Yeah the idea of don't split queen into brood queen and swarm queen wasn't very good,maybe the swarm queen is the evolution of the brood queen,that now is an "old" model useless for the zerg swarm;It's possible if you watch closer the brood queen is near to kerrigan look,and swrm queen is more near to a brood mother look;this means that zerg broods gained more indipendence and evolutive powers
Will the campain roach splits, impaler, queen campain stats, ultralisk splits, and swarmhost splits be added? the mutalisk that is the viper could shoot spines and be a option for the mutalisk or a faction where it does heavy damage bonus.
There are a couple ideas I have for Umojan marines...
Scrapped Idea (Double Marines): Marines now cost 75 minerals but give you two marines instead of 1. These marines now have 40 hp 1 atk speed and -1 atk range.
Logical Idea (Different Marines): Marines now have a mini railgun which only attacks ground at a range of 7 with 5 damage and +5 vs armored.
Cool Idea (Shielded Marines): Marines now start with combat shield and 55 hp. Stim now only increases movement speed.
Interesting Idea (Supersoldier Marines): Marines now cost 75 minerals. They now have +1 range, 60 starting hp and 1 hp regen.
What if for the Umojan marines you try and work in their vibro blade looking weapons and took advantage of the large blade attached to one of the marine models(like the new raynor or the merc marine)? You could replace stim with this ability/effect: still increases movement speed like stim, but turns marine into a melee combat unit only with new attack(stabby vibro blade) for x amount of time. That way it gives marine new uses, takes advantage of the new model and the lore, and wouldn't potentially be imbalanced because it replaces stim and has the option of being misused by player.. ie if you trigger it at the wrong time, marines become butter to slice through when vs a ranged army, but if fighting lings or zealots or ultras, gives them a new temporary edge.
So, while were on the topic of different marines, how about different hydras and zelots? zerg buster (zealot) slow but heavey damage and armour, a zergling with increase attack rate (bw crackling, come on make it happen) the zergling with the fin could have more health and the one with wings able to hop off cliffs. right now model rewards from matchups are in the game, bit confusing if you wondering if those are speedlings or gliderlings. bw factino could use the cheap hydralisk based of onegoal.
"Rushlings" for an alternate Zergling name, then.
Also, I'm quite intrigued in the idea of a Marine melee attack, since some of their models have obvious bayonets, don't they ever use them?
@FreezingAcidRain: Go What role is missing in Gateway tech path? Vindicator COULD be added if we have a good model and a good role for it.
Yeah, Marines are complicated to change. Alreay too cost and supply effective to gain new abilities without replacing anything, and replacing stim will hardly ever be a good option.
Some of the unit splits will definitely appear. Torrasque will be a new heroic unit, replacing the previous version. Others are still undefined.
@yukaboy: Go aa... so... ahhh I can't really tihnk of an answer.
@RezE11even: Go As a simple addition it could be done, as a replacement it would never work. Stim is too good for micro and kiting enemies, why would players want to replace it with a melee buff?
@FreezingAcidRain: Go We should be discussing new unit and mechanics, not variations of units. Variations like these don't add much to the mod, and make things more complicated to deal with "can these Marines beat my units? what were their stats anyway?". We already have mercenary versions for Terran and Special Strains + Primal Strains for Zerg, do we really need more variations of the same units?
EDIT: The primal Hydra could be the cheaper version, I want to set primals apart from standard units.
Vindicators (like the ones from SC:Ghost, right?) could replace Stalkers / Dragoons for a low-tech faction. They'd have ranged attack and can attack both Air and Ground. (As for the SC2 scrapped unit, I dunno how they could be made to be different from the SC:G version.) You could, however, also go in the direction of the Protoss Adept, which appears to be a similar unit.
Also, Protoss Healers might be a possibility for a Medic-like Protoss unit. Besides, there were found in certain circumstances and had roles similar to the Terran Medics, anyway (hit the link above and read the character articles on Tyrak and Rishagar).
Another idea would be Phase Mines, which parallels the Terran Spider Mines. Perhaps they would be placed by a smaller, lighter-armored, faster version of the Reaver as their only form of attack?
@Miles07: Go Yes I mean Vindicators from SC: Ghost, but not as a replacement. I wont even bother importing the model if its supposed to be yet another Dragoon/Stalker variation. Maybe it could be a long range unit?
Well, the lore on those "healers" isn't much. Right now the Preserver unit is a type of healer, but I don't want to simply make a protoss medic.
So you mean a "vulture" Reaver, right?
Yeah, gotta love the wikia. That's why I contribute to it ;-)
Idea for colonist faction : adding godu critters from hots campaign like ursadon,mitoscrab,male jumping karak,scantid and the flying wasp of the swarm host evolution mission
Yes, like a "Vulture" Reaver, only definitely not that fast. I've got a list for possible Protoss unit names that are all un-official, send me a PM if you want ideas.
@DEFILERRULEZ: Go My idea was to add critters to a separate faction, but now I'm not sure it should be a faction or tribe ;-)
New update today, mostly to fix bugs and units stats, but some small additions as well. Just wait half an hour to play on NA because I'm still updating all the maps.
TERRAN
Engineering Bay: Can research Fire-suppression system for Umojan Protectorate.
Firebat: Weapon upgrades fixed.
Infested Civilian: Actor fixed.
Predator: Cargo size increased to 4.
Reaper: Battlefield Awareness enabled by Tosh's Pirates.
Rebel: Splash damage removed.
Tosh: Hold Fire ability added; Nuke and Permanently Cloaked buttons swapped positions.
Wraith: Weapon upgrades fixed.
PROTOSS
Arbiter: Attack missile fixed.
Rip-Field Generator: Rip Field fixed; unit selection fixed.
ZERG
Ancient Queen: Eye Stalk hotkey changed to Q.
Baneling: Speed fixed; burrow requires research; centrifugal hooks fixed.
Brakk: Burrowed splat added.
Defiler: Added psionic tag; life reduced to 100; burrowed splat added.
Devourer: Armor upgrades fixed.
Guardian: Armor upgrades fixed.
Infestor: Reverted to HoTS melee.
Lurker: Upgrades fixed.
Queen: Reverted to HoTS melee (I hope).
Roach: Stop (burrowed) fixed.
Ultralisk: Armor fixed.
Viper: Cost fixed.
Zagara: Life increased to 350; supply cost increased to 4
You happen to have links for the current SC Expanded mod(and dependencies) and maps, been trying to install the mod into SC2 and play offline through SC2ALLin1. It keeps saying my left2die mod isn't found in the SC2 mod folder, tho its in there too. But that maybe due to it being HOTS and not WOL.
And sorry for the wrong post, had finals last night so wasn't too clear on the original post.
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.
You need to find the most up-to-date version of the mod online, download it, and then re-name it to whatever the error screen tells you its name is supposed to be. This happened to me too, and this was the best solution I came up with, and it worked.
@FreezingAcidRain: Go Lol so many bugs to fix, that's the only thing I've been able to do. Thanks for all the reports, I going to fix those.
Ohhhhh HoTS screwed with my Hybrids... Damn Blizzard was lazy and didin't even create new unit entries for HoTS Hybrids.
I'm not sure which one would be better: showcase the new units or the factions/broods/tribes.
@Kanishimi: Go Sorry that the offline version isn't updated, but there isn't a strong reason to keep it updated anyway. I'll only update it when we get a stable version, and by that I mean after most bugs caused by HoTS addition are fixed.
Ash Worm: probably, there is no other unit I can imagine for Yagdra. Zerusian Needler: Just no, it's a critter, and would work just like a Spine Crawler. The unit that is really tied to Slivan in that mission is the Ravasaur, but I don't know if I should keep it for Slivan only. Mitoscarab: Another critter I'm not sure I want to use. Yes it looks like Kraith, but the abilities are different. Primalisk: I don't want to use this unit, it looks very awkward, and in reality it doesnt look like a primal. Also Brakk's pack appears in 2 missions we must use one of those units for him, maybe the primal version of the Ultralisk. Primal Nydus Worm: Where did that come from? I'd rather add Dehaka's Spawns as a separate unit. Considering it can attack both ground and air it would be like a zerg Goliath.
According to my recollection of the dialogues from HotS, the Primals only started making Primalisks once the Swarm attacks Zerus. Looking at Dehaka's body structure, I'd say that he's the closest to a non-Swarm Primalisk anyway, if you could change his model to have both of his arms... well, present. D's Spawn would be the right Hydralisk-like unit for the Primals if they have arms of equal size.
Also, Ravasaur and a Kraith-Mitoscarab mixture (use a smaller Mito's model, add an ability like Kerrigan's Psionic Shift but weaker and automatic) would make eye-catching additions for missing tier units. And don't forget the Quillgor "critters".
P.S.: Also found these two "Zerg Air Siege" and "Zerg Flyer" models (in that order, left-to-right) under the Characters category of the Editor. Do they have some potential?
@Miles07: Go You got it wrong, those are the primal "zerglings" and are already unlocked by Primals. The Primalisk we are talking about is this model:
Both unused models you show there lack animations. The one on the left looks like a Devourer without the tail, I doubt I'd use it. The one on the left is somewhat similar to the BW Queen model, and could be changed to use those animations, but these are ideas that will have to wait anyway. I need to focus on what is ready to be used.
EDIT: I changed the poll. I want to add more zerg unit options so there's a list of possibilities, including the current ones. I think we should have at least one option for Hatchery tech, one for Lair tech and one for Hive tech. The fourth one should be selected from the remaining options.
Yeah the idea of don't split queen into brood queen and swarm queen wasn't very good,maybe the swarm queen is the evolution of the brood queen,that now is an "old" model useless for the zerg swarm;It's possible if you watch closer the brood queen is near to kerrigan look,and swrm queen is more near to a brood mother look;this means that zerg broods gained more indipendence and evolutive powers
Will the campain roach splits, impaler, queen campain stats, ultralisk splits, and swarmhost splits be added? the mutalisk that is the viper could shoot spines and be a option for the mutalisk or a faction where it does heavy damage bonus.
@SoulFilcher: Go
There are a couple ideas I have for Umojan marines...
Scrapped Idea (Double Marines): Marines now cost 75 minerals but give you two marines instead of 1. These marines now have 40 hp 1 atk speed and -1 atk range.
Logical Idea (Different Marines): Marines now have a mini railgun which only attacks ground at a range of 7 with 5 damage and +5 vs armored.
Cool Idea (Shielded Marines): Marines now start with combat shield and 55 hp. Stim now only increases movement speed.
Interesting Idea (Supersoldier Marines): Marines now cost 75 minerals. They now have +1 range, 60 starting hp and 1 hp regen.
What if for the Umojan marines you try and work in their vibro blade looking weapons and took advantage of the large blade attached to one of the marine models(like the new raynor or the merc marine)? You could replace stim with this ability/effect: still increases movement speed like stim, but turns marine into a melee combat unit only with new attack(stabby vibro blade) for x amount of time. That way it gives marine new uses, takes advantage of the new model and the lore, and wouldn't potentially be imbalanced because it replaces stim and has the option of being misused by player.. ie if you trigger it at the wrong time, marines become butter to slice through when vs a ranged army, but if fighting lings or zealots or ultras, gives them a new temporary edge.
So, while were on the topic of different marines, how about different hydras and zelots? zerg buster (zealot) slow but heavey damage and armour, a zergling with increase attack rate (bw crackling, come on make it happen) the zergling with the fin could have more health and the one with wings able to hop off cliffs. right now model rewards from matchups are in the game, bit confusing if you wondering if those are speedlings or gliderlings. bw factino could use the cheap hydralisk based of onegoal.
"Rushlings" for an alternate Zergling name, then.
Also, I'm quite intrigued in the idea of a Marine melee attack, since some of their models have obvious bayonets, don't they ever use them?
@FreezingAcidRain: Go What role is missing in Gateway tech path? Vindicator COULD be added if we have a good model and a good role for it.
Yeah, Marines are complicated to change. Alreay too cost and supply effective to gain new abilities without replacing anything, and replacing stim will hardly ever be a good option.
Some of the unit splits will definitely appear. Torrasque will be a new heroic unit, replacing the previous version. Others are still undefined.
@yukaboy: Go aa... so... ahhh I can't really tihnk of an answer.
@RezE11even: Go As a simple addition it could be done, as a replacement it would never work. Stim is too good for micro and kiting enemies, why would players want to replace it with a melee buff?
@FreezingAcidRain: Go We should be discussing new unit and mechanics, not variations of units. Variations like these don't add much to the mod, and make things more complicated to deal with "can these Marines beat my units? what were their stats anyway?". We already have mercenary versions for Terran and Special Strains + Primal Strains for Zerg, do we really need more variations of the same units?
EDIT: The primal Hydra could be the cheaper version, I want to set primals apart from standard units.
Vindicators (like the ones from SC:Ghost, right?) could replace Stalkers / Dragoons for a low-tech faction. They'd have ranged attack and can attack both Air and Ground. (As for the SC2 scrapped unit, I dunno how they could be made to be different from the SC:G version.) You could, however, also go in the direction of the Protoss Adept, which appears to be a similar unit.
Also, Protoss Healers might be a possibility for a Medic-like Protoss unit. Besides, there were found in certain circumstances and had roles similar to the Terran Medics, anyway (hit the link above and read the character articles on Tyrak and Rishagar).
Another idea would be Phase Mines, which parallels the Terran Spider Mines. Perhaps they would be placed by a smaller, lighter-armored, faster version of the Reaver as their only form of attack?
Don't you just love StarCraft Wikia?
@Miles07: Go Yes I mean Vindicators from SC: Ghost, but not as a replacement. I wont even bother importing the model if its supposed to be yet another Dragoon/Stalker variation. Maybe it could be a long range unit?
Well, the lore on those "healers" isn't much. Right now the Preserver unit is a type of healer, but I don't want to simply make a protoss medic.
So you mean a "vulture" Reaver, right?
Yeah, gotta love the wikia. That's why I contribute to it ;-)
Idea for colonist faction : adding godu critters from hots campaign like ursadon,mitoscrab,male jumping karak,scantid and the flying wasp of the swarm host evolution mission
@SoulFilcher: Go
Yes, like a "Vulture" Reaver, only definitely not that fast. I've got a list for possible Protoss unit names that are all un-official, send me a PM if you want ideas.
@DEFILERRULEZ: Go My idea was to add critters to a separate faction, but now I'm not sure it should be a faction or tribe ;-)
New update today, mostly to fix bugs and units stats, but some small additions as well. Just wait half an hour to play on NA because I'm still updating all the maps.
TERRAN
Engineering Bay: Can research Fire-suppression system for Umojan Protectorate.
Firebat: Weapon upgrades fixed.
Infested Civilian: Actor fixed.
Predator: Cargo size increased to 4.
Reaper: Battlefield Awareness enabled by Tosh's Pirates.
Rebel: Splash damage removed.
Tosh: Hold Fire ability added; Nuke and Permanently Cloaked buttons swapped positions.
Wraith: Weapon upgrades fixed.
PROTOSS
Arbiter: Attack missile fixed.
Rip-Field Generator: Rip Field fixed; unit selection fixed.
ZERG
Ancient Queen: Eye Stalk hotkey changed to Q.
Baneling: Speed fixed; burrow requires research; centrifugal hooks fixed.
Brakk: Burrowed splat added.
Defiler: Added psionic tag; life reduced to 100; burrowed splat added.
Devourer: Armor upgrades fixed.
Guardian: Armor upgrades fixed.
Infestor: Reverted to HoTS melee.
Lurker: Upgrades fixed.
Queen: Reverted to HoTS melee (I hope).
Roach: Stop (burrowed) fixed.
Ultralisk: Armor fixed.
Viper: Cost fixed.
Zagara: Life increased to 350; supply cost increased to 4
(UPDATED)
@SoulFilcher: Go
@FreezingAcidRain: Go
You happen to have links for the current SC Expanded mod(and dependencies) and maps, been trying to install the mod into SC2 and play offline through SC2ALLin1. It keeps saying my left2die mod isn't found in the SC2 mod folder, tho its in there too. But that maybe due to it being HOTS and not WOL.
And sorry for the wrong post, had finals last night so wasn't too clear on the original post.
the weapon icon covers stim on firebats
you said you wanted to add one unit per primal pack
yagdra-ash worm
sliven- zerusan needler, low rang but high damage static d
kraith mitoscarab, tank, main is 4 supply, second 2 , final 1
brakk : primalisk, larrge unit 1.7 x the size of an ultra, high damage singal target attack
dehaka: primal nydus worm, perma burroweed ground transport, use zakdulas giant eel model
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.
@Kanishimi: Go
You need to find the most up-to-date version of the mod online, download it, and then re-name it to whatever the error screen tells you its name is supposed to be. This happened to me too, and this was the best solution I came up with, and it worked.
@FreezingAcidRain: Go Lol so many bugs to fix, that's the only thing I've been able to do. Thanks for all the reports, I going to fix those.
Ohhhhh HoTS screwed with my Hybrids... Damn Blizzard was lazy and didin't even create new unit entries for HoTS Hybrids.
I'm not sure which one would be better: showcase the new units or the factions/broods/tribes.
@Kanishimi: Go Sorry that the offline version isn't updated, but there isn't a strong reason to keep it updated anyway. I'll only update it when we get a stable version, and by that I mean after most bugs caused by HoTS addition are fixed.
@nolanstar: Go Ohh fixed that.
Ash Worm: probably, there is no other unit I can imagine for Yagdra. Zerusian Needler: Just no, it's a critter, and would work just like a Spine Crawler. The unit that is really tied to Slivan in that mission is the Ravasaur, but I don't know if I should keep it for Slivan only. Mitoscarab: Another critter I'm not sure I want to use. Yes it looks like Kraith, but the abilities are different. Primalisk: I don't want to use this unit, it looks very awkward, and in reality it doesnt look like a primal. Also Brakk's pack appears in 2 missions we must use one of those units for him, maybe the primal version of the Ultralisk. Primal Nydus Worm: Where did that come from? I'd rather add Dehaka's Spawns as a separate unit. Considering it can attack both ground and air it would be like a zerg Goliath.
@SoulFilcher: Go
kewl, be looking forward to when you do update it, and keep playing it on battle-net till then
@SoulFilcher: Go
According to my recollection of the dialogues from HotS, the Primals only started making Primalisks once the Swarm attacks Zerus. Looking at Dehaka's body structure, I'd say that he's the closest to a non-Swarm Primalisk anyway, if you could change his model to have both of his arms... well, present. D's Spawn would be the right Hydralisk-like unit for the Primals if they have arms of equal size.
Also, Ravasaur and a Kraith-Mitoscarab mixture (use a smaller Mito's model, add an ability like Kerrigan's Psionic Shift but weaker and automatic) would make eye-catching additions for missing tier units. And don't forget the Quillgor "critters".
P.S.: Also found these two "Zerg Air Siege" and "Zerg Flyer" models (in that order, left-to-right) under the Characters category of the Editor. Do they have some potential?
@Miles07: Go You got it wrong, those are the primal "zerglings" and are already unlocked by Primals. The Primalisk we are talking about is this model:
Both unused models you show there lack animations. The one on the left looks like a Devourer without the tail, I doubt I'd use it. The one on the left is somewhat similar to the BW Queen model, and could be changed to use those animations, but these are ideas that will have to wait anyway. I need to focus on what is ready to be used.
EDIT: I changed the poll. I want to add more zerg unit options so there's a list of possibilities, including the current ones. I think we should have at least one option for Hatchery tech, one for Lair tech and one for Hive tech. The fourth one should be selected from the remaining options.