The Nylon has the tier 6 weapons/armour bug. Its also op as its has 1400 health [leviathan is 1000] (+ 2 armour), 12x8 attacks and can use vortex 5 times (has 250 total, cost is 50) and the topping would be the addition +4 armour. I tested it vs. 2 elite computers and won with only the Nylon, with ease.
hybrids are not team coloured, in Thrikodias's Assets they are. On a side note on your hybrid hydra strain, if the hybrids are colour coded, should the hhs "glowing blue/white lines" be team colour coded, and will there be a hybrid lurker? may I suggest a more modified ghost nova's brood war lurker. *can *predator cost 125 or 150 minerals with speed/area damage as upgrades? something that can replace hellions/vultures for a faction (umojan)
@FreezingAcidRain: Go These will be fixed for the next update. Nyon wasn't supposed to have the shield anymore, its specific ability is Vortex. I will tone down ihs life and shields and increase supply cost.
I know hybrids aren't team colored, but I'm not a big fan of thrikodias' versions. I don't want the blue glow to be team colored, I like my hybrid hydralisk the way it is now. No, there won't be a hybrid lurker.
The Predator appeared in HotS used by the Dominion, I think I should add it to a Dominion squadron. For Umoja I'm planning those ARES-like robots from the first mission, and I don't like to add too many units to the same production facilty unless I'm replacing some. I'm not sure it would be good enough to replace Hellions/Vultures but they do share the same role.
How about adding it to Mobius instead? After all, those soldiers were working under Narud.
Also, an idea for a spell for the queen to use to reduce overlap between her and the infestor- give her a silencing spell in place of ensnare that prevents enemy units from casting spells (mainly abilities under the behavior, effect instant, and effect target categories). This ability would not apply to a unit whose main means of attack involves an ability such as the swarm host.
Because last update was related to the infested faction and its being focused, what about adding infested ghosts and infested firebats? The model should exist somewhere and I see no reason to disable them. The fatty as a replacement is a poor excuse, and tech wise it's more of a factory unit. Where reapers are removed, can infested firebats that act as banelings be used?
Why is dominion split into 3 factions? Can't they be combined where it unlocks the hellhound, ghost range, and Viking transformation speed? let the split be on the hero, like primal. thor protocol and medevac cloak can be included or tossed into other factions that suit them, like clocked medevac's for tosh's pirates or raiders.
Predator (theory) could go under mercenary, raiders (jims or toshs), or Mobius/Dominion (in hots it was more of an Easter egg [5 colours]). I say put Predator under Umoja because its suppose to be a high tech faction and it fits the description (and they don't have to replace). Umoja lacks new units,
ARES, Predators, and diamondbacks (needs buff) would make things interesting, lore sense, and balanced.
I haven't received enough feedback about the Queen. My first idea was that I could swap some of the Defiler and Queen abilities in case their roles were mixed up. Dark Swarm really fits the Queen's role more, while Ensnare fits the Defiler. A silence ability is interesting, although in comparison to EMP and Feedback it feels weak, so I've been thinking about ways to use the target's energy somehow and still make it different from those abilities.
@FreezingAcidRain: Go Infested "infantry" is what makes the faction different. Adding an infested Firebat, and by consequence an infested Marauder, would make it less different in my opinion, because that's the spot the Aberration occupies right now. Disabling Ghosts was basically a lore-based decision from the early stages of SC Expanded, but I know now the troubles that decision brought. I don't really feel like adding infested Ghosts as there isn't anything to support their existence so far (Kerrigan being the exception). I do like the idea of an infested suicidal unit like we had in SC1, but it won't be a Firebat.
Dominion's split decision is meant to be much like Primals, but the 2 are in different temporary situations. Primal packs are supposed to unlock at least one unit each or upgrades, not just their leaders. Dominion is the largest facton and widely seen through SC2, and it means different squadrons specialized in different tactics. Adding everything to Dominion makes the squadrons pointless. The idea is to give them more changes to make them unique.
Like I said in previous posts, I don't like to add several units to the same production structure, specially considering there aren't that many vehicles, they have to be split into the existing factions.
Why Infested cannot have Ghosts? Kerrigan and Stukov are ghost, and in StarCraft: Ghost, Hauler too will be infested and he is was a Spectre, Duran too is infested (ok, is not a true Terran, but if Kerrigan trust he was really infested this mean Ghost can be infested)
@Zarxiel93: Go I know you have strong feelings towards starcraft lore, so I don't really want to bring this discussion to SC Expanded's thread, but Stukov used a Ghost's sprite in SC1 just like Aldaris used a High Templar sprite, even though he wasn't a templar, so there's no real reason to believe Stukov was a ghost, and by the book there is no mention about Hauler being infested.
So I keep my point that Kerrigan is the exception. Even if she wasn't, we never saw a "generic infested ghost" and more important, we never saw them being "mass produced". Ok, more than enough lore for the discussion. Even though many of my decisions for this mod are strongly based on official lore, I have to take gameplay into consideration, I know. In the case of Ghosts my early decision was to disable them for all factions that wouldn't be able to keep a Ghost program going, even the mercenaries lost access to Ghosts, but I recognize now it didn't need to be this way, as there is even a Ghost mercenary group called the "Kimeran pirates". I'm willing to revert it in some factions but not in others. The medic can be considered a kind of replacement right now.
For the infested faction I believe a replacement would be better. I agree the Fatty isn't a good replacement, and I'll try to change that when I can.
Hello there. I just played your mod for the first time and I loved it. I'm a roleplay-based player and enjoy playing with the different factions, especially with Terran. The suggestion I have for you is probably not that important at the moment but I hope you can implement it.
Another thing I would like to suggest you is to make the Dominion propaganda statue more useful against Zerg or Protoss. By that I mean you can just make another usable spell which will increase the morale (some of the stats) of units in an area. It can be something like a weaker version of Stimpack. Adding a random Mengsk speech on it's use, which can be heard by all players near the statue (even enemies) would be awesome.
I really hope that some of these things can be included in the mod :)
Well if you are looking for a suitable anti caster spell for the zerg, there is the leech ability which was once used by the Infestor to drain energy from an enemy energy user and give it to the user.
@Romanov131: Go Hi, welcome to mapster and to this thread! Thank you for coming here to share your thoughts.
Yes, that change of decals was an idea I had but didn't have much time to work on. I plan to add more of those when I can. I'm always thinking of ways to make it feel more like you're playing the factions. Next update will include a few things that were partially done for some time: sound changes for some units and structures, I hope you like it.
Changing the Dominion Holoboard is something I want to do. I agree with you, some kind of "morale" bonus would be nice, but what could it be that hopefully won't overlap with Stimpacks?
@Metalking1417: Go I remember leech, but the thing is, I think it snowballs in the caster's favor. The enemy caster is out of energy, and yours just got some of the energy back so it will be able to cast leech again soon enough. I was thinking some kind of life regeneration, temporary attack, or maybe even crazier effects.
Well you can take inspiration from WarCraft 3 or DoTA. For example you can give the zerg a spell that damages the target for every energy point they lack, or create a unit with an ability that deals damage to nearby targets every time they cast a spell.
As for the holoboard, how about a defensive buff instead?
I think Stukov is a Ghost (or in the editor the Blizzard use for him the Civilian instead of the Ghost) and only a Terran with great PSI power can mantein is personality and intelligence after Infestastion (ok maybe this is caused to Kaloth's experiments too, but we don't know with certly), is true too in HotS date there is some scrapped files said he was a Sniper (this can explain too because was used the Ghost model), for Aldaris i think you make some confusion with Templar rank and High Templar unit, Fenix too is a Templar but not a High Templar, Aldaris is a Judicator, so I think a Judicator can be a High Templar role in battle :)
Played with the Kel-Morian Combine for a bit, I noticed that whenever I trained a Lasedrill Tank a Widow Mine was also trained along with it. Also, I seem to be able to create Hellbats even if I've selected Vultures than Hellions, not sure if that was intentional. Also, have to say, I love the Cerberus' weapon, looks and sounds like it packs quite a punch. :D
About the sc1 Queen, the detector ability is a nice alternative to overseer. They can overwhelm workers with the instant spawn 6 broodings, if you have 3 they can make 18 broodings - 3 units. the cost is 100 mineral and 100 gas, viper in comparison is 200 gas. they target all bio and mechanical units (and limit 250 damage think? sc1 could not target reavers, archons and probes, can they target cols?). the ensare and broodling stike in regards to time to activate seems switched.
that more gas for zerg upgrade applies to all zerg factions.
if an infested suicidal firebat that has the model of sc1 infested terran is not a good unit to replace reapers (not firebat/marauder, if that's what your thinking) , then what that is?
Dominion Holoboard; area of effect +1 armour
can warhound be applied to all dominion factions? doesn't matter what you put in the others... dat war hound.
you where thinking of reworking primal into subfactions that unlock a single (non hero) unit? I not too fond of that. I like sub factions for heros, but sub faction for units, that's just means more factions with less stuff added.
@Metalking1417: Go Thanks for these suggestions, I'll keep thinking about them.
I guess a defensive buff would be good. +1 armor? I think +2 would be too much.
@Zarxiel93: Go Read SC1 manual, High Templar is the highest rank in the templar caste, that means only templars become High Templars. BUT this discussion ends here, I don't want to keep off topic.
@StealthToast: Go The widow mine bug will be fixed in the next update. Hellbats were kept for Vulture option because it was still under discussion how Vultures would compensate for it in comparison to Hellions. Right now the mine dropping role looks like the best option. What do you guys think? Can I just disable Hellbats for Vulture option and go on balancing spider mines around it?
@FreezingAcidRain: Go The Queen is supposed to be balanced costing the same as a Viper, I'll change that. Spawn Broodlings can't target massive units if I remember it right. What do you mean by time to activate?
Yes, I will give it to Kerrigan's brood in the next update even though I'm not sure this is the best brood to get it.
Now I understand it. But how could I use a SC1 infested terran model when its basically an infested marine? Don't worry, I will probably create a custom model for it.
+1 armor, yeah. I think this is a good option.
I need to balance Warhounds a little, I have to think about moving them. I understand you suggest it in order to make them more accessible to players.
I understand your point. That's was my original idea, but in the end I think we don't have enough primal unit types to make that happen. So it will probably stay as a hero choice and maybe 1 additional upgrade?
For the the infested faction, the Medivac's voice for moving/attacking has the same voiceset when you clicked the Medivac. Also the Hellbat could use infested sounds.
Zeus: No weapons upgrade, the armor icon is always the same icon as armor level 0 even upgraded, which voiceset is appropriate for the Zeus?
Here some suggestions:
For the Special Ops Dropship: it's voiceset would be more appropriate with the Medivac's voiceset since the transport pilot's portrait is similar to the Medivac's Pilot/Medic.
The Griffon's voiceset would be more appropriate with the Wraith's voiceset since the Tac Fighter's portrait is similar to the Wraith's.
when dominion is pick it would be more authentic if Mengsk said "I will not be stopped" rather than referencing Jimmy.
Special Ops Dropship as an upgrade from medevac's? yes?, no? replaces turbo boost with cloak (or not, people's thoughts? I would like it as an upgrade)
@dat88: Go Some of these should be fixed in this new version. I followed your suggestion and changed the unit sounds for the Spec Ops Dropship.
@StealthToast: Go I hope I can remove it eventually, I already removed the upgrade requirement for spider mines so they are more accessible, just like Hellbats. You guys should test some strategies with vultures only and let me know how well they replace Hellbats right now, and which aspects need to be balanced.
@FreezingAcidRain: Go That sound is way longer, and it has that distant communication feeling, I replaced the other one with "Korhal will endure, as will I". More generic.
So you mean removing the unit and adding cloak as a research for Medivacs?
One thing I'd like from you guys: Which factions you never or rarely select? And from the ones you do select are there units, abilities, upgrades you never or rarely use? Why?
@FreezingAcidRain: Go These will be fixed for the next update. Nyon wasn't supposed to have the shield anymore, its specific ability is Vortex. I will tone down ihs life and shields and increase supply cost.
I know hybrids aren't team colored, but I'm not a big fan of thrikodias' versions. I don't want the blue glow to be team colored, I like my hybrid hydralisk the way it is now. No, there won't be a hybrid lurker.
The Predator appeared in HotS used by the Dominion, I think I should add it to a Dominion squadron. For Umoja I'm planning those ARES-like robots from the first mission, and I don't like to add too many units to the same production facilty unless I'm replacing some. I'm not sure it would be good enough to replace Hellions/Vultures but they do share the same role.
@SoulFilcher: Go
How about adding it to Mobius instead? After all, those soldiers were working under Narud.
Also, an idea for a spell for the queen to use to reduce overlap between her and the infestor- give her a silencing spell in place of ensnare that prevents enemy units from casting spells (mainly abilities under the behavior, effect instant, and effect target categories). This ability would not apply to a unit whose main means of attack involves an ability such as the swarm host.
@Metalking1417: Go Moebius is another option.
I haven't received enough feedback about the Queen. My first idea was that I could swap some of the Defiler and Queen abilities in case their roles were mixed up. Dark Swarm really fits the Queen's role more, while Ensnare fits the Defiler. A silence ability is interesting, although in comparison to EMP and Feedback it feels weak, so I've been thinking about ways to use the target's energy somehow and still make it different from those abilities.
@FreezingAcidRain: Go Infested "infantry" is what makes the faction different. Adding an infested Firebat, and by consequence an infested Marauder, would make it less different in my opinion, because that's the spot the Aberration occupies right now. Disabling Ghosts was basically a lore-based decision from the early stages of SC Expanded, but I know now the troubles that decision brought. I don't really feel like adding infested Ghosts as there isn't anything to support their existence so far (Kerrigan being the exception). I do like the idea of an infested suicidal unit like we had in SC1, but it won't be a Firebat.
Dominion's split decision is meant to be much like Primals, but the 2 are in different temporary situations. Primal packs are supposed to unlock at least one unit each or upgrades, not just their leaders. Dominion is the largest facton and widely seen through SC2, and it means different squadrons specialized in different tactics. Adding everything to Dominion makes the squadrons pointless. The idea is to give them more changes to make them unique.
Like I said in previous posts, I don't like to add several units to the same production structure, specially considering there aren't that many vehicles, they have to be split into the existing factions.
Why Infested cannot have Ghosts? Kerrigan and Stukov are ghost, and in StarCraft: Ghost, Hauler too will be infested and he is was a Spectre, Duran too is infested (ok, is not a true Terran, but if Kerrigan trust he was really infested this mean Ghost can be infested)
@Zarxiel93: Go I know you have strong feelings towards starcraft lore, so I don't really want to bring this discussion to SC Expanded's thread, but Stukov used a Ghost's sprite in SC1 just like Aldaris used a High Templar sprite, even though he wasn't a templar, so there's no real reason to believe Stukov was a ghost, and by the book there is no mention about Hauler being infested.
So I keep my point that Kerrigan is the exception. Even if she wasn't, we never saw a "generic infested ghost" and more important, we never saw them being "mass produced". Ok, more than enough lore for the discussion. Even though many of my decisions for this mod are strongly based on official lore, I have to take gameplay into consideration, I know. In the case of Ghosts my early decision was to disable them for all factions that wouldn't be able to keep a Ghost program going, even the mercenaries lost access to Ghosts, but I recognize now it didn't need to be this way, as there is even a Ghost mercenary group called the "Kimeran pirates". I'm willing to revert it in some factions but not in others. The medic can be considered a kind of replacement right now.
For the infested faction I believe a replacement would be better. I agree the Fatty isn't a good replacement, and I'll try to change that when I can.
Hello there. I just played your mod for the first time and I loved it. I'm a roleplay-based player and enjoy playing with the different factions, especially with Terran. The suggestion I have for you is probably not that important at the moment but I hope you can implement it.
I noticed while playing with the Civilian faction that the decal (little emblem on buildings and command center) changed to the actual one (http://img2.wikia.nocookie.net/__cb20110327204953/starcraft/images/7/78/MarSaraSeperatists_SC2_Decal1.JPEG), while on other factions it didn't. I expected the same for the Dominion faction as I find it most enjoyable for roleplaying.
Another thing I would like to suggest you is to make the Dominion propaganda statue more useful against Zerg or Protoss. By that I mean you can just make another usable spell which will increase the morale (some of the stats) of units in an area. It can be something like a weaker version of Stimpack. Adding a random Mengsk speech on it's use, which can be heard by all players near the statue (even enemies) would be awesome.
I really hope that some of these things can be included in the mod :)
@SoulFilcher: Go
Well if you are looking for a suitable anti caster spell for the zerg, there is the leech ability which was once used by the Infestor to drain energy from an enemy energy user and give it to the user.
@Romanov131: Go Hi, welcome to mapster and to this thread! Thank you for coming here to share your thoughts.
Yes, that change of decals was an idea I had but didn't have much time to work on. I plan to add more of those when I can. I'm always thinking of ways to make it feel more like you're playing the factions. Next update will include a few things that were partially done for some time: sound changes for some units and structures, I hope you like it.
Changing the Dominion Holoboard is something I want to do. I agree with you, some kind of "morale" bonus would be nice, but what could it be that hopefully won't overlap with Stimpacks?
@Metalking1417: Go I remember leech, but the thing is, I think it snowballs in the caster's favor. The enemy caster is out of energy, and yours just got some of the energy back so it will be able to cast leech again soon enough. I was thinking some kind of life regeneration, temporary attack, or maybe even crazier effects.
@SoulFilcher: Go
Well you can take inspiration from WarCraft 3 or DoTA. For example you can give the zerg a spell that damages the target for every energy point they lack, or create a unit with an ability that deals damage to nearby targets every time they cast a spell.
As for the holoboard, how about a defensive buff instead?
@SoulFilcher: Go
I think Stukov is a Ghost (or in the editor the Blizzard use for him the Civilian instead of the Ghost) and only a Terran with great PSI power can mantein is personality and intelligence after Infestastion (ok maybe this is caused to Kaloth's experiments too, but we don't know with certly), is true too in HotS date there is some scrapped files said he was a Sniper (this can explain too because was used the Ghost model), for Aldaris i think you make some confusion with Templar rank and High Templar unit, Fenix too is a Templar but not a High Templar, Aldaris is a Judicator, so I think a Judicator can be a High Templar role in battle :)
Played with the Kel-Morian Combine for a bit, I noticed that whenever I trained a Lasedrill Tank a Widow Mine was also trained along with it. Also, I seem to be able to create Hellbats even if I've selected Vultures than Hellions, not sure if that was intentional. Also, have to say, I love the Cerberus' weapon, looks and sounds like it packs quite a punch. :D
@Metalking1417: Go Thanks for these suggestions, I'll keep thinking about them.
I guess a defensive buff would be good. +1 armor? I think +2 would be too much.
@Zarxiel93: Go Read SC1 manual, High Templar is the highest rank in the templar caste, that means only templars become High Templars. BUT this discussion ends here, I don't want to keep off topic.
@StealthToast: Go The widow mine bug will be fixed in the next update. Hellbats were kept for Vulture option because it was still under discussion how Vultures would compensate for it in comparison to Hellions. Right now the mine dropping role looks like the best option. What do you guys think? Can I just disable Hellbats for Vulture option and go on balancing spider mines around it?
@FreezingAcidRain: Go The Queen is supposed to be balanced costing the same as a Viper, I'll change that. Spawn Broodlings can't target massive units if I remember it right. What do you mean by time to activate?
Yes, I will give it to Kerrigan's brood in the next update even though I'm not sure this is the best brood to get it.
Now I understand it. But how could I use a SC1 infested terran model when its basically an infested marine? Don't worry, I will probably create a custom model for it.
+1 armor, yeah. I think this is a good option.
I need to balance Warhounds a little, I have to think about moving them. I understand you suggest it in order to make them more accessible to players.
I understand your point. That's was my original idea, but in the end I think we don't have enough primal unit types to make that happen. So it will probably stay as a hero choice and maybe 1 additional upgrade?
I have notice bugs:
Here some suggestions:
@SoulFilcher: Go
Ah I see. I say keep them, balancing Spidermines so that they cover the gap left over by Hellbats sounds like too much of a hassle.
Also, love the irony of having a Terran AI ally play as the Dominion, with Raynor commenting over things. :P
I just published a new update. Have fun!
@dat88: Go Some of these should be fixed in this new version. I followed your suggestion and changed the unit sounds for the Spec Ops Dropship.
@StealthToast: Go I hope I can remove it eventually, I already removed the upgrade requirement for spider mines so they are more accessible, just like Hellbats. You guys should test some strategies with vultures only and let me know how well they replace Hellbats right now, and which aspects need to be balanced.
@FreezingAcidRain: Go That sound is way longer, and it has that distant communication feeling, I replaced the other one with "Korhal will endure, as will I". More generic.
So you mean removing the unit and adding cloak as a research for Medivacs?
One thing I'd like from you guys: Which factions you never or rarely select? And from the ones you do select are there units, abilities, upgrades you never or rarely use? Why?
@SoulFilcher: Go
more of adding shield to marine or wings to ling; when medevac researches cloak it becomes Spec Ops Dropship (with heal)