@TheAntking: Go I'm not sure I can include units again in that replay tab, I had a problem when HotS launched and I had to remove several units and upgrades from the Build Order list. I can't have all them in the list so I won't bother about it.
Torrasque's Head Charge attack is intentional to make it a little more than a buffed Ultralisk, it helps taking down buildings. I couldn't replicate the model bug, could you post a screenshot?
I've been slowly adding missing upgrades, thanks for reporting those I'll add them to my list.
EDIT: I published an update today. Several things (hopefully) fixed. A few balance tweaks. You guys can read most changes in the patch notes for the mod. As always, keep an eye on everything as I had to "fix again" things that had already been removed from my list.
@rickmary: Go SC2 units are balanced around deathball mechanics. It isn't something I should simply change. Right now in my mod there are subtle changes in this direction, but I don't want to go any further. StarBow aims to create a new balance, SC Expanded aims to add variety to SC2 mechanics by introducing more units and abilities. Its already very hard to balance things I add having SC2 balance as a start, it would become impossible if I scrapped those mechanics.
@FreezingAcidRain: Go If I remember it right some zerg units do have a little randomness to their size, but they are very limited. I didn't touch Roach's size so it should be like standard. I also didn't touch Hydralisk radius, what I did was to make primal Hydralisk's size and radius match those of the standard one.
where is the list of errors/planned upcoming changes?
l2d brood could use some work. hunterlings converge/overlap after charge, still no choker (what are the planned stats for tentacles?), overseer costs 25 more gas and has no spy, I think the stank needs burrow charge to help the massive unit get to the front, and underground heal should be on par with roach upgraded heal, and time could be reduced from 160 to 120 (carrier build time). greater nydus worm model seems to fit with l2d and I think extending the hybrid texture to the faction would help the l2d units blend in more.
scourge gas cost should be 75, at 100 it gets too costly and many die before they hit there target.
@FreezingAcidRain: Go I keep a huge txt file with bug list, notes, ideas, possible balance issues. Everything in a semi-organized way. Its not something worth sharing actually.
Yes, L2D units were copied from the map, and the data for some of their abilities is really clunky and outdated. Hunterling's leap would work way better with the new system used by Raptors. I still don't have clear definitions for the Choker's abilities, the tentacles one will proably be an AoE version of abduct that can't pull massive or air units, but I don't know, it will overlapwith the Viper a lot. I'm aware that this brood needs some attention for all new units, and I'll try to make some changes when I get back to the mod.
I raised gas cost for Scourges because a few players complained about it's efficiency vs Mutalisks. I imagine they may not be very useful vs units that have longer range or more dps, but I don't want them to be too strong vs any race.
I got an idea for the Choker, why not make it something similar to a zerg Sentry? Allow it to 'choke' by creating masses of flesh or something that serve as destructible forcefields. And then give it and ability that creates a pool of acid similarly to Slivan. It will need tweaking, but it might work, turning the Choker into a great Area denial unit.
I do like the sound of that. Should it be stand alone or replaced ability? fungal growth replaced with pool of acid that is a lasting area of affect that slows movement targets in area and does 15 damage over "4" seconds but last as long as force field? cons are can't target air, and it removes the remove cloak ability.
@rickmary: Go While it sounds as an interesting option, I wonder if zerg actually needs it. This is the race with the most melee units and shorter range in general, what could they gain from blocking the field? If you're fighting more mobile or longer range units, wouldn't Fungal Growth be way more useful? An remember the Infestor has 2 abilities that deal damage, one being a unit, and an additional ability that allows it to deal damage by controlling enemy units.
This is a very hard unit to replace. Sincerely I still want to see how players have been using the Defiler, and if its a good replacement. Planning another option like the Choker feels terribly difficult to me.
That being said, I added the suggestion to my list. Maybe I can give the unit some of the abilties that have been suggested and add it to the Brood and see what happens.
A few ideas for the choker:
1. Give it the ability to drain life/energy from foes and use it to benefit the choker/allies surrounding it.
2. Give the choker a reversed form of the phoenix's ability, pulling air units to the ground and disabling them for a short period.
Edit: I am also wondering why players are given the choice between the Immortal and the Reaver when the Colossus and the Reaver are much closer to each other in terms of role.
@Metalking1417: Go Thank you for the suggestions. I'll write them down. The Reaver vs Immortal choice was kept this way because the Reaver was already a unit "balanced" around the cost of the Immortal, and in the end it couldn't compete with the Colossus in mobility, microing, and even effectiveness of splash damage. Requiring a Robotics Bay didn't help either. I understand it is hard to scrap the Immortal from unit compositions in order to get the Reaver, but there is nowhere else I can use the unit.
you know how there's regular (twilight?) archons from dark/high Templars, and then you have dark archons? how about Radiant Archons from only two high Templar with the stats and model from brood war? (increase attack speed)
as for the choker, I think replacing the mind control for the tentacle grab will work. question is how many does it target? does it disable the trapped unit from attacking? vs stalker and zealot mix, applies only to ground bio targets?
anything planned for the next update?
reskining models for certain factions? (sc1 marine and goliath for a faction?)
@FreezingAcidRain: Go BW Archons are the Archons you get in SC2, I won't add a variation.
The Choker's Tentacle ability will probably target non-massive ground units. As for how many targets can be pulled I haven't tested it yet, but considering it is supposed to replace Fungal Growth maybe it shouldn't have a limit. While being pulled units can't attack, but all these details will be subject to balance testing.
I don't remember from the top of my head what I had planned for the next update, all I can say is that it won't be soon as I need to finish my master degree thesis and article. Please be patient.
I have no plans to add SC1 models. The models in SC2 are meant to be better representations of the limited quality in SC1 graphics, it is not like Marines in SC1 used a totally different armor from what we see in SC2. Taking the road to add these variations would give me a lot of work for purely visual things, and I could use the time for game-changing additions and bug fixes. It would also enlarge file size a lot, as there are variations for many units.
@Metalking1417: Go Choker's tentacle ability does not work exactly like the Viper's. One is best versus big and expensive targets, while the other is better versus groups of small and cheaper units. I can even add some limitations to avoid overlap of the possible targets. The exact mechanics of the ability (damage to targets, speed of movement, making them unable to attack) will be settled after tests.
Have you considered tinkering more with Infested faction's Factory and Starport units? The idea for the Infested Banshee was a fantastic idea, and I think that adding unique and original ideas like that would add more depth to the faction that it already has, and maybe even doing an alternate Command Center upgrade as an idea to play with, if it doesn't get in the way of your schooling or schedules. Just some feedback. Keep up the good work and good luck.
@Gemumasuta656: Go Hi Gemumasuta, welcome to mapster and to this thread. Thank you for taking the time to post here. I hope you will keep posting.
The changes made to the infested vehicles are very old, back then the options were far less and often I decided to create things for the mod. I though we would have more "official" units for this faction with HotS but that didn't happen. I became a lot more concerned about using non-official creations (I'm not saying that's for the best or not, maybe some of the guys here don't share my opinion). So I have been using my time to add official things. The Command Center was supposed to have specific abilities for this faction, but I didn't have enough time to go on trying things and the economy for this faction was lacking due to the removal of MULEs, so I decided to change it back.
My priorities when I get back are bug fixes and adding things from the campaigns. If LotV isn't out when this part is finished I'll give more attention to other things.
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Noticed a couple of bugs when watching a replay
Rebels,prisoners, APCs, and blimps do not show up in the unit tab during replays.
Also, I noticed that the torrasque has head charge. The Torrasque's model appears off, it looks like their are two models occupying the same spot.
The destroyer (built by hybrid adapts faction) does not get shield upgrades
The Dark Herald Core does not get weapon, armor, or shield upgrades
@TheAntking: Go I'm not sure I can include units again in that replay tab, I had a problem when HotS launched and I had to remove several units and upgrades from the Build Order list. I can't have all them in the list so I won't bother about it.
Torrasque's Head Charge attack is intentional to make it a little more than a buffed Ultralisk, it helps taking down buildings. I couldn't replicate the model bug, could you post a screenshot?
I've been slowly adding missing upgrades, thanks for reporting those I'll add them to my list.
EDIT: I published an update today. Several things (hopefully) fixed. A few balance tweaks. You guys can read most changes in the patch notes for the mod. As always, keep an eye on everything as I had to "fix again" things that had already been removed from my list.
@SoulFilcher: Go
I know you don't have the time for it. But I think it would be cool, Starbow is pretty fun IMO, deathballs were so bland. Siegetank drops ahoy.
roach model size seems to be at random sizes, the change isn't that big but its noticeable. are hydralisks spaced out more? I can't tell.
@rickmary: Go SC2 units are balanced around deathball mechanics. It isn't something I should simply change. Right now in my mod there are subtle changes in this direction, but I don't want to go any further. StarBow aims to create a new balance, SC Expanded aims to add variety to SC2 mechanics by introducing more units and abilities. Its already very hard to balance things I add having SC2 balance as a start, it would become impossible if I scrapped those mechanics.
@FreezingAcidRain: Go If I remember it right some zerg units do have a little randomness to their size, but they are very limited. I didn't touch Roach's size so it should be like standard. I also didn't touch Hydralisk radius, what I did was to make primal Hydralisk's size and radius match those of the standard one.
@SoulFilcher: Go
@FreezingAcidRain: Go I'll check those. I can't say when I'm going to update it again though. Keep reporting bugs and I'll try to fix them.
@FreezingAcidRain: Go I keep a huge txt file with bug list, notes, ideas, possible balance issues. Everything in a semi-organized way. Its not something worth sharing actually.
Yes, L2D units were copied from the map, and the data for some of their abilities is really clunky and outdated. Hunterling's leap would work way better with the new system used by Raptors. I still don't have clear definitions for the Choker's abilities, the tentacles one will proably be an AoE version of abduct that can't pull massive or air units, but I don't know, it will overlapwith the Viper a lot. I'm aware that this brood needs some attention for all new units, and I'll try to make some changes when I get back to the mod.
I raised gas cost for Scourges because a few players complained about it's efficiency vs Mutalisks. I imagine they may not be very useful vs units that have longer range or more dps, but I don't want them to be too strong vs any race.
@SoulFilcher: Go
I got an idea for the Choker, why not make it something similar to a zerg Sentry? Allow it to 'choke' by creating masses of flesh or something that serve as destructible forcefields. And then give it and ability that creates a pool of acid similarly to Slivan. It will need tweaking, but it might work, turning the Choker into a great Area denial unit.
@rickmary: Go
Choker = choke points, like what the Protoss Sentry does. Sounds good IMO.
I do like the sound of that. Should it be stand alone or replaced ability? fungal growth replaced with pool of acid that is a lasting area of affect that slows movement targets in area and does 15 damage over "4" seconds but last as long as force field? cons are can't target air, and it removes the remove cloak ability.
@rickmary: Go While it sounds as an interesting option, I wonder if zerg actually needs it. This is the race with the most melee units and shorter range in general, what could they gain from blocking the field? If you're fighting more mobile or longer range units, wouldn't Fungal Growth be way more useful? An remember the Infestor has 2 abilities that deal damage, one being a unit, and an additional ability that allows it to deal damage by controlling enemy units.
This is a very hard unit to replace. Sincerely I still want to see how players have been using the Defiler, and if its a good replacement. Planning another option like the Choker feels terribly difficult to me.
That being said, I added the suggestion to my list. Maybe I can give the unit some of the abilties that have been suggested and add it to the Brood and see what happens.
A few ideas for the choker: 1. Give it the ability to drain life/energy from foes and use it to benefit the choker/allies surrounding it. 2. Give the choker a reversed form of the phoenix's ability, pulling air units to the ground and disabling them for a short period.
Edit: I am also wondering why players are given the choice between the Immortal and the Reaver when the Colossus and the Reaver are much closer to each other in terms of role.
@Metalking1417: Go Thank you for the suggestions. I'll write them down. The Reaver vs Immortal choice was kept this way because the Reaver was already a unit "balanced" around the cost of the Immortal, and in the end it couldn't compete with the Colossus in mobility, microing, and even effectiveness of splash damage. Requiring a Robotics Bay didn't help either. I understand it is hard to scrap the Immortal from unit compositions in order to get the Reaver, but there is nowhere else I can use the unit.
you know how there's regular (twilight?) archons from dark/high Templars, and then you have dark archons? how about Radiant Archons from only two high Templar with the stats and model from brood war? (increase attack speed)
as for the choker, I think replacing the mind control for the tentacle grab will work. question is how many does it target? does it disable the trapped unit from attacking? vs stalker and zealot mix, applies only to ground bio targets?
anything planned for the next update?
reskining models for certain factions? (sc1 marine and goliath for a faction?)
@FreezingAcidRain: Go
I don't think giving the choker the tentacle grab would work well despite being the creature's original function because of the viper.
@FreezingAcidRain: Go BW Archons are the Archons you get in SC2, I won't add a variation.
The Choker's Tentacle ability will probably target non-massive ground units. As for how many targets can be pulled I haven't tested it yet, but considering it is supposed to replace Fungal Growth maybe it shouldn't have a limit. While being pulled units can't attack, but all these details will be subject to balance testing.
I don't remember from the top of my head what I had planned for the next update, all I can say is that it won't be soon as I need to finish my master degree thesis and article. Please be patient.
I have no plans to add SC1 models. The models in SC2 are meant to be better representations of the limited quality in SC1 graphics, it is not like Marines in SC1 used a totally different armor from what we see in SC2. Taking the road to add these variations would give me a lot of work for purely visual things, and I could use the time for game-changing additions and bug fixes. It would also enlarge file size a lot, as there are variations for many units.
@Metalking1417: Go Choker's tentacle ability does not work exactly like the Viper's. One is best versus big and expensive targets, while the other is better versus groups of small and cheaper units. I can even add some limitations to avoid overlap of the possible targets. The exact mechanics of the ability (damage to targets, speed of movement, making them unable to attack) will be settled after tests.
Have you considered tinkering more with Infested faction's Factory and Starport units? The idea for the Infested Banshee was a fantastic idea, and I think that adding unique and original ideas like that would add more depth to the faction that it already has, and maybe even doing an alternate Command Center upgrade as an idea to play with, if it doesn't get in the way of your schooling or schedules. Just some feedback. Keep up the good work and good luck.
@Gemumasuta656: Go Hi Gemumasuta, welcome to mapster and to this thread. Thank you for taking the time to post here. I hope you will keep posting.
The changes made to the infested vehicles are very old, back then the options were far less and often I decided to create things for the mod. I though we would have more "official" units for this faction with HotS but that didn't happen. I became a lot more concerned about using non-official creations (I'm not saying that's for the best or not, maybe some of the guys here don't share my opinion). So I have been using my time to add official things. The Command Center was supposed to have specific abilities for this faction, but I didn't have enough time to go on trying things and the economy for this faction was lacking due to the removal of MULEs, so I decided to change it back.
My priorities when I get back are bug fixes and adding things from the campaigns. If LotV isn't out when this part is finished I'll give more attention to other things.