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.
@rickmary: Go Yes, I already have a huge list of interesting things I'll have to check later. It appears things haven't changed much for Protoss though. A new Shuttle, and what else?
@FreezingAcidRain: Go Yeah, I know, don't worry about icons and wireframes, I'll take care of those. The Defiler model is almost complete, I only have a few animations left to fix. I already gave the Devourer a good attack effect don't worry. The animations are easy to fix too.
@nolanstar: Go There's a normal Guardian in the editor too. I plan to use both the normal and primal versions. All those are in my list to be evaluated when I get to play the expansion.
But more important now is to decide what changes for the factions/broods/tribes. New ones, changes to existing ones, and removal if necessary.
For Terran I believe I may be able to add one more Dominion faction. Mercenaries will become Mira's Mercs. What else?
For Protoss I guess there aren't any changes in this part.
For Zerg it's going to be an overhaul. All the BW broods will be removed, Primal and other new broods will be added, and all the content will be re-distributed. I'm already considering how different from basic Zerg the primals can be, it sounds promising. I'm not sure how to use Kerrigan, now that she can be used more directly (as campaign low-level Kerrigan). Stukov will be the hero for the Infested faction. I still have to play the game to check the other Zerg heroes, but I guess Za'Gara can lead her own brood right?
i would say a special forces or korhal elite dominion faction with gorgons and garrasons and spectres and diamondbacks and a archangel hero , but we see warfield using warhounds in the campaign so maybe nerf and add to alpha squadron, and sentry bots to umojan, as a mech marine XD and a annialator hero for umoja
there are also mercinary ships in the campaign so maybe replace viking and banshee with them for mm
primal zerg!
maybe the shuttle as a protoss hercules with a teleport, it powers up for 10 seconds and all players see a line
there also is a kelmorian pirate ship in campaign so maybe replace bc with that for km
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.
Dude man dude mr.sou! What's keeping you from upgrading to hots?! I've finished the campaign (disappointment for me), and nothing much left to do. Luckily mlg is keeping me busy. But I'm psyched and amp'd for the HoTS SC Expanded to get going, tbh I'm actually kinda hoping I can be part of it in some manner if you end up deeming it amicable. (Likely just suggestion /discussion oriented predominately towards Zerg I'd assume; maybe even act as a tester for you when I have the time)
Perhaps even start up some real time chats in-game or through another program when you are ready to begin the Brood over-haul.
@nolanstar: Go Yeah, it would be something like Dominion Royal Guard, or something implying an elite force, but I have to take care and not make them similar to the Mercenary faction. Don't worry, the new units will be used somehow.
It's hard to think of the new protoss Shuttle as anything different from the Hercules. Does protoss need that? Well, maybe for some tribe that doesn't get Warp Prisms?
Ohh yeah, more changes for Kel-Morians!
@Malzen333: Go Nothing but the fact I haven't bought it yet.
I'm sure you're going to be helpful. As for the zerg broods I can't really decide until I play the game. From the top of my head I can say the Left 2 Die, Hybrid slaves, and Leviathan broods can still be used. I can add a primal brood, and possibly Za'Gara's brood with her as a hero unit. I can also add a 'lost brood' with mainly BW units replacing standard units. But the BW themed broods must go. Baelrog, Garm, Grendel, Jormungand, Surtur, and Tiamat, so 6 of the current 9 broods will be replaced. How should I re-organize what these unlocked? What are the new broods and their specializations?
Primal Zerg have so many potential new units and buildings that they could almost be as different as colonists. The basic units are essentially skins, but it might be fun to alter their stats slightly to reflect their appearances. Even if you keep them the same, there are some major elements that could be implemented if you can find a way to not make them too overpowered. Dehaka is a playable hero, and awesome.
There are 4 different primal boss units that could be implemented in different ways. One of them looks like a large dragon head that pops out of the ground, it could be a great unit or building or some wierd hybrid of both, like a replacement for spike colonies or an alternative for nydus canals (that pop up anywhere and attack things vs pop up anywhere and transport things). Another fun one is a giant swarm host that drops banelings, seems useful if toned down.
There is a primal zerg hive "building" which is like a large walking slug that can attack. If it's possible to make these not overpowered that would be really cool- maybe if the "hatchery" is the non moving building, the "lair" upgrade unlocks the attack, and the "hive" upgrade allows you to uproot and move around slowly like a large walking tank.
And while it might be difficult/unecessary/impossible it would be neat to see Zurvan as some sort of timed call in much like the hyperion strike/campaign leviathan.
kerrigans swarm
swarm queens, no corruptors, aa vipers, torrasqe research
primal
primal skins and swarmhosts
zagara
abberations
omegalisks (cost alot)
feral
like normal with weapon and armor upgrades like th ultra capaciters and vanadium plating, and impalement colonies
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.
New patch looks good. Image for the shield upgrade of the carrier looks good, if there was a +50 to +100 shield included with the +2 shield upgrade I would consider it, cause instant kill is hard to beat. I know some units from Snowflake Entertainment/Project Revolution where converted to sc2 and are in this map, did the old carrier model (bc and eveything else) ever get converted over as well? I really like the carrier model and it would be sick if it had the right texture and tossed into a faction. Hunterlings die very easily and it would be nice if they had smart cast where they all wouldn't go for the same unit. Kaboomers missing egg and leave shawdow, agian. Möebius Foundation could use A.R.E.S and predators. I wonder why the multiplayer lurker image got replaced with the campain lurker image since the big starcraft patch. I like dark templar blink but there are better choices over it.
@RezE11even: Go I know primals have 3 additional buildings that weren't used in the campaign, but that's not enough to replace Zerg tech tree. I want to use the main primal building, but I need to think carefully how it will work. I won't use all the basic primals, they are too similar to each other, I'll have to use the most basic one and maybe one more for an upgrade.
I'll consider your suggestions, I can foresee that decididng primals mechaincs wont be easy.
@nolanstar: Go Kerrigan's brood isn't exactly a specialization, and no corruptors? Swarm Hosts are standard, no brood needs to unlock them.
Aberration are for Infested, they wont appear in a zerg brood. Nice idea with the special upgrades like vanadium. The 'impalement colonies' are lie the old sunken colonies right? They will be unlocked by the 'lost brood'.
Escaped lab? What are scantalisks?
Hhhmmm a Worm brood? I'll think about that.
Lurkers wont be standard tech, so there can't be a Lurker vs Impaler option.
No Brood Lords vs Guardians. Guardians are more likely to be unlocked by the Lost and Primal broods.
@FreezingAcidRain: Go So the Carrier shield upgrade isn't an interesting option? Even if the enemy is massing marines? lol
I don't know if other models were converted. I found those and added them because I didn't have other options. I consider those low quality and will replace them if we get better ones.
I'll try your suggestions for the Hunterling... and Kaboomer bugged one more time? lol this is beyond ridiculous now.
The ARES is out until I can fix it. With HoTS changes it is likely this unit will be moved to another faction.
I know Dark Templar blink isn't enough to make the tribe interesting, but I don't have anything else to give it right now.
New update today. Mainly some fixes, adjustments, and preparations for the incoming HoTS changes.
ZERG
New ability option at the spawning pool: Transfusion vs Mass Transfusion for Queens. Mass Transfusion has the same energy cost, but instead of healing 125 life for a single target it heals 25 life for up to 5 targets in the target area.
Devourer: Better attack visuals.
Hunterling: Improvements to Leap data; Autocast is limited to one Hunterling for each target.
Kaboomer: Actor fixed.
Lurker: Moved to the Baelrog Brood; this brood will be renamed 'Lost Brood' with the HoTS update.
Lurker Den: Moved to the Baelrog Brood; morph time reduced to 30; cost reduced to 25/25.
TERRAN
Goliath: Fixed life regeneration for Infested faction.
Medic: Can heal units inside the same transport.
Predator: Life regeneration fixed.
Raven: Selection fixed.
Widow Mine: This unit was removed.
PROTOSS
Nullifier: Proper dark version added.
Scout: Is now considered armored; cost increased to 200/100; AtG cooldown reduced to 1.25; AtA range increased to 6; moved to the Tasl'Darim tribe (replaces Void Rays).
Tempest: This unit was remvoed.
Void Seeker: Shield attachment fixed, this unit will display shield visuals when attacked.
you should let us know ahead of time of upcoming changes, for feed back. Mass Transfusion for Queens would be more interesting if it was autocastable and to a singular target (25 health and, what was it...15 mana?), like hots campain. the heal 125 now is more usefull in keeping an important unit alive or healing buildings for the viper that would be taking mass damage. The hunterling seems to be able to group together as one unit (they act like air units moving to a point) after charging. Warp prison could use some love and new abilites, have them like the medivac where they would heal shield for mana and be autocastable. For the zeratul's faction where dark templar have blink and conidering high templars are not an option, blink should be extended to archons. Scout was not enabled when i picked the Tal'Darim. With hots out, will there be any new common unit or upgrades that will not require a faction? (add on rather than replacement). The reaver model, though a biased question, which one did you prefer? I prefered the old one (i feel the old one had better shape and texture while the new one seemed kind of, plain).
@FreezingAcidRain: Go I can't let you know ahead of time because I don't plan when I'm going to update it.
I wouldn't add an autocastable option to an ability that isn't autocastable, they would require different micro. My idea with Mass Transfusion is that it is more useful for groups of weaker units, while Transfusion si more useful for buildings and strong units.
I know Hunterlings still have problems, when I add HoTS I'm going to check how it wors for Raptors and change it.
New abilities for Warp Prism? No, not a Protoss Medivac, another suggestion please.
Archon's with Blink? O _ O
Ohhh things can't simply work, can they? Scout bug added ot the list.
Yes, all units and upgrades from HoTS melee will be standard.
I prefer the new one, the old Reaver was clearly out of place with SC2 style.
Did you ever get around to fixing the bugs with placement of infested cocoons and the colonists being unable to target structures "Must target land units"?
Stopped in to try the newest update out of curiousity, and I've got your most favorite thing ever! Suggestions! =P
The Cocoons created from the Swarm Host are neat, but I have some feedback: Firstly, they aren't 'auto-cast' by default, which I believe they should be. Secondly, for whatever reason, they often seem to take the strangest paths. I think a preferred method would be to allow the players to set a 'rally' just like the HoTS Swarm Host. This would give better control over where they go, and not make it seem like they're wandering in bizarre directions.
Getting Fungal Growth from the swarm host that early seems a bit strong, but I haven't played the other factions to find out whether it's balanced out in entirety. Was just playing against the AI and he sent a large early-game army against me and it was gone with just a few fungals.
No orbital command for the Infested Terrans? They can't lower-raise supply depots? Sadness! Why not? =P
The drop pods are a very neat concept, and I didn't get to play around with them much, but the fact that they're built from the factory is kind of strange, since sometimes I had a few just littered around my base, laying on the ground. Is there not a better way to 'load' them other than having them sit on the ground? One possibility is treating them akin to ability charges that you purchase at the factory, but that could get kind of complicated.
All in all though, tons of improvement from the last time I've played, and considering how dedicated you are to the project, I wasn't surprised.
Nice work!
Firstly: SPOILERS FOR THE HOTS CAMPAIGN
Some ideas that probably will only make sense if you've played the campaign - some sort of Hybrid for Tal'darim and if you do do a Mengsk elite guard faction possibly have the Psionic Destroyer as a nuke replacement. Not sure how different it would be mind you ^_^'
Primal Zerg idea: Perhaps something to do with getting resources from killing enemies... tying into the whole thing with them from the campaign of collecting the essences of the enemies they slay to become stronger.
Sorry if this is a bit scatterbrained - I'm tired ^_^
I like the model, reminds me of a revamp shuttle. my thoughts is a spell caster, ground attacker(protoss has none, excpet the orical), healer, or to replace a model for a ''dark templar' protoss for a faction for a better feel.
Primal Zerg, I like the idea kills and something happens. it could be for resources, or kills increases the stats of a unit, or a third resources thats for something.
@Zetal: Go I know, when I created the infested cocoon mechanics the one used for Locusts didn't even exist, I'll fix it.
Fungal is there just because that unit is faaaaar away from being final. I wish I had a "better-looking" infested spellcaster, with original spells. And yeah, let's call it Fatty (I already renamed it to Fatty in the editor because of data conflicts with the Swarm Host).
I wanted to make Infested really different, with a new economy boost ability, and lore-wise it maes sense they lost all contact with satellites and space platforms when the infestation was detected, so I decided to remove Orbitals. I know right now the faction is lacking because of it, I have to decide what to do, or possibly give them Orbitals as long as I don't have something to replace it. My idea for Depots is that they would spread creep, but data got complicated for the footprints and they wouldn't be able to build on their on creep! I'll will try it again later on.
Well, Drop Pods had to be launched from somewhere. At first I thought I could make a special structure just to launch them, but that prooved to be difficult. So I simply added them to the Factory. I agree it looks a little weird to have some of them lying around, but at least the work as they should.
Thanks! Watch out for the HoTS update!
@Kanitala: Go Hmmmm I have to think about it. I do think we can have a Dominion elite guard, but I haven't played that part of the campaign yet, and looking at the units in the editor I feel it would be too similar to the mercenaries.
No, no additional resource type, specially because it would work for a single brood, so its not worth the trouble. I may add an ability to be 'upgraded' by killing enemies, similar to the Rebels' Loot ability if you ever tried it. I could add an ability that 'steals' minerals by a percent of damage dealt to a target, something blizzard planned for one of the Baneling's evolutions during development.
@FreezingAcidRain: Go Let me play through the campaign and see it for myself. I know Tal'Darim isn't a good option, so maybe merging it with the Hybrids could be a solution, but they were planned based on WoL Tal'Darim.
O _ O Means: Have you really thought about the consequences of having Blink Archons and DTs... and for the same tribe? And I don't like to give away one unit's ability to the others lie that. I only gave Blink to DTs because Zeratul has it. Ohhh and my plan is to change it a little, lie making it uncloak the DT for one second or two, to there's a risk in using the ability.
Aaaaaaand finally the old Swarm is reunited. They are so happy they even posed for a nice picture!
@FreezingAcidRain: Go
here is a working primal guardian in the zerus mission, but as i said, it is primal strain
impalers vs lurker!
bile launchers!
impalement colonys
scourge nest!
and the most op thing... gorgon battlecruisers!
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.
@rickmary: Go Yes, I already have a huge list of interesting things I'll have to check later. It appears things haven't changed much for Protoss though. A new Shuttle, and what else?
@FreezingAcidRain: Go Yeah, I know, don't worry about icons and wireframes, I'll take care of those. The Defiler model is almost complete, I only have a few animations left to fix. I already gave the Devourer a good attack effect don't worry. The animations are easy to fix too.
@nolanstar: Go There's a normal Guardian in the editor too. I plan to use both the normal and primal versions. All those are in my list to be evaluated when I get to play the expansion.
But more important now is to decide what changes for the factions/broods/tribes. New ones, changes to existing ones, and removal if necessary.
For Terran I believe I may be able to add one more Dominion faction. Mercenaries will become Mira's Mercs. What else?
For Protoss I guess there aren't any changes in this part.
For Zerg it's going to be an overhaul. All the BW broods will be removed, Primal and other new broods will be added, and all the content will be re-distributed. I'm already considering how different from basic Zerg the primals can be, it sounds promising. I'm not sure how to use Kerrigan, now that she can be used more directly (as campaign low-level Kerrigan). Stukov will be the hero for the Infested faction. I still have to play the game to check the other Zerg heroes, but I guess Za'Gara can lead her own brood right?
i would say a special forces or korhal elite dominion faction with gorgons and garrasons and spectres and diamondbacks and a archangel hero , but we see warfield using warhounds in the campaign so maybe nerf and add to alpha squadron, and sentry bots to umojan, as a mech marine XD and a annialator hero for umoja
there are also mercinary ships in the campaign so maybe replace viking and banshee with them for mm
primal zerg!
maybe the shuttle as a protoss hercules with a teleport, it powers up for 10 seconds and all players see a line
there also is a kelmorian pirate ship in campaign so maybe replace bc with that for km
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.
Dude man dude mr.sou! What's keeping you from upgrading to hots?! I've finished the campaign (disappointment for me), and nothing much left to do. Luckily mlg is keeping me busy. But I'm psyched and amp'd for the HoTS SC Expanded to get going, tbh I'm actually kinda hoping I can be part of it in some manner if you end up deeming it amicable. (Likely just suggestion /discussion oriented predominately towards Zerg I'd assume; maybe even act as a tester for you when I have the time)
Perhaps even start up some real time chats in-game or through another program when you are ready to begin the Brood over-haul.
@nolanstar: Go Yeah, it would be something like Dominion Royal Guard, or something implying an elite force, but I have to take care and not make them similar to the Mercenary faction. Don't worry, the new units will be used somehow.
It's hard to think of the new protoss Shuttle as anything different from the Hercules. Does protoss need that? Well, maybe for some tribe that doesn't get Warp Prisms?
Ohh yeah, more changes for Kel-Morians!
@Malzen333: Go Nothing but the fact I haven't bought it yet.
I'm sure you're going to be helpful. As for the zerg broods I can't really decide until I play the game. From the top of my head I can say the Left 2 Die, Hybrid slaves, and Leviathan broods can still be used. I can add a primal brood, and possibly Za'Gara's brood with her as a hero unit. I can also add a 'lost brood' with mainly BW units replacing standard units. But the BW themed broods must go. Baelrog, Garm, Grendel, Jormungand, Surtur, and Tiamat, so 6 of the current 9 broods will be replaced. How should I re-organize what these unlocked? What are the new broods and their specializations?
sao poucas aquelas que vc podi ver na campagna: Naktul (que vc ve ala so na missao 3), Zagara, Stukov, Dehaka e os Primals
Primal Zerg have so many potential new units and buildings that they could almost be as different as colonists. The basic units are essentially skins, but it might be fun to alter their stats slightly to reflect their appearances. Even if you keep them the same, there are some major elements that could be implemented if you can find a way to not make them too overpowered. Dehaka is a playable hero, and awesome.
There are 4 different primal boss units that could be implemented in different ways. One of them looks like a large dragon head that pops out of the ground, it could be a great unit or building or some wierd hybrid of both, like a replacement for spike colonies or an alternative for nydus canals (that pop up anywhere and attack things vs pop up anywhere and transport things). Another fun one is a giant swarm host that drops banelings, seems useful if toned down.
There is a primal zerg hive "building" which is like a large walking slug that can attack. If it's possible to make these not overpowered that would be really cool- maybe if the "hatchery" is the non moving building, the "lair" upgrade unlocks the attack, and the "hive" upgrade allows you to uproot and move around slowly like a large walking tank.
And while it might be difficult/unecessary/impossible it would be neat to see Zurvan as some sort of timed call in much like the hyperion strike/campaign leviathan.
zerg brood ideas
kerrigans swarm swarm queens, no corruptors, aa vipers, torrasqe research
primal primal skins and swarmhosts
zagara abberations omegalisks (cost alot) feral like normal with weapon and armor upgrades like th ultra capaciters and vanadium plating, and impalement colonies
l2d same
leviathan same + scourge nests
hybrid slaves
escaped lab specimins pygalisks, scantalisks , swarm queens, brutalisks
lost brood sc 1 units
something ( worm) greater nydus worms replace nydus worms swarm queens hardend carapiece evolution for lings
all broods
lurker/ impaler
brood lord/ guardian
infester/ defiler
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.
New patch looks good. Image for the shield upgrade of the carrier looks good, if there was a +50 to +100 shield included with the +2 shield upgrade I would consider it, cause instant kill is hard to beat. I know some units from Snowflake Entertainment/Project Revolution where converted to sc2 and are in this map, did the old carrier model (bc and eveything else) ever get converted over as well? I really like the carrier model and it would be sick if it had the right texture and tossed into a faction. Hunterlings die very easily and it would be nice if they had smart cast where they all wouldn't go for the same unit. Kaboomers missing egg and leave shawdow, agian. Möebius Foundation could use A.R.E.S and predators. I wonder why the multiplayer lurker image got replaced with the campain lurker image since the big starcraft patch. I like dark templar blink but there are better choices over it.
@RezE11even: Go I know primals have 3 additional buildings that weren't used in the campaign, but that's not enough to replace Zerg tech tree. I want to use the main primal building, but I need to think carefully how it will work. I won't use all the basic primals, they are too similar to each other, I'll have to use the most basic one and maybe one more for an upgrade.
I'll consider your suggestions, I can foresee that decididng primals mechaincs wont be easy.
@nolanstar: Go Kerrigan's brood isn't exactly a specialization, and no corruptors? Swarm Hosts are standard, no brood needs to unlock them.
Aberration are for Infested, they wont appear in a zerg brood. Nice idea with the special upgrades like vanadium. The 'impalement colonies' are lie the old sunken colonies right? They will be unlocked by the 'lost brood'.
Escaped lab? What are scantalisks?
Hhhmmm a Worm brood? I'll think about that.
Lurkers wont be standard tech, so there can't be a Lurker vs Impaler option.
No Brood Lords vs Guardians. Guardians are more likely to be unlocked by the Lost and Primal broods.
@FreezingAcidRain: Go So the Carrier shield upgrade isn't an interesting option? Even if the enemy is massing marines? lol
I don't know if other models were converted. I found those and added them because I didn't have other options. I consider those low quality and will replace them if we get better ones.
I'll try your suggestions for the Hunterling... and Kaboomer bugged one more time? lol this is beyond ridiculous now.
The ARES is out until I can fix it. With HoTS changes it is likely this unit will be moved to another faction.
I know Dark Templar blink isn't enough to make the tribe interesting, but I don't have anything else to give it right now.
New update today. Mainly some fixes, adjustments, and preparations for the incoming HoTS changes.
ZERG
New ability option at the spawning pool: Transfusion vs Mass Transfusion for Queens. Mass Transfusion has the same energy cost, but instead of healing 125 life for a single target it heals 25 life for up to 5 targets in the target area.
Devourer: Better attack visuals.
Hunterling: Improvements to Leap data; Autocast is limited to one Hunterling for each target.
Kaboomer: Actor fixed.
Lurker: Moved to the Baelrog Brood; this brood will be renamed 'Lost Brood' with the HoTS update.
Lurker Den: Moved to the Baelrog Brood; morph time reduced to 30; cost reduced to 25/25.
TERRAN
Goliath: Fixed life regeneration for Infested faction.
Medic: Can heal units inside the same transport.
Predator: Life regeneration fixed.
Raven: Selection fixed.
Widow Mine: This unit was removed.
PROTOSS
Nullifier: Proper dark version added.
Scout: Is now considered armored; cost increased to 200/100; AtG cooldown reduced to 1.25; AtA range increased to 6; moved to the Tasl'Darim tribe (replaces Void Rays).
Tempest: This unit was remvoed.
Void Seeker: Shield attachment fixed, this unit will display shield visuals when attacked.
@SoulFilcher: Go
you should let us know ahead of time of upcoming changes, for feed back. Mass Transfusion for Queens would be more interesting if it was autocastable and to a singular target (25 health and, what was it...15 mana?), like hots campain. the heal 125 now is more usefull in keeping an important unit alive or healing buildings for the viper that would be taking mass damage. The hunterling seems to be able to group together as one unit (they act like air units moving to a point) after charging. Warp prison could use some love and new abilites, have them like the medivac where they would heal shield for mana and be autocastable. For the zeratul's faction where dark templar have blink and conidering high templars are not an option, blink should be extended to archons. Scout was not enabled when i picked the Tal'Darim. With hots out, will there be any new common unit or upgrades that will not require a faction? (add on rather than replacement). The reaver model, though a biased question, which one did you prefer? I prefered the old one (i feel the old one had better shape and texture while the new one seemed kind of, plain).
@FreezingAcidRain: Go I can't let you know ahead of time because I don't plan when I'm going to update it.
I wouldn't add an autocastable option to an ability that isn't autocastable, they would require different micro. My idea with Mass Transfusion is that it is more useful for groups of weaker units, while Transfusion si more useful for buildings and strong units.
I know Hunterlings still have problems, when I add HoTS I'm going to check how it wors for Raptors and change it.
New abilities for Warp Prism? No, not a Protoss Medivac, another suggestion please.
Archon's with Blink? O _ O
Ohhh things can't simply work, can they? Scout bug added ot the list.
Yes, all units and upgrades from HoTS melee will be standard.
I prefer the new one, the old Reaver was clearly out of place with SC2 style.
@SoulFilcher: Go
Did you ever get around to fixing the bugs with placement of infested cocoons and the colonists being unable to target structures "Must target land units"?
Yo Filcher, I just submitted this to assets, thought you might have a use for it :)
Hey Soul,
Stopped in to try the newest update out of curiousity, and I've got your most favorite thing ever! Suggestions! =P
All in all though, tons of improvement from the last time I've played, and considering how dedicated you are to the project, I wasn't surprised. Nice work!
Firstly: SPOILERS FOR THE HOTS CAMPAIGN Some ideas that probably will only make sense if you've played the campaign - some sort of Hybrid for Tal'darim and if you do do a Mengsk elite guard faction possibly have the Psionic Destroyer as a nuke replacement. Not sure how different it would be mind you ^_^'
Primal Zerg idea: Perhaps something to do with getting resources from killing enemies... tying into the whole thing with them from the campaign of collecting the essences of the enemies they slay to become stronger.
Sorry if this is a bit scatterbrained - I'm tired ^_^
@SoulFilcher: Go
@Kanitala: Go
I like the model, reminds me of a revamp shuttle. my thoughts is a spell caster, ground attacker(protoss has none, excpet the orical), healer, or to replace a model for a ''dark templar' protoss for a faction for a better feel.
@Kanitala: Go
@Zetal: Go
the swarm host (which i think is nick named fatty to avoid confusion) looks like a frog, mabey it should have abduct rather than fungal?)
@rickmary: Go Yes, those are fixed.
@Kanitala: Go Great!
@Zetal: Go I know, when I created the infested cocoon mechanics the one used for Locusts didn't even exist, I'll fix it.
Fungal is there just because that unit is faaaaar away from being final. I wish I had a "better-looking" infested spellcaster, with original spells. And yeah, let's call it Fatty (I already renamed it to Fatty in the editor because of data conflicts with the Swarm Host).
I wanted to make Infested really different, with a new economy boost ability, and lore-wise it maes sense they lost all contact with satellites and space platforms when the infestation was detected, so I decided to remove Orbitals. I know right now the faction is lacking because of it, I have to decide what to do, or possibly give them Orbitals as long as I don't have something to replace it. My idea for Depots is that they would spread creep, but data got complicated for the footprints and they wouldn't be able to build on their on creep! I'll will try it again later on.
Well, Drop Pods had to be launched from somewhere. At first I thought I could make a special structure just to launch them, but that prooved to be difficult. So I simply added them to the Factory. I agree it looks a little weird to have some of them lying around, but at least the work as they should.
Thanks! Watch out for the HoTS update!
@Kanitala: Go Hmmmm I have to think about it. I do think we can have a Dominion elite guard, but I haven't played that part of the campaign yet, and looking at the units in the editor I feel it would be too similar to the mercenaries.
No, no additional resource type, specially because it would work for a single brood, so its not worth the trouble. I may add an ability to be 'upgraded' by killing enemies, similar to the Rebels' Loot ability if you ever tried it. I could add an ability that 'steals' minerals by a percent of damage dealt to a target, something blizzard planned for one of the Baneling's evolutions during development.
@FreezingAcidRain: Go Let me play through the campaign and see it for myself. I know Tal'Darim isn't a good option, so maybe merging it with the Hybrids could be a solution, but they were planned based on WoL Tal'Darim.
O _ O Means: Have you really thought about the consequences of having Blink Archons and DTs... and for the same tribe? And I don't like to give away one unit's ability to the others lie that. I only gave Blink to DTs because Zeratul has it. Ohhh and my plan is to change it a little, lie making it uncloak the DT for one second or two, to there's a risk in using the ability.
Aaaaaaand finally the old Swarm is reunited. They are so happy they even posed for a nice picture!
@SoulFilcher: Go
*Sniff Sniff* It's so beautiful. I never thought I'd see the day.