@Metalking1417: Go The Bunker Monster is already a unit in the mod, but it isnt finished so I didn't add it to the faction. I still have to add a proper attack and decide its role/position. My idea was to add it to the Factory, maybe replacing Thors/Goliaths.
@Metalking1417: Go I try to give unit options the same amount of upgrades. Blizzard removed Transformation Servos so Hellions have Infernal Pre-Igniter as their only upgrade. Vultures have Spider Mines, but I'd say it would be better to add Ion Thrusters and make Spider Mines require an Armory, just like Hellbats.
The vulture needs to soak more damage for mech compositions, and I've been struggling with what to do for a long time, but improving the ability to lay mines may help, so I think I'll remove the upgrade requirement.
Thank you for suggesting Ion Thrusters, I think I already have the data for it and I'll add it to the next update, replacing Spider Mines.
EDIT: I think I may be able to publish an update next week. A few things that will be included:
-Fixed nuke ability for Shadowguards
-Added Choker; Bunker Monster; Zeus units.
-Removed Spider Mines upgrade; added Ion Thrusters.
-Added an upgrade for faster Viking transformations, exclusive to Omega Squadron.
-Moved the protoss Shuttle to a tribe.
-A few suggested balance changes.
Are there any important bugs right now? Any major imbalances?
Just played around a bit, not sure if you already know this or not, but Kraith seems to be playing his attack animation when you order him to attack, even if he's not attacking that moment (as in, if he's walking to get in-range to attack, he'll be playing his anim all the way and slide there), but anyway, nice patch, gonna be trying out the new units later on.
Hi SoulFilcher, not sure if anyone reported this bug:
Bug in v 1.10
Played as Zerg with Zagara brood and Raptor strain selected. However, after the "Embryonic Split" upgrade from Spawning Pool completes, Raptor upgrade is replaced with Baneling upgrade for all zerglings.
@StealthToast: Go I remember it had some problems. I think I never touched his actor, so I'll have to find out why he's doing that.
@yrtan: Go Hi Yrtan, welcome to mapster and to this thread. Thank you for reporting bugs. I haven't heard of this bug before, so I'll make a few tests and try to fix it.
Choker tentacle hotkey is "t" which is the same as spawn infested terran, "t". the option to change this is not available because its not in the list under help. when you have 12 chokers, targets 5, and cost 50 mana....when hotkey is fixed I will know.
Viking change, +1. Problem is your forced to get the least favorite faction for this small thing.
the infested bunker looks cool, I would recommend it as a ground battleCruiser, fast low attack (0.5ish), has 4 guns,attacks 4 times? also increase range to 7, thor range. (but don't replace the thor) right now it feels like a thor with the old hydralisk attack.
zeus attack animation is off, damage output is pretty strong, time will tell.
Yes the Viking upgrade went to that faction to make it more interesting. I know it still needs more changes to become a "real" option.
The attack I used for the Infested Bunker was just for testing purposes. My plan is to give it a x4 Gauss Rifle attack. The range will probably match marines inside Bunkers, 6 if I remember it right.
I know about the attack animation issues with the Zeus unit. I will try to fix it for the next update.
@DEFILERRULEZ: Go You build them from Factories, for the sake of simplicity and the fact that morph from Bunker animations don't exist in the editor.
Hi, I found some upgrade bug playing around with the infested faction:
Infested bunker doesn't get weapon or armor upgrades (though weapon upgrade bug may not matter much since you are giving him a new weapon)
Bunker monster can't be loaded into transports (intentional?)
Infested bunker not mentioned in Infested faction description
Abominations, infested terrans(spawn from infested cocoon), broodlings, and Alexi Stukov do not get weapon upgrades.
Fatty does not get armor upgrades
Infested Banshee does not get weapon or armor upgrades
Zeus does not get weapon upgrades
Zeus not mentioned in infested description
Also something I noticed is that the infested bunker is really very tanky for his cost, but I guess this is balanced out by his high supply cost? I was just kind of taken aback when I saw the bunker monster was just 200 min.
@TheAntking: Go I just updated the mod again, and fixed most of those. I still haven't included the weapon upgrades because I haven't decided if infested units should have 1 or 2 weapon upgrades from the Engineering Bay.
marine is 5 range, in bunkers its range is 6, but it can be upgraded to 7. for the attack speed, regular speed or stim speed?). should be powerful with its current size (its bigger than thor)
vulture and spider mines may need balance. vultures are cheap, move fast, extra damage vs. light, and they set mine then leave for your units to walkover and don't seem to be attacked when they unburrow. also, widow mines can be seen when burrowed (its right), spider mines can't ( I think, or its too small to see). I think vultures should cost 100 mineral, or* speed and widows as two upgrades.
for choker, can the mind control tentacle be replaced by the 5 tentacles? tested mass infester with roach vs protoss (zealots archons high Templar), didn't do too well, for zerg. I think funga growth should be put back in just to have that option of changing tactics. also if this unit is group selected the whole army can't attack rocks.
@FreezingAcidRain: Go The final attack range will be a balance issue. I suspect that having 4 Gauss Rifles will make it pretty good vs Immortals even though this is an armored unit. Let's wait and see.
I always wanted to balance the Vulture atound 100 minerals, but it always felt a little lacking, specially when Blizzard introduced the Hellbat. If it becomes "too good" for 75 I'll raise the cost to 100 and balance the unit around that, but I don't want it to have 2 upgrades.
Your idea for the Choker has been added to my list of ideas. I really need to think now of ways to make it less like the Infestors and still fill a similar role.
@DEFILERRULEZ: Go I'm glad to see you're enjoying it. Let me know about balance problems. And damn, its really that bigger than Thors? I don't want to resize the model because its supposed to be an infested Bunker, but I need to reduce the unit radius a bit.
Your infested bunker hs a movement problem, he is like is moving on a skateboard and at the same time it moves his legs, movement and move animations are not synchronized
Just uploaded another update. I decided to push some campaign upgrades for zerg units, I think it will make brood choices more interesting. I'm considering Kerrigan's brood in place of Tiamat brood for the next update, this new brood would have Kerrigan as hero and some units from the campaign such as the Impaler, possibly added to the "zerg merc" structure somehow.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The Bunker monster would be nice to see though.
@Metalking1417: Go The Bunker Monster is already a unit in the mod, but it isnt finished so I didn't add it to the faction. I still have to add a proper attack and decide its role/position. My idea was to add it to the Factory, maybe replacing Thors/Goliaths.
A possible upgrade idea for vultures to attempt to balance them against hellions: ion thrusters- give them the speed to kite speedlings on creep.
@Metalking1417: Go I try to give unit options the same amount of upgrades. Blizzard removed Transformation Servos so Hellions have Infernal Pre-Igniter as their only upgrade. Vultures have Spider Mines, but I'd say it would be better to add Ion Thrusters and make Spider Mines require an Armory, just like Hellbats.
The vulture needs to soak more damage for mech compositions, and I've been struggling with what to do for a long time, but improving the ability to lay mines may help, so I think I'll remove the upgrade requirement.
Thank you for suggesting Ion Thrusters, I think I already have the data for it and I'll add it to the next update, replacing Spider Mines.
EDIT: I think I may be able to publish an update next week. A few things that will be included:
-Fixed nuke ability for Shadowguards
-Added Choker; Bunker Monster; Zeus units.
-Removed Spider Mines upgrade; added Ion Thrusters.
-Added an upgrade for faster Viking transformations, exclusive to Omega Squadron.
-Moved the protoss Shuttle to a tribe.
-A few suggested balance changes.
Are there any important bugs right now? Any major imbalances?
Ok guys, I published the update today with things I had already added and/or fixed.
Just played around a bit, not sure if you already know this or not, but Kraith seems to be playing his attack animation when you order him to attack, even if he's not attacking that moment (as in, if he's walking to get in-range to attack, he'll be playing his anim all the way and slide there), but anyway, nice patch, gonna be trying out the new units later on.
Hi SoulFilcher, not sure if anyone reported this bug:
Bug in v 1.10 Played as Zerg with Zagara brood and Raptor strain selected. However, after the "Embryonic Split" upgrade from Spawning Pool completes, Raptor upgrade is replaced with Baneling upgrade for all zerglings.
@StealthToast: Go I remember it had some problems. I think I never touched his actor, so I'll have to find out why he's doing that.
@yrtan: Go Hi Yrtan, welcome to mapster and to this thread. Thank you for reporting bugs. I haven't heard of this bug before, so I'll make a few tests and try to fix it.
@SoulFilcher: Go
how can i do an infested bunker ??
@FreezingAcidRain: Go I'll change the hotkey to match Fungal Growth.
Yes the Viking upgrade went to that faction to make it more interesting. I know it still needs more changes to become a "real" option.
The attack I used for the Infested Bunker was just for testing purposes. My plan is to give it a x4 Gauss Rifle attack. The range will probably match marines inside Bunkers, 6 if I remember it right.
I know about the attack animation issues with the Zeus unit. I will try to fix it for the next update.
@DEFILERRULEZ: Go You build them from Factories, for the sake of simplicity and the fact that morph from Bunker animations don't exist in the editor.
Hi, I found some upgrade bug playing around with the infested faction:
Infested bunker doesn't get weapon or armor upgrades (though weapon upgrade bug may not matter much since you are giving him a new weapon)
Bunker monster can't be loaded into transports (intentional?)
Infested bunker not mentioned in Infested faction description
Abominations, infested terrans(spawn from infested cocoon), broodlings, and Alexi Stukov do not get weapon upgrades.
Fatty does not get armor upgrades
Infested Banshee does not get weapon or armor upgrades
Zeus does not get weapon upgrades
Zeus not mentioned in infested description
Also something I noticed is that the infested bunker is really very tanky for his cost, but I guess this is balanced out by his high supply cost? I was just kind of taken aback when I saw the bunker monster was just 200 min.
@TheAntking: Go I just updated the mod again, and fixed most of those. I still haven't included the weapon upgrades because I haven't decided if infested units should have 1 or 2 weapon upgrades from the Engineering Bay.
There's a bug with the Hellbat and Hellions. They require the Transformation Servos upgrade to transform, yet it's not available for research.
@AlexO6: Go Ohhh damn, it will be fixed in the next update.
@SoulFilcher: Go
@FreezingAcidRain: Go The final attack range will be a balance issue. I suspect that having 4 Gauss Rifles will make it pretty good vs Immortals even though this is an armored unit. Let's wait and see.
I always wanted to balance the Vulture atound 100 minerals, but it always felt a little lacking, specially when Blizzard introduced the Hellbat. If it becomes "too good" for 75 I'll raise the cost to 100 and balance the unit around that, but I don't want it to have 2 upgrades.
Your idea for the Choker has been added to my list of ideas. I really need to think now of ways to make it less like the Infestors and still fill a similar role.
@DEFILERRULEZ: Go I'm glad to see you're enjoying it. Let me know about balance problems. And damn, its really that bigger than Thors? I don't want to resize the model because its supposed to be an infested Bunker, but I need to reduce the unit radius a bit.
Your infested bunker hs a movement problem, he is like is moving on a skateboard and at the same time it moves his legs, movement and move animations are not synchronized
@DEFILERRULEZ: Go Ok, added it to the bug list.
Just uploaded another update. I decided to push some campaign upgrades for zerg units, I think it will make brood choices more interesting. I'm considering Kerrigan's brood in place of Tiamat brood for the next update, this new brood would have Kerrigan as hero and some units from the campaign such as the Impaler, possibly added to the "zerg merc" structure somehow.