite Guard is an idea going on in this thread, but I don't want to make them just another mercenary faction. I thought about one brood linked to Abathur somehow, maybe Kerrigan's brood.
If you mean the Loot ability used by rebels, they auto-cast in on recently killed units to get a permanent buff, its how they get "upgraded".
The current way Nomads salvage buildings may be the most complex mechanics in the mod right now, and I want to change it. In order to use it the player needs to attack the building with the Nomad, at least when its near death, which produces a scrap cube, then the Nomad can gather the cube and return it to a Command Center just like an SCV to get extra minerals. I dont even know if its still working as I haven't tested that in a long time.
@Kanitala: Go Technically there are corpses, but they only last about 3 seconds. The Rebel's Loot ability can only target dead units before they disappear, that's why I set it to autocast.
@SoulFlicher
I still don't get how the loot ability works, I try to walk my rebels over some dead marines and nothing happens could you explain it in more detail?
Also I tried using the Nomads salvage ability but it says 'can't target structures' or 'can only target scrap' and how does the Noman attack?
old queen and viper as an option; sounds good. They both can kill a ground target (viper kind of does this with focus fire) and one reduces enemy's range to 0 while the other reduces movement and attack rate, also fits the tech tree very well.
nano repair for Umojan Protectorate science Vessel (not op.. it can work, them vessels be mighty costly and cost supply, the rate of healing can always be changed) i mean medivac can heal at a fast rate muraders, think about it.
I like the idea of infested (sucide) terrans as an option to banelings, I approve if the infested firebat model (ghost nova) is used.
primail; is there going to be regular zerg + primail or just primail? primail zergling could have speed with the replacement of attack speed with health (i like the tier 1 and 2 upgrade with regards to the number of "fins", one fin means health, second fin means more health/speed. mutalisk could fire out poison where unit(s) take on small damage over time, and more small changes to other primail units to make them more unique or the the same.
a split upgrade for the zerg could be extended time limit of locust or an additional locust for (15s?) the same time limit. meaning attack from afar where there will always be locust on the map or have mass amounts of locust for a short time then wait 10secs after thry die to respawn.
tosh, alpha, first brood, that brood with the brutalisk, tribe with the dragoon and tribe with the arbitor are my favorite in the current build.
the protoss reaver does not seem to do "major splash" damage to enemy units, i think its ok if we remove the damage to allie units and itself as this kind of is a turn off for the reaver.
no errors to report yet unit next (revamped) update
Ah, I see. I always wondered about the ability to set spells to target dead :)
Anyhoo I'll stop necroing my Necrolisk idea now ^_^' (Sorry, couldn't resist that pun)
Concerning Dominion Elite, while I don't currently have any gameplay suggestions, I think calling such a faction the Sons of Korhal could work. It's somewhat supported by the naming of Mengsk's Elite Guard's Marine - the Son of Korhal - and it seems like it'd rather fit for Mengsk's Elite guard as a whole to use the name of his Revolutionary movement.
@FreezingAcidRain
I don't think vipers can attack... the primal zerg are with the regular zerg, you just need to build the primal hive to produce primals.
vipers abduct and queen's brood attack do the same think, example siege tanks. the zerg faction that has hunter killers and breeding grounds and primail zerg shouldn't be the same. primail should be like a texture pack like infested terrans or dark protoss. only thing i can think of to make them interesting is poison attacks for some units, Guardian being able to shoot air and ground (capitail ship), primail ultralisk thats smaller, health to 400, cost 200/200, plus a speed upgrade.
@Zertoss135: Go Do you want a data explanation? The ability is autocast on dead units before they vanish forever. When its cast a behavior is applied to the target so it can't be targeted again by other Rebels. The Rebel gets a new behavior for each race targeted, but can't have more than one for each race. Check through your Rebels and see if any of them got the buff. If not, it might be bugged, specially since I haven't tested it in a long time. DEad units are only targetable for about 3 seconds so its hard to make it work manually.
What you tried to use was the 'Gather Scrap' ability, and yes it can only target scraps. Basically the Nomad attacks like a normal unit.
@FreezingAcidRain: Go Marauders aren't Thors or BCs. In the campaign I could overrun the whole map with some BCs and Science Vessels with Nano Repair.
Do you expect Infested Firebats to morph from Zerglings? Only to blow up like Banelings? Really?
Right now primals add to the standard zerg tech tree, and I believe they will stay as that at least for a while.
Considering Locusts die before their time limit most of the time (if your opponent is actually fighting you) the option to make an additional Locust would have a huge advantage.
What do you mean by major splash? Reavers deal full damage to all enemy units caught in he area, with auto-kills zerglings and banelings, and with upgrades it will even auto-kill Hydralisks. The area of effect is small, but the result is very strong. And I believe I already fixed the damage to the Reaver itself.
@Kanitala: Go I think Sons of Korhal would actually confuse people.
@FreezingAcidRain: Go So you mean I should use the standard structures but use primal units?
zergling morph... scourge? lurker? infested terrans from eggs? that flying locust based off today's onegoal mod. i got nothing
standard structures and use primal units, yes.
vindicator could work as a replacement for the zealot, 100 mineral a week unit with a powerfull anti light/bio ranged ground weapon, range 5. in a nutshell, 16 vs light per 0.86 and 8 vs amourd. upgrade that increases weapons damage vs light, attack rate, or something. health 40/40, 2 amoured
now that i cleaned the right button to my mouse, when is that new update?
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So how are you going to work with the queen's infest command center ability, seeing as there is a whole faction dealing witht the infested? Are you going to replace it with another ability, (like infesting a bunker to turn it into that monster in the model files) or leave it be for now? Also, are you going to to rename it?
@Metalking1417: Go There will be no Infest Command Center ability. It isn't an SC1 remake so I'm not bound to what the original unit had as abilities. Right now the unit is called Ancient Queen and has Spawn Broodlings (doesnt auto kill, but deals a lot of damage), Ensnare, and Eye Stalk, which is the ability to turn a friendly unit into a detector for some time. It was one of the Viper's early abiltiies and I thought it would be cool to have it.
If after tests we come to the conclusion the abilities need to change I'll do it. I can foresee it would be a good idea to swap Ensnare with the Defiler's Dark Swarm.
Hmm as I've not played it extensively I don't know if there's already something like this in the game, but have you considered implementing Kerrigan's Broodling ability somehow? That is, a unit who's attacks cause broodlings to spawn from the enemy corpse when it dies?
That does remind me of an idea I had for an Infestor Evolution Strain, currently dubbed the 'Necrolisk' and it's main ability which I tried to make but ran into a brick wall data wise: Basically I envisioned it having in place of Neural Parasite an autocast debuff which applies Parasitic Spores to enemy units (I hadn't decided if they'd have any effect like DoT or not) If a unit with the debuff dies, it is briefly 're-animated' by the Parasitic Organism under the Zerg player's control but lasts for a fixed duration (or alternatively reanimated units would decay IE negative health regen)
This was partly inspired by the lore explanation for the Infestor's Infested Terrans ability being that the Infestor gathers the bodies of dead Marines and reanimates them with Zerg organisms.
Anyhoo, as I say I couldn't get the ability to work but I'm sure it's doable by someone with more Data knowledge than myself. Feel free to use the idea if you'd like :)
@Kanitala: Go
One of the roach's evolutions- the corpser strain does pretty much the same thing, albiet with roachlings and weapons instead.
As for possible infestor evos, I have my own ideas, but I don't want to cause problems by derailing the thread.
Also, SoulFilcher, what do you plan to do with the various evos? Disperse them to whatever brood you feel is most appropriate?
@Metalking1417: Go
I know about the Corpser (I chose it in the campaign ^_^) But actually my idea is different as my idea doesn't spawn a specific unit type, it brings the original unit back from the dead under your control.
Unless you were referring to my suggestion of implementing Kerrigan's Broodlings ability, in which case yes I had forgotten about the Corpser then, whoops.
I don't know if Soul is looking for Infestor variant ideas but I thought I'd put it out there :)
Hey, I've been playing this arcade game for quite some time now and its really fun, I was thinking about the Ancient Queen and shouldn't it have the ability to plant a parasite in the enemy that provides vision from that enemy? cause the original idea for the ancient/BW queen was a unit that would focus on trying to infest the enemies units with vision bearing parasites, in that way it would give the zerg a Oracle-like unit? Also Starcraft lore says that overlords have weak psi abilities, maybe give the overlords the ability to temporarily take control of a enemy zerg unit, kind of like nova's domination ability or maybe you could create a Hero Overlord that has that ability but hey its your choice. Also some bugs i found where that worm-hole transit doesn't work, the taldarim still have void rays instead of scouts and some arbiter abilities don't work.
Soul what do you think of adding the dark tempest/oracle/ms core to dark protoss (i mean the ones of our dear old trikodias)
@Zertoss135: Go
Giving Overlords mind control would be massively overpowered considering they cost no supply and the Zerg have access to them right away, you'd just have to fly some over to an enemy Zerg base and MC everything...
@Kanitala: Go D oyou mean the totally original ability to spawn Broddlings? lol I think we already have too many Broodlings, not to mention free units, for Zerg.
Although I know data well enough to make that Necrolisk happen, I don't see where its more interesting or useful than Neural Parasite. And considering the Infestor is already an optional unit there's no real need to make alternative abilities for it.
@Metalking1417: Go Currently I have no decisions or plans for most evolutions. Some will be use in their own unique way, such as the Raptor or Torrasque. Others I barely see a reason to add. I'm open for ideas on how to use them, but be warned that some need to be nerfed badly before they can be used in the mod.
@Kanitala: Go As I said no real use for evolutions if the unit itself is optional.
@Zertoss135: Go The Parasite ability is currently an option to Changelings, that's why I gave the Eye Stalk ability to the Ancient Queen. Keep in mind this is not a remake, so I will change things around if I feel they are necessary. Mind-controlling Overlords? No, there's no way to balance that. Thanks for the reports, I'll check them.
@DEFILERRULEZ: Go Thanks for reminding me I have to add those :-)
could raynors raiders get 250mm strike cannon research ?
what about the nydus destroyer
could alpha squadrn unlock nano repair research for science vessels?
idea for protoss choice stalker upgrade : blink or advanced shielding: advanced shielding icreseases max shields by 10 and gives stalker 1 shileld leech per attack (leech value of 0.08)
impalers for the same brood that gets brutalisks?
the primal base defence could be primal aa, emits a cloud on the enemy, low splash, not a missile
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Oh yeah also when playing I found some bugs when playing with the A.I terrans, there is a chance they will become completely useless because they selected the colonist faction and all broods have lurkers that don't need a lurker den. I have an idea for a terran faction, how about a mengsk elite faction? Just like the Mercenaries just with the mengsk elites instead and maybe a brood that focuses on the evolved zerg units from the campaign? like maybe something to do with abuther? well it is your choice but it would be awesome if you added it. Also how does the colonist ability work? (I think it was salvage or something) and also how does the Noman salvage buildings?
@Kanitala and @SoulFlicher I did say there could be a Overlord hero
@nolanstar How would raynor do a 250mm Strike cannon? and the idea for only the alpha squadron having nano-repair means they will have a unstoppable terran mech army also that stalker idea sounds OP as a ally with Blimps could cause the Stalker to become invincible through rapid fire.
@SoulFilcher: Go
Fair enough. Just thought I'd toss the idea out there. :) The idea was really more of a campaign thing anyway I guess... that and trying to figure how you'd do a necromancy type spell in SC2 as it doesn't have corpses left behind.
@nolanstar: Go Now that Thors dont have energy I have to think about both 250mm and 30mm cannon abilties.
The Nydus Destroyer is basically the Ash Worm. I won't add both so I still have to decide what to do.
No! Warhounds + nano repair? BCs + nano repair? There is no way that can be balanced, it would be a nightmare.
Protoss doesnt really need any more upgrade choices, and an option to blink would have to be a cooldown target ability anyway.
Do you mean Impaler as in the alternative to Lurkers? I'm still deciding how to use this one.
I wont create new static defenses, I'm just using the ones that appeared in the campaign.
@Zertoss135: Go Than you for the bug reports. The Dominion Elite Guard is an idea going on in this thread, but I don't want to make them just another mercenary faction. I thought about one brood linked to Abathur somehow, maybe Kerrigan's brood.
If you mean the Loot ability used by rebels, they auto-cast in on recently killed units to get a permanent buff, its how they get "upgraded".
The current way Nomads salvage buildings may be the most complex mechanics in the mod right now, and I want to change it. In order to use it the player needs to attack the building with the Nomad, at least when its near death, which produces a scrap cube, then the Nomad can gather the cube and return it to a Command Center just like an SCV to get extra minerals. I dont even know if its still working as I haven't tested that in a long time.
@Kanitala: Go Technically there are corpses, but they only last about 3 seconds. The Rebel's Loot ability can only target dead units before they disappear, that's why I set it to autocast.
@SoulFlicher I still don't get how the loot ability works, I try to walk my rebels over some dead marines and nothing happens could you explain it in more detail? Also I tried using the Nomads salvage ability but it says 'can't target structures' or 'can only target scrap' and how does the Noman attack?
@SoulFilcher: Go
Ah, I see. I always wondered about the ability to set spells to target dead :)
Anyhoo I'll stop necroing my Necrolisk idea now ^_^' (Sorry, couldn't resist that pun)
Concerning Dominion Elite, while I don't currently have any gameplay suggestions, I think calling such a faction the Sons of Korhal could work. It's somewhat supported by the naming of Mengsk's Elite Guard's Marine - the Son of Korhal - and it seems like it'd rather fit for Mengsk's Elite guard as a whole to use the name of his Revolutionary movement.
@FreezingAcidRain I don't think vipers can attack... the primal zerg are with the regular zerg, you just need to build the primal hive to produce primals.
@Zertoss135: Go
vipers abduct and queen's brood attack do the same think, example siege tanks. the zerg faction that has hunter killers and breeding grounds and primail zerg shouldn't be the same. primail should be like a texture pack like infested terrans or dark protoss. only thing i can think of to make them interesting is poison attacks for some units, Guardian being able to shoot air and ground (capitail ship), primail ultralisk thats smaller, health to 400, cost 200/200, plus a speed upgrade.
@Zertoss135: Go Do you want a data explanation? The ability is autocast on dead units before they vanish forever. When its cast a behavior is applied to the target so it can't be targeted again by other Rebels. The Rebel gets a new behavior for each race targeted, but can't have more than one for each race. Check through your Rebels and see if any of them got the buff. If not, it might be bugged, specially since I haven't tested it in a long time. DEad units are only targetable for about 3 seconds so its hard to make it work manually.
What you tried to use was the 'Gather Scrap' ability, and yes it can only target scraps. Basically the Nomad attacks like a normal unit.
@FreezingAcidRain: Go Marauders aren't Thors or BCs. In the campaign I could overrun the whole map with some BCs and Science Vessels with Nano Repair.
Do you expect Infested Firebats to morph from Zerglings? Only to blow up like Banelings? Really?
Right now primals add to the standard zerg tech tree, and I believe they will stay as that at least for a while.
Considering Locusts die before their time limit most of the time (if your opponent is actually fighting you) the option to make an additional Locust would have a huge advantage.
What do you mean by major splash? Reavers deal full damage to all enemy units caught in he area, with auto-kills zerglings and banelings, and with upgrades it will even auto-kill Hydralisks. The area of effect is small, but the result is very strong. And I believe I already fixed the damage to the Reaver itself.
@Kanitala: Go I think Sons of Korhal would actually confuse people.
@FreezingAcidRain: Go So you mean I should use the standard structures but use primal units?
@SoulFilcher: Go