@nolanstar: Go I have no idea why some units are used and others aren't. In a match with 3 zerg AI not a single Brutalisk was created. And so far not a single Dragoon when Akilae is selected. I will keep making tests and improving triggers until I'm satisfied with them for a public release.
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.
@nolanstar: Go Yes, sure. Currently I haven't added buildings. But I'm trying to be selective about when exactly they are ordered to train units, and maybe some cases are causing problems. Another issue I had was the "colonist bug" that a few players reported. Out of nowhere AI will select factions as it was several versions ago, and when AI is terran it picks Colonists and becomes useless. I double and triple checked everything but it has to be a battlenet bug. I already posted on the official forums, let's hope they will answer.
EDIT: As I suspected conditions were causing trouble. Changed those and all of a sudden I had to fight too many dragoons. Next update will be a good one for those of you that like playing with AI.
Make a mode for that game that enables as many units and upgrades for each race as possible. You still get the standard unit/tech choices, otherwise there'd be overcrowding on production buildings. Faction choices would be disabled, since most of them would be integrated. Honestly, I think this would be really fun, because then even by the end of a long game, tech trees could still be in progress. Just a thought.
@Vultorask: Go Yeah, it was already suggested. I have to think carefully about it because it won't be fast to finish.
It seems I can make terran and protoss AI train the units, but so far none of the zerg units I added appeared in my tests, both units that come from larvae and the ones that are produced from hatcheries.
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.
@nolanstar: Go Yeah, but I am worried about the standard ladder units. Some roles and option will be totally screwed by what I saw and some extra units like the Diamondback will totally overlap with standard units.
I checked the "keep corpse" mod, there's no way I can make that optional, sorry.
I thought I'd be able to update the mod this last weekend, but since I made no advance for Zerg AI I decided to postpone it. On the other hand Terran AI can select 3 or 4 factions and use their units.
You could always restrict LotV units to some factions (or from factions), say faction A has Diamondbacks but can't make Cyclones, while faction B has Cyclones but can't make Diamondbacks. Or you could give players an option, like you did with Thors/Goliaths, Hellions/Vultures, etc
the HERC seems like a firebat
the swarm host could have a split between hots stats and lotv stats, same with the immortal with the shield, and the tempest attack. disruptor seems like a reaver, that could be a split too. cyclone seems to be a goliath/Diamondback hybrid.
looks like infestor is getting that overlord ability
scourge and corrptors are worlds apart
lurkers seems to be coming back, seems the reason is to make the game more about micro.
a thought ceribus, should its stats be like the regular bc and have the current attack (purple) like the yamoto, but does't have the 3s pause, weeker attack, but causes emp/lockdown for 4 seconds?
not sure if mentioned, but psi tower/spiral from hots as a protoss version of scanner sweep?
@StealthToast: Go Yeah, I'll have to think about that carefully.
@AlexO6: Go Makes sense. I will consider that and plan ahead.
@FreezingAcidRain: Go I won't keep more than one version of a unit. Whatever is released with LotV will become the version I'll use in the mod. If anything in LotV makes something in the mod pointless, like the Infestor ability, the thing from the mod will be scrapped in favor of the official version.
So a Cerberus attacking a target would completely paralyze it? Not a good idea.
That Psi Tower was one of the ideas, something like a Protoss version of the Oribtal Command. But I haven't been working on the mod enough to add the more complex ideas, and now with LotV annouced I must put my efforts in other things, or risk having things changed/scrapped later. If the campaign does not come with anything similar, then I'll add it for sure.
@nolanstar: Go Yeah, but I am worried about the standard ladder units. Some roles and option will be totally screwed by what I saw and some extra units like the Diamondback will totally overlap with standard units.
I checked the "keep corpse" mod, there's no way I can make that optional, sorry.
I thought I'd be able to update the mod this last weekend, but since I made no advance for Zerg AI I decided to postpone it. On the other hand Terran AI can select 3 or 4 factions and use their units.
The Cyclone will DEFINITELY get nerfed.
By the way, I suspect that the diamondback needs a buff in SC expanded, but I can't be sure yet.
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.
diamondback never got buffed yet? They stand right now as:
Attack speed 2
ground attack only
15 damage, 30 vs armoured.
150 minerals and 75 gas
125 health
and under moebius faction.
costly, low health, low damage. and never buffed for over a year(s)...
I want you guys to be patient. I'm working on the fanmade LotV mod to be soon released, so I haven't touched SC Expanded since the last weekend. I'll get back to it when LotV mod is up and running.
The LotV mod is online, but I'm still busy with it. Anyway, SC2's American server is going through some issues and updating wouldn't be a good idea right now.
will the lotv be merged with sc expanded as an addon, mod, or parts?
I tried nolanstar's mod, and I like his dark archons, and it seems to be the most completed. mind control shouldn't have a timer, it should target any unit with a cost of 50mana "and" full shield. this means any damage to the shield prevents the archon from using mind control and is vulnerable to be killed with only 25 health. because ultralisk and broodlord are immune to mind control, I think the abilty should only target non massive units. I would say biological units but stakers and that maelstrom needs a perpose. I think feedback is replaced with psi attack in sc mod, good. another thing I like was no requirement's for upgrades, but that's up for discussion.
they say the herc overlaps with the zealot/hellbat. my prediction is they will be a anti unit vs massive targets, use grapple like blink. they be good vs terran "titans".
@FreezingAcidRain: Go I will not include everything from LotV, at least not right now, but since Protoss lacks diversity I thought I could add the Disruptor to a tribe, maybe in place of the Replicant.
SC Expanded "balance" tries to keep up with ladder balance. BW units here aren't recreations of BW balance and in SC2 a permanent mind control is just out of place. There are still a lot of other abilities that need to be nerfed or balanced in some way. Ultralisks and Broodlords are immune because they have Frenzy, making the ability not target massive units kills most of its utility, and Blizzard tried it with Neural Parasite and had the same conclusion. The need for upgrades can be changed, costs and upgrade time can be reduced if the unit doesn't feel very useful, or too expensive to use.
I've read about the Hellbat/Herc and I believe Blizzard will change one or even both units during alpha and beta. I can totally see the Herc losing the aoe upgrade in favor of another one, that's one of the main things that make it overlap with the Hellbat. And with the Marauder nerf vs Ultralisks the Herc may be used vs that unit.
@nolanstar: Go I have no idea why some units are used and others aren't. In a match with 3 zerg AI not a single Brutalisk was created. And so far not a single Dragoon when Akilae is selected. I will keep making tests and improving triggers until I'm satisfied with them for a public release.
@SoulFilcher: Go
Make sure you use the "Train" for units and the "Build" for buildings.
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.
@nolanstar: Go Yes, sure. Currently I haven't added buildings. But I'm trying to be selective about when exactly they are ordered to train units, and maybe some cases are causing problems. Another issue I had was the "colonist bug" that a few players reported. Out of nowhere AI will select factions as it was several versions ago, and when AI is terran it picks Colonists and becomes useless. I double and triple checked everything but it has to be a battlenet bug. I already posted on the official forums, let's hope they will answer.
EDIT: As I suspected conditions were causing trouble. Changed those and all of a sudden I had to fight too many dragoons. Next update will be a good one for those of you that like playing with AI.
Lol, I just got a hilarious idea:
Make a mode for that game that enables as many units and upgrades for each race as possible. You still get the standard unit/tech choices, otherwise there'd be overcrowding on production buildings. Faction choices would be disabled, since most of them would be integrated. Honestly, I think this would be really fun, because then even by the end of a long game, tech trees could still be in progress. Just a thought.
@Vultorask: Go Yeah, it was already suggested. I have to think carefully about it because it won't be fast to finish.
It seems I can make terran and protoss AI train the units, but so far none of the zerg units I added appeared in my tests, both units that come from larvae and the ones that are produced from hatcheries.
Good news is LOTV campaign should give you plenty of protoss tech options...
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.
@nolanstar: Go Yeah, but I am worried about the standard ladder units. Some roles and option will be totally screwed by what I saw and some extra units like the Diamondback will totally overlap with standard units.
I checked the "keep corpse" mod, there's no way I can make that optional, sorry.
I thought I'd be able to update the mod this last weekend, but since I made no advance for Zerg AI I decided to postpone it. On the other hand Terran AI can select 3 or 4 factions and use their units.
You could always restrict LotV units to some factions (or from factions), say faction A has Diamondbacks but can't make Cyclones, while faction B has Cyclones but can't make Diamondbacks. Or you could give players an option, like you did with Thors/Goliaths, Hellions/Vultures, etc
Lore-wise, the HERC is supposed to be a Kel-Morian unit and the Cyclone, a Umojan unit, I believe, so that would work.
the HERC seems like a firebat the swarm host could have a split between hots stats and lotv stats, same with the immortal with the shield, and the tempest attack. disruptor seems like a reaver, that could be a split too. cyclone seems to be a goliath/Diamondback hybrid. looks like infestor is getting that overlord ability scourge and corrptors are worlds apart lurkers seems to be coming back, seems the reason is to make the game more about micro.
a thought ceribus, should its stats be like the regular bc and have the current attack (purple) like the yamoto, but does't have the 3s pause, weeker attack, but causes emp/lockdown for 4 seconds?
not sure if mentioned, but psi tower/spiral from hots as a protoss version of scanner sweep?
@StealthToast: Go Yeah, I'll have to think about that carefully.
@AlexO6: Go Makes sense. I will consider that and plan ahead.
@FreezingAcidRain: Go I won't keep more than one version of a unit. Whatever is released with LotV will become the version I'll use in the mod. If anything in LotV makes something in the mod pointless, like the Infestor ability, the thing from the mod will be scrapped in favor of the official version.
So a Cerberus attacking a target would completely paralyze it? Not a good idea.
That Psi Tower was one of the ideas, something like a Protoss version of the Oribtal Command. But I haven't been working on the mod enough to add the more complex ideas, and now with LotV annouced I must put my efforts in other things, or risk having things changed/scrapped later. If the campaign does not come with anything similar, then I'll add it for sure.
The Cyclone will DEFINITELY get nerfed.
By the way, I suspect that the diamondback needs a buff in SC expanded, but I can't be sure yet.
@AlexO6: Go
Where did you here that? interested in more info.
Soulflitcher if not you could incorporate the protoss ship abilities in lotv to be on the pis-link spire.
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.
diamondback never got buffed yet? They stand right now as: Attack speed 2 ground attack only 15 damage, 30 vs armoured. 150 minerals and 75 gas 125 health
and under moebius faction.
costly, low health, low damage. and never buffed for over a year(s)...
@ColonistLover: Go Diamondbacks were nerfed a long time ago after some test matches. Time to rethink them.
@nolanstar: Go Yeah, those Ark ship abilities will probably end up somewhere in the mod.
@FreezingAcidRain: Go I'll buff health and damage for the next update.
I want you guys to be patient. I'm working on the fanmade LotV mod to be soon released, so I haven't touched SC Expanded since the last weekend. I'll get back to it when LotV mod is up and running.
@SoulFilcher: Go
Good luck with the LotV map, I'll be downloading that as soon as it's done!
The LotV mod is online, but I'm still busy with it. Anyway, SC2's American server is going through some issues and updating wouldn't be a good idea right now.
will the lotv be merged with sc expanded as an addon, mod, or parts?
I tried nolanstar's mod, and I like his dark archons, and it seems to be the most completed. mind control shouldn't have a timer, it should target any unit with a cost of 50mana "and" full shield. this means any damage to the shield prevents the archon from using mind control and is vulnerable to be killed with only 25 health. because ultralisk and broodlord are immune to mind control, I think the abilty should only target non massive units. I would say biological units but stakers and that maelstrom needs a perpose. I think feedback is replaced with psi attack in sc mod, good. another thing I like was no requirement's for upgrades, but that's up for discussion.
they say the herc overlaps with the zealot/hellbat. my prediction is they will be a anti unit vs massive targets, use grapple like blink. they be good vs terran "titans".
@FreezingAcidRain: Go I will not include everything from LotV, at least not right now, but since Protoss lacks diversity I thought I could add the Disruptor to a tribe, maybe in place of the Replicant.
SC Expanded "balance" tries to keep up with ladder balance. BW units here aren't recreations of BW balance and in SC2 a permanent mind control is just out of place. There are still a lot of other abilities that need to be nerfed or balanced in some way. Ultralisks and Broodlords are immune because they have Frenzy, making the ability not target massive units kills most of its utility, and Blizzard tried it with Neural Parasite and had the same conclusion. The need for upgrades can be changed, costs and upgrade time can be reduced if the unit doesn't feel very useful, or too expensive to use.
I've read about the Hellbat/Herc and I believe Blizzard will change one or even both units during alpha and beta. I can totally see the Herc losing the aoe upgrade in favor of another one, that's one of the main things that make it overlap with the Hellbat. And with the Marauder nerf vs Ultralisks the Herc may be used vs that unit.
Hey guys, I updated the mod today. AI should train exclusive units.