Hmm well Silvan was basically a really big Swarm Host so perhaps something to do with them or something similar? Brakk seemed to be a knucklehead so perhaps something to do with the Primal Ultralisk?
@Kanitala: Go I'm glad you liked it. Ohhh that one bug, one day it will be gone for good, one day....
@DEFILERRULEZ: Go Have patience, today I found a better dependency order which fixed several problems, but I still have to fix things like adding all ship armor upgrades to the vehicle upgrades now that the two have been merged. I'm sure you guys will have to go hunting bugs when I release it, because I don't pay attention to all the small details that were changed.
@Kanitala: Go I can't promise we will have Zurvan, I've been testing this unit but it was made to work for that boss fight alone. I shouldn't even waste so much time with him now with all the other things in my list ;-)
I love your map. Umm, can you show me how to make a hero trainable just once? I'm smack dab in the middle of making a map that has at least 1 hero unit, and so far I have Kerrigan trainable, but it makes the player have her trainable more than once. The way you have heroes trainable is perfect!
Maybe you can send me a PM detailing what exactly I have to do. I still have Wings of Liberty and can only use the Liberty dependencies if that helps. I tried copying the Mothership's requirements and that did not work.
I would love to see Zurvan! I know it's a bit rediculous but it would be awesome in any form- a nuke/hyperion style calldown, a completely stoic base defender like a planetary fortress, anything. Hell, there's probably a way to turn his (cavern mouth face doodad) into a building you sacrafice units into in order for him to come out of the ground. I don't know, I just work here.
You need to create a requirement. I did this for my map as well...
Go to the requirements tab, create a new requirement. Find the requirements stat and double click it, as always. You will see "Use" and "Show". Show means the unit button will not show if it doesn't meet the requirements. Use means the button will gray out if it doesn't meet the requirements.
Whichever you choose, add a new requirement node and set it to equals. add two requirement nodes to the equals requirement node. Set the first one to count unit, then pick unit (hero), then pick queued or better (This means if the unit is in a queue or is completed). In the second node, set it to constant and set the number to 0 (0 = no and 1 = yes).
It works similar to triggers, that's why I found I have an easy time with it.
What this ends up saying is if the hero is in a queue or exists, then you can't train it. Once you have this, go to the train ability and go to the hero and find the requirement section. Find your requirement and pick it.
That's how it works, quite simple.
My map has units that can mind control and I only wanted 1 hero period for each player, so I had to add all the heroes to the requirement. That's another handy tip.
@LongLivetheTalDarim: Go If you can't get it to work with Yukaboy's help, PM me and I can go through the details with you.
@RezE11even: Go First I'm trying to figure out how his attack and abilities work. He has at least 3 or 4 different models in the editor and unfortunately some of the good animations are in separate models. I think I can make him spawn his tentacles and have them attack by themselves. But I won't spend much time with him now, I have simpler things to fix and finish so I can publish the first HoTS version. Zurvan will have to wait.
One unit that can be considered ready to be used is the Mine from the Hyperion mission, but I don't know how to make it avaiable for players. I think maybe it can be spawned by another unit, like Spider Mines or Auto-Turrets. The Pirate Capital Ship will be the Kel-Morian capital ship, replacing the Battlecruiser, but I have to change it. I removed Yamato and left the Electric Field ability, but the animation for Yamato is so cool I want to use it somehow, so I think I'll change its weapon to use the Yamato animation and effects. The other small ships from that mission are all avaiable too, but I don't know how to use them.
I don't remember how your viking/wraiths work for your factions, but you could scale up the fighters and make them function in replacement of those ships.
Griffon - Heavy HP based fighter
Tac Fighter - Anti-ground based fighter, but CAN attack air
Valkyrie - Short ranged vs air only with aoe
For the Mag Mine, I agree it should be placed by something, but if you do, terran will have widow mines, spider mines, and mag mines. A lot of mines. I'd separate these into different factions and have them sort of overlap each other. Spider mines are anti ground, widow mines are both, and mag mines are anti air only. What would be interesting is if there was a terran faction that was more defense based rather than economically based. Then what you could do is have the mag mines sort of float down from the sky using an orbital command. This would replace either supply drops or mules. Another thing you could try that wouldn't require a new unit is replace the seeker missile on the raven with the mag mine. The mag mine might be cheaper, but only attacks air and is actually dodgeable. You could even make it cost 25 energy and make it deal less damage.
Also note that there are the repair stations from that space mission as well, the ones that heal your ship. You could try adding that as another summon thing as well. It would make for an odd strategy though, a massive healing mine field to retreat to when you take a lot of damage.
I may not have explained the requirement thing very well, so if you need me to explain a bit further, just ask.
Soul look what what i found for our old friend devourer (it is on italian,and considering that you are from brazil you will not have so much problems to understand it,there are a lot of italian on brasil :D)
There is also the secret dream of all terran players!!!! A goliath-warhound army mwahahahahah
the first image says "plus 25% attack speed",the second one says "plus 50% spores duration" and the third one says "devourer can attack ground units".
These are cutted upgrades from triggers upgrades,so i think that devourer was present on early stages of hots,and our phillip gonzo didn't do it on his "free time",but because it was necessary on the game :D
I also found 6 upgrades for the "tempest" (on italian it was wrote "tempesta"),a zerg unit i think,because i don't think that a protoss vessel can shoot spines
Doesn't actually sound like it would benefit the map alot, but it does point out that there was a lot of experimenting in hots. Myabe not as much experimentation as wings of liberty had, but still a lot.
Good old blizzard likes to do lots of experimenting with old concepts and new ideas and then cuts half of it out and leaves the rest to tease us.
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.
Concerning the Yamato for the Kel-morian ship (The model is called Cerberus but that doesn't seem very piratey really) one idea maybe it would be a short DoT beam attack (a bit like the Void Ray but as a beam) but with damage boosted for ability rather than a normal attack. An expansion to this idea is something I'm not sure how to do but maybe if you targetted it on the ground it fires a beam at that point in the ground and you'd have a dummy unit or some such at the point where you target it which can be used to make the beam sweep around (or perhaps it could have some sort of Behaviour which makes it acquire nearby targets and move towards them causing the beam to sweep around burning stuff >:) ) That might be a bit micro...
But yeah, a beam which behaves a bit differently instead of a blast perhaps? Or maybe an AoE blast (like the WoL Hyperion's special Yamato cannon) ?
I'm just throwing ideas out here, seeing what sticks :D
Re the small ships from the terran space mission, could be neat to make up at least one unit that's sort of a Terran carrier- like modified Hercules that houses the small ships to fly out and attack.
@SheogorathSC, the nomads are in the colonists faction and they are awesome. They repair ships and vehicles, act as flying infestors that spawn little techy attackers, and can slow down enemy units.
@yukaboy: Go Only one faction uses Wraiths right now: Tosh's faction. I'd like to make it more avaiable for players, but I'm not sure how. Yet another replacement for the Viking? I don't know, everything that replaces the Viking absolutely must have a strong anti-air attack, to save infantry from Colossi and fight other air units. At least one of those will stay as a Terran version of the Interceptor, I just don't know yet which unit will be the carrier ;-)
Hmmm Mag Mines from Orbitals? I'll write that down, may be a good option. I can't use the satellites and repair stations, they look very weird above terrain. That flying starport could be used though, if it had less "things" around it.
@DEFILERRULEZ: Go Yeah I found those. I have a long list of scrapped upgrades, for units from Brood Lords and even some evolutions like Splitterling to Spine Crawlers. I do plan to use some of those for specific broods.
@nolanstar: Go The electric field ability is an AoE centered at the pirate ship. I think I'll keep it that way. I think I can use the Yamato animation for the ground attack, but since I'd have to fix the anti-air attack anyway, and it doesn't look very original (one more missile attack for ships), I think the yamato animation could be used for both ground and air targets.
@SheogorathSC: Go Yes, they are unlocked by the Colonist faction. The wierd part is that they replace the Banshee right now, and Colonists have 2 different casters that come from the Starport. Another idea I'll write down, even if I think it would make the Nomad very strong against air targets.
@Kanitala: Go And I went and renamed it Cerberus, Pirate Capital Ship wasn't a good unit name XD . Anything that fits a capital ship, and it can't require much more or less micro than Battlecruisers themselves.
@DEFILERRULEZ: Go Primals won't replace any structure. At least not if the mechaincs don't change from the base structure to the new one. It would be like 'wasting' a model for visual changes.
@RezE11even: Go Yes! But which unit would be the Carrier? Hercules? Gorgon Battlecruiser?
And thank you all for sharing your ideas! Soon we will have the first HoTS version of this mod. I know it won't have all the new stuff, but I'll work on that. It took me years (literally) to use all the WoL stuff you can see in the mod, so I don't think it will be easier with HoTS.
@SoulFilcher: Go
What, not Zuvran? :3
Hmm well Silvan was basically a really big Swarm Host so perhaps something to do with them or something similar? Brakk seemed to be a knucklehead so perhaps something to do with the Primal Ultralisk?
@Kanitala: Go I'm glad you liked it. Ohhh that one bug, one day it will be gone for good, one day....
@DEFILERRULEZ: Go Have patience, today I found a better dependency order which fixed several problems, but I still have to fix things like adding all ship armor upgrades to the vehicle upgrades now that the two have been merged. I'm sure you guys will have to go hunting bugs when I release it, because I don't pay attention to all the small details that were changed.
@Kanitala: Go I can't promise we will have Zurvan, I've been testing this unit but it was made to work for that boss fight alone. I shouldn't even waste so much time with him now with all the other things in my list ;-)
@SoulFilcher: Go
Haha I was kidding about Zuvran :D
I love your map. Umm, can you show me how to make a hero trainable just once? I'm smack dab in the middle of making a map that has at least 1 hero unit, and so far I have Kerrigan trainable, but it makes the player have her trainable more than once. The way you have heroes trainable is perfect!
Maybe you can send me a PM detailing what exactly I have to do. I still have Wings of Liberty and can only use the Liberty dependencies if that helps. I tried copying the Mothership's requirements and that did not work.
I would love to see Zurvan! I know it's a bit rediculous but it would be awesome in any form- a nuke/hyperion style calldown, a completely stoic base defender like a planetary fortress, anything. Hell, there's probably a way to turn his (cavern mouth face doodad) into a building you sacrafice units into in order for him to come out of the ground. I don't know, I just work here.
@LongLivetheTalDarim: Go
You need to create a requirement. I did this for my map as well...
Go to the requirements tab, create a new requirement. Find the requirements stat and double click it, as always. You will see "Use" and "Show". Show means the unit button will not show if it doesn't meet the requirements. Use means the button will gray out if it doesn't meet the requirements.
Whichever you choose, add a new requirement node and set it to equals. add two requirement nodes to the equals requirement node. Set the first one to count unit, then pick unit (hero), then pick queued or better (This means if the unit is in a queue or is completed). In the second node, set it to constant and set the number to 0 (0 = no and 1 = yes).
It works similar to triggers, that's why I found I have an easy time with it.
What this ends up saying is if the hero is in a queue or exists, then you can't train it. Once you have this, go to the train ability and go to the hero and find the requirement section. Find your requirement and pick it.
That's how it works, quite simple.
My map has units that can mind control and I only wanted 1 hero period for each player, so I had to add all the heroes to the requirement. That's another handy tip.
@yukaboy: Go
Thank you so much! :D I'll try that out when I can get back to my Starcraft-able PC.
@Kanitala: Go But I wasn't ;-)
@LongLivetheTalDarim: Go If you can't get it to work with Yukaboy's help, PM me and I can go through the details with you.
@RezE11even: Go First I'm trying to figure out how his attack and abilities work. He has at least 3 or 4 different models in the editor and unfortunately some of the good animations are in separate models. I think I can make him spawn his tentacles and have them attack by themselves. But I won't spend much time with him now, I have simpler things to fix and finish so I can publish the first HoTS version. Zurvan will have to wait.
One unit that can be considered ready to be used is the Mine from the Hyperion mission, but I don't know how to make it avaiable for players. I think maybe it can be spawned by another unit, like Spider Mines or Auto-Turrets. The Pirate Capital Ship will be the Kel-Morian capital ship, replacing the Battlecruiser, but I have to change it. I removed Yamato and left the Electric Field ability, but the animation for Yamato is so cool I want to use it somehow, so I think I'll change its weapon to use the Yamato animation and effects. The other small ships from that mission are all avaiable too, but I don't know how to use them.
I don't remember how your viking/wraiths work for your factions, but you could scale up the fighters and make them function in replacement of those ships.
Griffon - Heavy HP based fighter Tac Fighter - Anti-ground based fighter, but CAN attack air Valkyrie - Short ranged vs air only with aoe
For the Mag Mine, I agree it should be placed by something, but if you do, terran will have widow mines, spider mines, and mag mines. A lot of mines. I'd separate these into different factions and have them sort of overlap each other. Spider mines are anti ground, widow mines are both, and mag mines are anti air only. What would be interesting is if there was a terran faction that was more defense based rather than economically based. Then what you could do is have the mag mines sort of float down from the sky using an orbital command. This would replace either supply drops or mules. Another thing you could try that wouldn't require a new unit is replace the seeker missile on the raven with the mag mine. The mag mine might be cheaper, but only attacks air and is actually dodgeable. You could even make it cost 25 energy and make it deal less damage.
Also note that there are the repair stations from that space mission as well, the ones that heal your ship. You could try adding that as another summon thing as well. It would make for an odd strategy though, a massive healing mine field to retreat to when you take a lot of damage.
I may not have explained the requirement thing very well, so if you need me to explain a bit further, just ask.
Soul look what what i found for our old friend devourer (it is on italian,and considering that you are from brazil you will not have so much problems to understand it,there are a lot of italian on brasil :D)
the first image says "plus 25% attack speed",the second one says "plus 50% spores duration" and the third one says "devourer can attack ground units".
Doesn't actually sound like it would benefit the map alot, but it does point out that there was a lot of experimenting in hots. Myabe not as much experimentation as wings of liberty had, but still a lot.
Good old blizzard likes to do lots of experimenting with old concepts and new ideas and then cuts half of it out and leaves the rest to tease us.
i would use the pirate ships yamato anim for a electric burst that stunns the target for a bit
that or a anti ground attack, with the missiles as aa
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
Do you still have the Nomad for any faction? IIRC it lacked good abilities when I last played, so maybe give it the Mag Mine?
@SoulFilcher: Go
Concerning the Yamato for the Kel-morian ship (The model is called Cerberus but that doesn't seem very piratey really) one idea maybe it would be a short DoT beam attack (a bit like the Void Ray but as a beam) but with damage boosted for ability rather than a normal attack. An expansion to this idea is something I'm not sure how to do but maybe if you targetted it on the ground it fires a beam at that point in the ground and you'd have a dummy unit or some such at the point where you target it which can be used to make the beam sweep around (or perhaps it could have some sort of Behaviour which makes it acquire nearby targets and move towards them causing the beam to sweep around burning stuff >:) ) That might be a bit micro...
But yeah, a beam which behaves a bit differently instead of a blast perhaps? Or maybe an AoE blast (like the WoL Hyperion's special Yamato cannon) ?
I'm just throwing ideas out here, seeing what sticks :D
I think that this could be perfect for a primal vespene extractor http://www.sc2mapster.com/media/attachments/36/929/Browser_d_archivio_006.jpg
Re the small ships from the terran space mission, could be neat to make up at least one unit that's sort of a Terran carrier- like modified Hercules that houses the small ships to fly out and attack.
@SheogorathSC, the nomads are in the colonists faction and they are awesome. They repair ships and vehicles, act as flying infestors that spawn little techy attackers, and can slow down enemy units.
@yukaboy: Go Only one faction uses Wraiths right now: Tosh's faction. I'd like to make it more avaiable for players, but I'm not sure how. Yet another replacement for the Viking? I don't know, everything that replaces the Viking absolutely must have a strong anti-air attack, to save infantry from Colossi and fight other air units. At least one of those will stay as a Terran version of the Interceptor, I just don't know yet which unit will be the carrier ;-)
Hmmm Mag Mines from Orbitals? I'll write that down, may be a good option. I can't use the satellites and repair stations, they look very weird above terrain. That flying starport could be used though, if it had less "things" around it.
@DEFILERRULEZ: Go Yeah I found those. I have a long list of scrapped upgrades, for units from Brood Lords and even some evolutions like Splitterling to Spine Crawlers. I do plan to use some of those for specific broods.
@nolanstar: Go The electric field ability is an AoE centered at the pirate ship. I think I'll keep it that way. I think I can use the Yamato animation for the ground attack, but since I'd have to fix the anti-air attack anyway, and it doesn't look very original (one more missile attack for ships), I think the yamato animation could be used for both ground and air targets.
@SheogorathSC: Go Yes, they are unlocked by the Colonist faction. The wierd part is that they replace the Banshee right now, and Colonists have 2 different casters that come from the Starport. Another idea I'll write down, even if I think it would make the Nomad very strong against air targets.
@Kanitala: Go And I went and renamed it Cerberus, Pirate Capital Ship wasn't a good unit name XD . Anything that fits a capital ship, and it can't require much more or less micro than Battlecruisers themselves.
@DEFILERRULEZ: Go Primals won't replace any structure. At least not if the mechaincs don't change from the base structure to the new one. It would be like 'wasting' a model for visual changes.
@RezE11even: Go Yes! But which unit would be the Carrier? Hercules? Gorgon Battlecruiser?
And thank you all for sharing your ideas! Soon we will have the first HoTS version of this mod. I know it won't have all the new stuff, but I'll work on that. It took me years (literally) to use all the WoL stuff you can see in the mod, so I don't think it will be easier with HoTS.
How did you find these models? I can't seem to find them.
Data section,type "primal" on the model list,if i remember well that was a production building.