For balancing Warhound, why don't you make the Warhound's Haywire missiles cost energy? That way, you have given the Warhound a hard counter in the races it will be deployed against.
Edit: Also, the warhound might fit in well with the mercenary faction, given that the warhound the Warhound was originally a "merc commander", though maybe the mercs have enough unique units already.
@FreezingAcidRain: Go Ok, I'll think about it, but maybe the Medivac + cloack will be too good in that case.
@Metalking1417: Go I don't think it needs to be hard countered. During the beta mass Warhound was a viable strategy because they are good vs most ground units, even units they weren't supposed to fight like zealots. I think what I need to do is to make it less effective vs light units, and more effective (or just keep it as effective as it already is) vs the armored units that cause trouble for mech, like Immortals, Tanks and Marauders. So I've been thinking I could remove the armored status and reduce its life. This way it will take less damage from those units and die faster vs most other units.
I haven't worked on anything for the next update yet, but let's keep this discussion going so maybe I can make these changes when I get some free time.
Zerg; Niadra's brood and naktuls brood. Niadra's brood the moving underground baneling upgrade could also applies to zerglings, add ultralisk burrow, and mabey I may select it. upgrades never used are the infester speed. naktuls brood only upgrade I like is the purple slim from roach. now I notice the green and purple shades on zerg splits, and I think the reasoning was green is primalish zerg and purple is more Kerriganish zerg. for primal zerg ( ands its a list to choose from cause theres a bit) gas ultralisk, green swarm host split where locust fly or creepers, green zergling jump ability, viper enabled attack.) Kerrigan brood would unlock all purple tech splits, or there under the mercenary group. also the upgrade where zerglings take less 20% time to hatch should be replaced with instant spawn.
terran: Moebius Foundation and colonies
protoss, anything that does not include dragoon, arbiters or the increase in weapon speed /health bonus).
more of a zerg player
most protoss splits I don't use, except orb range. zealot cooking blades could have increase attack rate to be more useful (cause the melt vs. range)
zerg splits I don't use except roach +6 vs light sometimes. terran +1 range if vs terran (I know cause sc1 diplo 7.7 ghosts vs marines) bunker turret is always selected, banshee area effect I like, yammoto cannon two shots anything seems better then missles where they run away cause it takes so long or not enough damage, be interesting if that was vs ground units.
Terran race, Dominion faction, Alpha Squadron. The Immortal Protocol doesn't work as Thors destroyed don't come back to "life". Maybe you can look into it.
Copying a reaver with a replicant lets the new rever store an unlimited number of scarabs.
I think it may be intended: copying a mothership core allows construction of multiple motherships.
@FreezingAcidRain: Go Ok, thanks for the report, If more players report they don't use these I'll have to think about them.
@yrtan: Go You need to activate it, because it costs resources.
@Vozhban: Go Those are unforeseen cases. Replicated Carriers can probably make infinite interceptors too and that's a huge problem. I'll see what I can do.
I still can't figure out the way to activate it. When I've completed the upgrade in tech lab, the immortal protocol icon is still un-clickable when I select Thors. Though the immortal protocol icon turned from greyscale to colored.
@yrtan: Go Ok, I'll check it when I can a see what's happening.
New Folsom Cannons replaced Xel'Naga Towers in some cases when we had arcade maps for the mod. When I moved it to be an extension mod I forgot about them. What do you guys think? Should we bring them back somehow? In specific situations or replacing all Towers?
EDIT: Immortality Protocol is bugged, it seems that switching to SwarmMulti removed the data necessary to make it work, so I'll have to add it back to the unit.
Hey guys, I just published another update. I finally found a way to "fix" the tooltip bug for mercenary units, and durig tests I realized most mercenary units were too cheap for their extra firepower, so they got their resource costs increased.
I also fixed a few other things that have been posted here.
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.
In regards to the immortality protocol, It was actually a result of switching to heart of the swarm as a whole. To fix, simply add the behavior "Thor don't die" to the units you want it to affect.
in brood war and sc2 the old queen "time/behaviour" is switched for brood strike and green goo. ex. the queen should decelerate, come to a stop, and then lunch the broodings, but this does not happen. This does however, happen when lunching the green goe (but it lunches the devourers attack on ground level).
will devour stats and attack animation ever be set to default?
diamond back buff? increase attack rate?
guardians 3 supply with attack time increased to 1.9?
zerg bunker monster attack should be greater than a old hydralisk attack.
Same actor for thor, however you must change the immortality protocol model actor (Morphtothor) line for creation to have a morph from thor wreckage line or it will bug out, create the immortality animation, then delete the thors actor other than the model. Happened in my mod and took time to figure out the issue.
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.
@FreezingAcidRain: Go I wasn't happy with the standard attack visuals when I first saw them, so I decided to use my own version. I had the Devourer unit ready in the mod before I had access to the "oficial" one so that why stats aren't based on that version. Maybe range and damage could use a nerf, but I think 3.25 speed is too much for the unit.
EDIT: I'm working on extension mods for an extension mod lol. Right now I'm testing Big Game Hunters or Wandering Minerals selectable from game lobby by the host. I think it will add even more replayability and fun. What other extensions could be worth trying?
Hey, been a while since I've lurked around SC2mapster since I have been busy with other things. As for other extension mods, me and my friends absolutely love FLUB. If you could incorporate that one in SC Expanded somehow that would be great. The biggest problem I can see is it applying stats to unimplemented units or scattering them across different factions. Though given the way FLUB works it wont matter too much.
Haven't played much starcraft in a while, finally decided to get back into it with this mod. Glad to see it's still around, cause I feel like this mod is a complete improvement over the game. I don't know if this has been suggested before, but rather than selecting the factions/upgrades from the supply depot/etc., could it possible to have then selected in a menu at the start of the game? Like a 60 to 90 second timer. I suppose the one downside of it is that you can't pick them in the middle of the game to counterpick against the enemy player, which I'm not sure is your intent or not.
Gonna be posting up various bugs with regards to damage/armor/shield upgrades soon.
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@SoulFilcher: Go
For balancing Warhound, why don't you make the Warhound's Haywire missiles cost energy? That way, you have given the Warhound a hard counter in the races it will be deployed against.
Edit: Also, the warhound might fit in well with the mercenary faction, given that the warhound the Warhound was originally a "merc commander", though maybe the mercs have enough unique units already.
@FreezingAcidRain: Go Ok, I'll think about it, but maybe the Medivac + cloack will be too good in that case.
@Metalking1417: Go I don't think it needs to be hard countered. During the beta mass Warhound was a viable strategy because they are good vs most ground units, even units they weren't supposed to fight like zealots. I think what I need to do is to make it less effective vs light units, and more effective (or just keep it as effective as it already is) vs the armored units that cause trouble for mech, like Immortals, Tanks and Marauders. So I've been thinking I could remove the armored status and reduce its life. This way it will take less damage from those units and die faster vs most other units.
I haven't worked on anything for the next update yet, but let's keep this discussion going so maybe I can make these changes when I get some free time.
@SoulFilcher: Go
Which factions you never or rarely select:
most protoss splits I don't use, except orb range. zealot cooking blades could have increase attack rate to be more useful (cause the melt vs. range) zerg splits I don't use except roach +6 vs light sometimes. terran +1 range if vs terran (I know cause sc1 diplo 7.7 ghosts vs marines) bunker turret is always selected, banshee area effect I like, yammoto cannon two shots anything seems better then missles where they run away cause it takes so long or not enough damage, be interesting if that was vs ground units.
@SoulFilcher:
Terran race, Dominion faction, Alpha Squadron. The Immortal Protocol doesn't work as Thors destroyed don't come back to "life". Maybe you can look into it.
Copying a reaver with a replicant lets the new rever store an unlimited number of scarabs. I think it may be intended: copying a mothership core allows construction of multiple motherships.
@FreezingAcidRain: Go Ok, thanks for the report, If more players report they don't use these I'll have to think about them.
@yrtan: Go You need to activate it, because it costs resources.
@Vozhban: Go Those are unforeseen cases. Replicated Carriers can probably make infinite interceptors too and that's a huge problem. I'll see what I can do.
@SoulFilcher: Go
I still can't figure out the way to activate it. When I've completed the upgrade in tech lab, the immortal protocol icon is still un-clickable when I select Thors. Though the immortal protocol icon turned from greyscale to colored.
Also, where can I find the "New Folsom Cannon" ?
Thanks.
@yrtan: Go Ok, I'll check it when I can a see what's happening.
New Folsom Cannons replaced Xel'Naga Towers in some cases when we had arcade maps for the mod. When I moved it to be an extension mod I forgot about them. What do you guys think? Should we bring them back somehow? In specific situations or replacing all Towers?
EDIT: Immortality Protocol is bugged, it seems that switching to SwarmMulti removed the data necessary to make it work, so I'll have to add it back to the unit.
Hey guys, I just published another update. I finally found a way to "fix" the tooltip bug for mercenary units, and durig tests I realized most mercenary units were too cheap for their extra firepower, so they got their resource costs increased.
I also fixed a few other things that have been posted here.
Make it a trigger library with a random chance to switch all watchtowers to cannons.
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.
@SoulFilcher: Go
In regards to the immortality protocol, It was actually a result of switching to heart of the swarm as a whole. To fix, simply add the behavior "Thor don't die" to the units you want it to affect.
@nolanstar: Go Its an idea, I'll think about it.
@Metalking1417: Go Not only that, but I had to fix the actors since Thor attack modes are actually handled by a morph ability now.
@SoulFilcher: Go
Same actor for thor, however you must change the immortality protocol model actor (Morphtothor) line for creation to have a morph from thor wreckage line or it will bug out, create the immortality animation, then delete the thors actor other than the model. Happened in my mod and took time to figure out the issue.
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.
@FreezingAcidRain: Go I will check the Queen movement.
I don't understand what you meant by "devour stats and attack animation be set to default"
For unit balancing I'm still waiting for more feedback, reports have been really slow lately, so I focused on fixing bugs.
@nolanstar: Go Its supposed to be fixed by now, if its not please let me know.
"zerg devourer"
attack animation: is a purple ball and causes the enemy to glow that purple cloud
default (editor when you open it for the first time) stats:
range 6 (not 7) damage 15 and 25 vs. armoured (not 25 solid) speed 3.25 (not 2.5)
reports have been slow, but there are a ton of things that could be updated
@FreezingAcidRain: Go I wasn't happy with the standard attack visuals when I first saw them, so I decided to use my own version. I had the Devourer unit ready in the mod before I had access to the "oficial" one so that why stats aren't based on that version. Maybe range and damage could use a nerf, but I think 3.25 speed is too much for the unit.
EDIT: I'm working on extension mods for an extension mod lol. Right now I'm testing Big Game Hunters or Wandering Minerals selectable from game lobby by the host. I think it will add even more replayability and fun. What other extensions could be worth trying?
New version released with the new extensions. I haven't included bug fixes or balance tweaks in this one.
@SoulFilcher: Go
Hey, been a while since I've lurked around SC2mapster since I have been busy with other things. As for other extension mods, me and my friends absolutely love FLUB. If you could incorporate that one in SC Expanded somehow that would be great. The biggest problem I can see is it applying stats to unimplemented units or scattering them across different factions. Though given the way FLUB works it wont matter too much.
Haven't played much starcraft in a while, finally decided to get back into it with this mod. Glad to see it's still around, cause I feel like this mod is a complete improvement over the game. I don't know if this has been suggested before, but rather than selecting the factions/upgrades from the supply depot/etc., could it possible to have then selected in a menu at the start of the game? Like a 60 to 90 second timer. I suppose the one downside of it is that you can't pick them in the middle of the game to counterpick against the enemy player, which I'm not sure is your intent or not.
Gonna be posting up various bugs with regards to damage/armor/shield upgrades soon.