I've been thinking on some crazy ideas. Most of them don't fit this mod, but some might. Can you guys help me to decide if its worth trying?
First: Protoss needs more unit options. I think I can take the Scout from the Akilae tribe and make it an option to the Phoenix. I'd focus the Akilae on High Templar, maybe giving them an improved psi storm or something like that, and disable Dark Templars.
Second: This one is a crazy one. What do you think of giving some faction the ability to lift off Planetary Fortresses, and maybe (just maybe) allow them to attack while flying? It would be a very slow, but powerful, air unit. Maybe it can only attack air while flying.
Other ideas are: move the Miner unit to the Colonist faction, cause Kel-Morians already get some upgrades to buff their economy, and Colonists aren't supposed to have access to Orbital Commands so they wont be able to use MULEs.
Enable the A.R.E.S. warbot for some faction and make alternative modes to be unlocked by research.
Create a "zerg nuke" using that Spore Cannon structure from the campaign. It would shoot that acid ball to the sky and it would fall on the target. I'm not sure how it would be used though.
I spent 30 minutes reading over all of this and thinking. I'm sending you a PM describing several ideas I have. I'll play the maps later today, but not yet. These ideas are based off of what I've seen in your screenshots.
I sent the PM, when you get around to it, look through the ideas.
Maps updated today. The Scout is no longer exclusive to the Akilae tribe, hope they won't get mad at me. Added Delirium's dark units, they won't change color when the tribe is selected (I don't know why), but units created after it will use the dark model.
I've met a problem in the game just now, I'll edit this post if I find any more things I'm concerned with, but the upgrade for either dragoon or stalker edits which unit you use in the gateway, but not the warpgate. I chose dragoon and I spawn stalkers at the warpgate. I just noticed this so that's all I have. :)
Another bug. When you target spawn zerg ground units from the breeding mound, it doesn't do anything unless you target creep and if you don't it uses up a charge and you have to wait for cooldown to end. Maybe mension or fix this?
Edit:
Stone zealot can detect, I didn't see that in its description. Also I played the colonist faction and it's pretty good. Had to send all my scvs to blow up my barracks though. XD I don't get what the salvage ability on the rebels does. Oh and back to the zerg. The zerg mutalisk unit (Forgot the name) at the mound actually shoots its attacks from the ground... O_o It might be hard to fix, but that might need changing. Finally the colonists again. The 2 air units I made was the blimp and nomad. The blimp has energy, but doesn't do anything with it, I bet you were going to do something about that, but wanted to point that out. The nomad's ability seems useless, sorry. : / And the charges can be wasted when stacking on buildings. Nomads can't get anymore charges afterwards. That's it for now.
Whoa! I totally forgot to add the Dragoon to the Warp Gate ability! Thanks. I knew about the drop problem. I was planning to change it to another system, since I wanted the ability to drop Zerg from the sky to be a separated ability. In the end I didn't fix it and left it as it were, but I'm going to fix it until I decide what to do.
K SoulFilcher, I friended you, my code is 137 and I'm Deviler on starcraft 2. I'm going to play a few more rounds and maybe you can join me soon or later today. I'd like to see 2pv2ais in action or maybe pvp. I'll update this post with more recent fresh bugs and ideas.
Edit:
The Void Seekers seem really overpowered. They have 8 range, 50 damage, and 1.2 weaponspeed. Also, they have a speed boost ability, that seems overpowered too especially with their slow speeds. They also land...idk why...Thats it for now.
Edit:
The infested faction was actually quite fun compared to the others I played. However, again, I found more bugs. First, the scv when you upgrade to infested faction can still build the ghost academy. It cannot be used and it isn't even infested. second, the reactor from the infested barracks isn't infested either. Also, what's up with the lame blink ability for the hercules? It's really short ranged and it takes a long time to use. I'd suggest either make it take less time or increase range by like 50% or double. That's all for now. :)
Thanks for the replies. You pointed out some bugs I hadn't seen. Fixed the Warp Gate issue for the next update. Fixed the Breeding Mound's ability so it no longer requires creep. Stone Zealots were not supposed to detect, fixed that too.
The visual effect from some attack are complicated and I'm still learning about it. Some units will launch their missiles from the ground until I take the time to learn how to fix it.
The Nomad's Salvage will undergo several changes as it is rarely used as it is. Basically you have to use your Nomad to attack a mechanical building, when it dies it will spawn a scrap cube, you can pick it with your Nomad and bring bak to your Command Center to get +50 minerals. The Fire-Suppression ability also needs some improvements, Nomads won't be able to use it on buildings that already have drones.
EDIT: I know Void Seekers are OP, I haven't decided what to do yet. Their "land" animation is there because maybe someone will come with a good idea for it. I was thinking on an alternative stationary mode that gives it some special ability, just like the Warp Prism.
Fixed the Academy requirements so Infested can no longer build them. Reactors will now look infested, like Tech Labs. The Hercules ability is not short ranged, as you can use it anywhere on the map, as long as the target is revealed to you. I still have to work on it though.
Does anyone have a good idea for 1 ability to replace hallucination? It must not be a combat-oriented ability, at least not directly. It must be something like hallucination, useful in and out of combat, capable of luring enemies to take wrong decisions or hiding your true strategies from your enemies.
@AtikLyar: Wouldn't it become useless by the time you get your "mamaship"? And a field would be too powerful for the Sentry, I'd rather make it target a few units in an area.
How difficult is it to make a buff be negated if the unit is detected? For example, making that Displacement ability in the campaign (Wraith's ability if I remember it right) be "disabled" for players that have a detector nearby. I believe there's something to do with the Damage Response for the behavior, but I still have to go and try it.
Since I'm the one with the ideas, how about an ability that phases units in the target area out of the map for a short time. They look like hallucinations, kind of, but instead they cannot attack or be attacked while phased out. They also move slower. That could be promising. Also, if you won't add that ability idea, here's another. Perhaps you could have an ability that pulls enemies towards a vortex, but unlike the mothership's vortex they aren't sucked inside, just pulled towards constantly. Think about it. :)
Edit: These require atleast a little bit of data experience. I know data, but I still can't get abilities down, so I can't help with the actual making of the abilities, but I can tell you what one should look like. :(
Well, on the subject of them becomming useless later on: Sentries are usually made useless in late game anyway when units like collossi, carriers, and mamaships show up...
When did we decide to call them mamaships? >.> Is THAT where protoss are born? Is this the big secret of where protoss come from? They don't just warp from random space and void? Mamaship... >.>
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@AtikLYar: Any bugs to report or maybe suggestions?
How do I properly add this to a map, out of curiosity?
I tried and it seemed to get some major bugs. For example, I went infested for the terran and it still let me build thors.
Change the depencies order, the mod should be on top.
I've been thinking on some crazy ideas. Most of them don't fit this mod, but some might. Can you guys help me to decide if its worth trying?
First: Protoss needs more unit options. I think I can take the Scout from the Akilae tribe and make it an option to the Phoenix. I'd focus the Akilae on High Templar, maybe giving them an improved psi storm or something like that, and disable Dark Templars.
Second: This one is a crazy one. What do you think of giving some faction the ability to lift off Planetary Fortresses, and maybe (just maybe) allow them to attack while flying? It would be a very slow, but powerful, air unit. Maybe it can only attack air while flying.
Other ideas are: move the Miner unit to the Colonist faction, cause Kel-Morians already get some upgrades to buff their economy, and Colonists aren't supposed to have access to Orbital Commands so they wont be able to use MULEs.
Enable the A.R.E.S. warbot for some faction and make alternative modes to be unlocked by research.
Create a "zerg nuke" using that Spore Cannon structure from the campaign. It would shoot that acid ball to the sky and it would fall on the target. I'm not sure how it would be used though.
Some of those sound pretty cool.
Did you ever update the dark protoss so all their units get the skins? As the scout would clash with them.
I downloaded Delirium's Dark Protoss pack. So I'll be able to give them dark versions of all the units.
I... didn't even know that exsisted... lol
I spent 30 minutes reading over all of this and thinking. I'm sending you a PM describing several ideas I have. I'll play the maps later today, but not yet. These ideas are based off of what I've seen in your screenshots.
I sent the PM, when you get around to it, look through the ideas.
Maps updated today. The Scout is no longer exclusive to the Akilae tribe, hope they won't get mad at me. Added Delirium's dark units, they won't change color when the tribe is selected (I don't know why), but units created after it will use the dark model.
I've met a problem in the game just now, I'll edit this post if I find any more things I'm concerned with, but the upgrade for either dragoon or stalker edits which unit you use in the gateway, but not the warpgate. I chose dragoon and I spawn stalkers at the warpgate. I just noticed this so that's all I have. :)
Another bug. When you target spawn zerg ground units from the breeding mound, it doesn't do anything unless you target creep and if you don't it uses up a charge and you have to wait for cooldown to end. Maybe mension or fix this?
Edit: Stone zealot can detect, I didn't see that in its description. Also I played the colonist faction and it's pretty good. Had to send all my scvs to blow up my barracks though. XD I don't get what the salvage ability on the rebels does. Oh and back to the zerg. The zerg mutalisk unit (Forgot the name) at the mound actually shoots its attacks from the ground... O_o It might be hard to fix, but that might need changing. Finally the colonists again. The 2 air units I made was the blimp and nomad. The blimp has energy, but doesn't do anything with it, I bet you were going to do something about that, but wanted to point that out. The nomad's ability seems useless, sorry. : / And the charges can be wasted when stacking on buildings. Nomads can't get anymore charges afterwards. That's it for now.
Whoa! I totally forgot to add the Dragoon to the Warp Gate ability! Thanks. I knew about the drop problem. I was planning to change it to another system, since I wanted the ability to drop Zerg from the sky to be a separated ability. In the end I didn't fix it and left it as it were, but I'm going to fix it until I decide what to do.
K SoulFilcher, I friended you, my code is 137 and I'm Deviler on starcraft 2. I'm going to play a few more rounds and maybe you can join me soon or later today. I'd like to see 2pv2ais in action or maybe pvp. I'll update this post with more recent fresh bugs and ideas.
Edit: The Void Seekers seem really overpowered. They have 8 range, 50 damage, and 1.2 weaponspeed. Also, they have a speed boost ability, that seems overpowered too especially with their slow speeds. They also land...idk why...Thats it for now.
Edit: The infested faction was actually quite fun compared to the others I played. However, again, I found more bugs. First, the scv when you upgrade to infested faction can still build the ghost academy. It cannot be used and it isn't even infested. second, the reactor from the infested barracks isn't infested either. Also, what's up with the lame blink ability for the hercules? It's really short ranged and it takes a long time to use. I'd suggest either make it take less time or increase range by like 50% or double. That's all for now. :)
Thanks for the replies. You pointed out some bugs I hadn't seen. Fixed the Warp Gate issue for the next update. Fixed the Breeding Mound's ability so it no longer requires creep. Stone Zealots were not supposed to detect, fixed that too.
The visual effect from some attack are complicated and I'm still learning about it. Some units will launch their missiles from the ground until I take the time to learn how to fix it.
The Nomad's Salvage will undergo several changes as it is rarely used as it is. Basically you have to use your Nomad to attack a mechanical building, when it dies it will spawn a scrap cube, you can pick it with your Nomad and bring bak to your Command Center to get +50 minerals. The Fire-Suppression ability also needs some improvements, Nomads won't be able to use it on buildings that already have drones.
EDIT: I know Void Seekers are OP, I haven't decided what to do yet. Their "land" animation is there because maybe someone will come with a good idea for it. I was thinking on an alternative stationary mode that gives it some special ability, just like the Warp Prism.
Fixed the Academy requirements so Infested can no longer build them. Reactors will now look infested, like Tech Labs. The Hercules ability is not short ranged, as you can use it anywhere on the map, as long as the target is revealed to you. I still have to work on it though.
I updated again. Hope you see most of the things you missed. :)
Does anyone have a good idea for 1 ability to replace hallucination? It must not be a combat-oriented ability, at least not directly. It must be something like hallucination, useful in and out of combat, capable of luring enemies to take wrong decisions or hiding your true strategies from your enemies.
A temprary cloaking field like the mamaship's?
@AtikLyar: Wouldn't it become useless by the time you get your "mamaship"? And a field would be too powerful for the Sentry, I'd rather make it target a few units in an area.
How difficult is it to make a buff be negated if the unit is detected? For example, making that Displacement ability in the campaign (Wraith's ability if I remember it right) be "disabled" for players that have a detector nearby. I believe there's something to do with the Damage Response for the behavior, but I still have to go and try it.
Since I'm the one with the ideas, how about an ability that phases units in the target area out of the map for a short time. They look like hallucinations, kind of, but instead they cannot attack or be attacked while phased out. They also move slower. That could be promising. Also, if you won't add that ability idea, here's another. Perhaps you could have an ability that pulls enemies towards a vortex, but unlike the mothership's vortex they aren't sucked inside, just pulled towards constantly. Think about it. :)
Edit: These require atleast a little bit of data experience. I know data, but I still can't get abilities down, so I can't help with the actual making of the abilities, but I can tell you what one should look like. :(
Well, on the subject of them becomming useless later on: Sentries are usually made useless in late game anyway when units like collossi, carriers, and mamaships show up...
When did we decide to call them mamaships? >.> Is THAT where protoss are born? Is this the big secret of where protoss come from? They don't just warp from random space and void? Mamaship... >.>