OP... Ok,what if we have Primal Hatchery,primal Lair and primal hive??They share the same model of the p. Hive,but they can't unburrow (p.lair can) and they can't attack
No, the Dragoon is older, probsbly one of the first custom models made for SC2.
As has been discussed here the main problem is the fact Tal'Darim shouldnt use nerazim units. I could consider it a "small detail" but thats the whole point of the mod, to unlock units each faction/brood/tribe was supposed to use, so that can't be considered a small detail.
Thanks for the screenshots.
@Zertoss135: Go Ohhh now I understand it, you mean launching mutiple Drop Pods by clicking the button once.
@Metalking1417: Go being cut from the Khala doesn't give you Void Rays, because those where created by the nerazim from Shakuras, which the Tal'Darim hate with all their strengh (thats why there were DTs in prisons in the Battlecruisers mission in WoL). So basically the 2 groups do share some traits in their psionic abilities, but will not use the same units.
@DEFILERRULEZ: Go I see no roaches in that screenshot. You do realize your list of "exceptions" is the majority of zerg structures right? I dont really understand what you mean by Primal Hive unlocking all those units.
@Zertoss135: Go No, I wont, because there is so sense in replacing Hatcheries/Lairs/Hives and keeping the rest of the tech tree intact. I wont make a half-assed "total convertion". If we have enough to make them different then ok, but right now we don't, so they stay as they are now.
@DEFILERRULEZ: Go 3 structures that look the exact same thing? No.
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.
Yea, Tal'darim and Hybrid Adepts can remain seperate.
Could scouts be added to the hybrid adepts?(addition, not a replacement)? Also could protoss reaver be disabled as there is no dark texture for it while there is for the immortal.
Fortress roach, mabey for breeding grounds? That roach could use +2 along with the 200 health).
which dargoon??? so ghostnova dragoon is a newer model that is unrelated to the one in the mod? dragoon (and mabey old reaver for auir base)variations for factions? or not
any news on the a.r.e.s, choker(this easy?), or valkerie? will the valkerie and a.r.e.s be added to the Umojan Protectorate? will the abilty to increase health and attack rate for every weapons and amour upgrade be removed from terrans and protoss? could the Umojan Protectorate get both the fortress and the ComSat station, meaning the ComSat station is a addon like in sc1? if protoss nullifiers can remove from play a unit for 50 energy for 16 secs, shouln't lockdown for 100 enegry last for 32 seconds? why am i the only one hating (or rather bringing up) the upgrade that increases all terran and protoss health and attack rate by 15%?
keep an eye on that Ravasaur unit.
could you copy the attack of the valkerie from sc1b mod?
for some faction you change the texture of the voidray, why not the corsair?
should brutalisk have towering ability? lots of units get in the way with its size.
Abberations have 250 hp, is that suppose to be? Maybe there could be a brood for the first brood mother you encounter in the mission after back on the saddle? Maybe she could have the Greater Nydus worms.
@Freezing acid rain
Yeah maybe the fortress roach model for the roach from the breeding grounds.
@soulfilcher
Erm I said that i saw that you said you wouldn't replace regular hatcheries/lairs/hives with primal hives.
@nolanstar I agree with you it would be awesome if soul could do that
@nolanstar: Go The thing is I might have a use for it in the future, so I guess the best option right now is to simply remove the XP Pylon along with all XP skins. I also doubt the standard pylon textures fit the XP Pylon model 100%.
@FreezingAcidRain: Go I won't disable a unit only because there isn't a dark texture.
Yes, GhostNova's Dragoon is very recent, not the one I've been using. I'm not adding variations models for units if that's what you're asking, but the Reaver may get a "mercenary" version if I ever add such a tribe for Protoss. The old model didn't really fit among SC2 units and I see no reason to bring it back.
No news on those units. I've been really busy and only made minimal changes to the mod, and fixed some bugs. You're the only one complaining about those upgrades, so I don't feel like removing them. As I said I wont add addons. If the Nullifier ability is too strong of effective I have to merf it, not change an unrelated ability.
I'll keep an eye on the Ravasaur. What would they do? Escape their cages? ;-)
Possibly, but I won't. I'm more than capable to make the attack myself, and some data in SC2BW is very lame/poorly planned, believe me as I have to fix lots of data issues for the italian SC1Remake. My problem is the lack of free time to work on everything so I have to decide my priorities.
Because the Void Ray changes were made a long time ago and I had the textures. I don't have all textures for the Corsair, and now with little time to work on the mod visual changes aren't a priority.
Interesting suggestion. I do agree Towering is a good ability for the Brutalisk, even though it isn't very necessary for a ranged unit.
@Zertoss135: Go Aberrations are supposed to have all stats from HoTS campaign, unless I missed something. The Grendel brood will be Natul's brood in the next update, I already changed that. Right now it unlocks the Creep Tower, and I'm considering the Greater Nydus too.
And I was agreeing with you. Just to make sure people read it from me and keep it in mind. :-)
In regards to the 15% increase upgrades, I think that in theory in could be problematic from a balance perspective but I've yet to really experience it in a game.
But you have to consider that the factions in many ways encourage imbalance much the way that SCBW did. Factions give definitive advantages that, should someone go the entire game without picking one, would hinder that player against someone who has chosen a faction. Tosh and Nova are stealth, Colonists are fast, mobile and strong in numbers, Kel Morian are resource hounds.. etc etc. So "brute force" ie stronger and faster makes sense as a type of role to pick, although it is the only one that seems like it could outweigh the other options in an otherwise even matchup. For example, a late game Umojan protectorate vs Raynor's Raiders.. army for army, there's not much a raider's player could do vs Umoja to win assuming that both players didn't screw up. But the key word there is assuming, as so much can happen during the game with either side that such an event could be null and void anyway. So I understand the concern, but I think that advantages are something that play into the game and make it so fun in the first place- if you're that worried that the 15% upgrades will beat you in a match, then just pick that choice every time until you see how others beat you with it.
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.
Soul could you add a 15% increase upgrade to the zerg? so that all races have a 15% increase upgrade? it is better then removing the 15% upgrade.
@RezE11even
All the Factions/broods/tribes are even in some way, because if they were not then soul would fix them. they each have their advantages, Raynor's raiders can just penetrator round your opponent then summon the hyperion to pwn everything with the multi-targeting batteries.
@nolanstar
you can load the hercules with fully loaded apcs and now you have a battlecruiser that can attack while moving. (Soulfilcher please don't fix this bug, its awesome and gives the colonist a good unit)
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.
for the zeus lander you could make a morph ability that requires an upgrade
But they shouldn't morph while in the air. Maybe have them land and unable to load until the refit is complete. Perhaps you could also require an SCV to assist in the building?
@Zertoss135: Go the upgrade for zerg is already in my list, I just don't know which brood should get it.
You guys always come up with complex mechanics. This is a melee mod, keep that in mind. My idea for Hercules/Zeus is that they are separate units, one for the transport role and the other for the capital ship role.
NEW UPDATE - LIST OF CHANGES
XP unit skins removed.
Grendel brood: Renamed to Naktul's Brood.
Primal brood: Added Burrow requirements to all primal units.
Aberration: Lost the Deep Tunnel ability; Weapon damage reset to HoTS campaign stats (for balance testing).
Ancient Queen: Now as an option to Vipers; Ensnare visuals improved.
Arbiter: Stasis Field no longer asks for a research; Weapon arc fixed.
Creep Tower: Moved to Naktul's Brood.
Firebat: Stimpack icon is no longer hidden.
Hercules: Unit size reduced; Movement speed reduced to 2.5.
Hybrid (Zerg): Removed non-sense campaign ability.
Kraith: Can only attack ground units.
Lurker: Requirement fixed.
Photon Cannon (Starship): This structure was added to protoss tech tree for testing.
Predator: Fixed, no longer build in pairs.
Scout: Now replaces Void Ray for Tal'Darim tribe properly.
Viper: Abduct cost fixed.
Torrasque: Immortality fixed.
As always search for the maps with SoulFilcher as the author. I'm not sure if other authors have been updating their maps.
Should zerg hybrids be able to train (not by infestor) infested zealots?
Could the faction with blink and dark archons be combined?(can't remeber if i mentioned it before)
For the options list, when people first play they think its a standard ladder game (they might bypass the info), just saying what I noticed from other people. For the 3 icons the "heads" are confusing, first icon from left to right should be a flag, shows factions, second one should be a unit with a gear, to show unit options, and the third should be science image(one used by terran), to show upgrades/research. also for the options colour coded might help, example lurker and infestor would be colour coded red, banelings and raptors would be colour coded blue, and same thing for the units.
Ravasaur, its rapes everything
what ever happended to ultralisk burrow charge?
Kraith, for such a high attack, it shouln't have 1000 health and tank 5 amour.
Artesia Prospect custom map, its an interesting map.
ancient queen selection priority should be set higher, hydras/hunterkillers overwrite this
selection priority for stukov should be lowered, mainily beacuse of fatty
a.r.e.s, cannon should do 16 rather than 12(hydralisk attack rate), and the upgrade could do air and ground targets at long range, but losses the abilty to move.
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.
Soul have you even thought about the REALLY annoying medic glitch that causes its healing beam to stay in one spot. Also why not add the button for the zeus lander to the starport instead of replacing something? Maybe the Zeus lander can't load as much units as the heracules because of its weapons? maybe it can only carry 8 units.
@FreezingAcidRain
The ravasaur doesn't rape everything, anything that flies (except vikings) can kill it and even a army of stim marines can overrun a pack or ravasaurs so can everything else.
Kraith kills anything and everything in its path even your own units and allies, and its attacks miss single targets most of the time, isn't that already enough to nerf it.
The Sagaras tribe and the lenssa tribe shouldn't merge because lore doesn't say so and plus the Sagaras follow Zeratul who is not apart of the main dark templar tribe.
Wait is the A.R.E.S in the game? that would be a awesome transforming unit that could morph between forms and pwn enemies ground and air alike but it would take like 8 seconds to morph between forms.
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.
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OP... Ok,what if we have Primal Hatchery,primal Lair and primal hive??They share the same model of the p. Hive,but they can't unburrow (p.lair can) and they can't attack
@FreezingAcidRain: Go I will fix the problems with the new skins.
No, the Dragoon is older, probsbly one of the first custom models made for SC2.
As has been discussed here the main problem is the fact Tal'Darim shouldnt use nerazim units. I could consider it a "small detail" but thats the whole point of the mod, to unlock units each faction/brood/tribe was supposed to use, so that can't be considered a small detail.
Thanks for the screenshots.
@Zertoss135: Go Ohhh now I understand it, you mean launching mutiple Drop Pods by clicking the button once.
@Metalking1417: Go being cut from the Khala doesn't give you Void Rays, because those where created by the nerazim from Shakuras, which the Tal'Darim hate with all their strengh (thats why there were DTs in prisons in the Battlecruisers mission in WoL). So basically the 2 groups do share some traits in their psionic abilities, but will not use the same units.
@DEFILERRULEZ: Go I see no roaches in that screenshot. You do realize your list of "exceptions" is the majority of zerg structures right? I dont really understand what you mean by Primal Hive unlocking all those units.
@Zertoss135: Go No, I wont, because there is so sense in replacing Hatcheries/Lairs/Hives and keeping the rest of the tech tree intact. I wont make a half-assed "total convertion". If we have enough to make them different then ok, but right now we don't, so they stay as they are now.
@DEFILERRULEZ: Go 3 structures that look the exact same thing? No.
Ok i tryed it :P here it is the right screen http://www.sc2mapster.com/media/images/55/721/Shot-12.png
@DEFILERRULEZ: Go That's Seraphlio's "fortress roach". Why would I use it over the original one? That one doesn't even look "primal".
i wonder if you could make a upgrade switch the xprs pylon with the dark pylon texture for hybrid
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.
Abberations have 250 hp, is that suppose to be? Maybe there could be a brood for the first brood mother you encounter in the mission after back on the saddle? Maybe she could have the Greater Nydus worms.
@Freezing acid rain Yeah maybe the fortress roach model for the roach from the breeding grounds.
@soulfilcher Erm I said that i saw that you said you wouldn't replace regular hatcheries/lairs/hives with primal hives.
@nolanstar I agree with you it would be awesome if soul could do that
@nolanstar: Go The thing is I might have a use for it in the future, so I guess the best option right now is to simply remove the XP Pylon along with all XP skins. I also doubt the standard pylon textures fit the XP Pylon model 100%.
@FreezingAcidRain: Go I won't disable a unit only because there isn't a dark texture.
Yes, GhostNova's Dragoon is very recent, not the one I've been using. I'm not adding variations models for units if that's what you're asking, but the Reaver may get a "mercenary" version if I ever add such a tribe for Protoss. The old model didn't really fit among SC2 units and I see no reason to bring it back.
No news on those units. I've been really busy and only made minimal changes to the mod, and fixed some bugs. You're the only one complaining about those upgrades, so I don't feel like removing them. As I said I wont add addons. If the Nullifier ability is too strong of effective I have to merf it, not change an unrelated ability.
I'll keep an eye on the Ravasaur. What would they do? Escape their cages? ;-)
Possibly, but I won't. I'm more than capable to make the attack myself, and some data in SC2BW is very lame/poorly planned, believe me as I have to fix lots of data issues for the italian SC1Remake. My problem is the lack of free time to work on everything so I have to decide my priorities.
Because the Void Ray changes were made a long time ago and I had the textures. I don't have all textures for the Corsair, and now with little time to work on the mod visual changes aren't a priority.
Interesting suggestion. I do agree Towering is a good ability for the Brutalisk, even though it isn't very necessary for a ranged unit.
@Zertoss135: Go Aberrations are supposed to have all stats from HoTS campaign, unless I missed something. The Grendel brood will be Natul's brood in the next update, I already changed that. Right now it unlocks the Creep Tower, and I'm considering the Greater Nydus too.
And I was agreeing with you. Just to make sure people read it from me and keep it in mind. :-)
In regards to the 15% increase upgrades, I think that in theory in could be problematic from a balance perspective but I've yet to really experience it in a game. But you have to consider that the factions in many ways encourage imbalance much the way that SCBW did. Factions give definitive advantages that, should someone go the entire game without picking one, would hinder that player against someone who has chosen a faction. Tosh and Nova are stealth, Colonists are fast, mobile and strong in numbers, Kel Morian are resource hounds.. etc etc. So "brute force" ie stronger and faster makes sense as a type of role to pick, although it is the only one that seems like it could outweigh the other options in an otherwise even matchup. For example, a late game Umojan protectorate vs Raynor's Raiders.. army for army, there's not much a raider's player could do vs Umoja to win assuming that both players didn't screw up. But the key word there is assuming, as so much can happen during the game with either side that such an event could be null and void anyway. So I understand the concern, but I think that advantages are something that play into the game and make it so fun in the first place- if you're that worried that the 15% upgrades will beat you in a match, then just pick that choice every time until you see how others beat you with it.
@RezE11even: Go
penetrator round or hyperion
''all your marines belong to us'' :)
thats the point plus raynor can get maxed out quicker, colonists are extremely numerous, but weak individualy . plus hercules are amazing
for the zeus lander you could make a morph ability that requires an upgrade
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.
Soul could you add a 15% increase upgrade to the zerg? so that all races have a 15% increase upgrade? it is better then removing the 15% upgrade.
@RezE11even
All the Factions/broods/tribes are even in some way, because if they were not then soul would fix them. they each have their advantages, Raynor's raiders can just penetrator round your opponent then summon the hyperion to pwn everything with the multi-targeting batteries.
@nolanstar
you can load the hercules with fully loaded apcs and now you have a battlecruiser that can attack while moving. (Soulfilcher please don't fix this bug, its awesome and gives the colonist a good unit)
@Zertoss135: Go
i know thats why i said its awesome its be even better if you could upgrade it to attack to
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.
But they shouldn't morph while in the air. Maybe have them land and unable to load until the refit is complete. Perhaps you could also require an SCV to assist in the building?
@Zertoss135: Go the upgrade for zerg is already in my list, I just don't know which brood should get it.
You guys always come up with complex mechanics. This is a melee mod, keep that in mind. My idea for Hercules/Zeus is that they are separate units, one for the transport role and the other for the capital ship role.
NEW UPDATE - LIST OF CHANGES
XP unit skins removed.
Grendel brood: Renamed to Naktul's Brood.
Primal brood: Added Burrow requirements to all primal units.
Aberration: Lost the Deep Tunnel ability; Weapon damage reset to HoTS campaign stats (for balance testing).
Ancient Queen: Now as an option to Vipers; Ensnare visuals improved.
Arbiter: Stasis Field no longer asks for a research; Weapon arc fixed.
Creep Tower: Moved to Naktul's Brood.
Firebat: Stimpack icon is no longer hidden.
Hercules: Unit size reduced; Movement speed reduced to 2.5.
Hybrid (Zerg): Removed non-sense campaign ability.
Kraith: Can only attack ground units.
Lurker: Requirement fixed.
Photon Cannon (Starship): This structure was added to protoss tech tree for testing.
Predator: Fixed, no longer build in pairs.
Scout: Now replaces Void Ray for Tal'Darim tribe properly.
Viper: Abduct cost fixed.
Torrasque: Immortality fixed.
As always search for the maps with SoulFilcher as the author. I'm not sure if other authors have been updating their maps.
Did you added dark ms core/oracle and tempest?
a visual change for the taldariem is that they could get dark protoss textures with a free research
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.
Soul have you even thought about the REALLY annoying medic glitch that causes its healing beam to stay in one spot. Also why not add the button for the zeus lander to the starport instead of replacing something? Maybe the Zeus lander can't load as much units as the heracules because of its weapons? maybe it can only carry 8 units.
@FreezingAcidRain The ravasaur doesn't rape everything, anything that flies (except vikings) can kill it and even a army of stim marines can overrun a pack or ravasaurs so can everything else.
Kraith kills anything and everything in its path even your own units and allies, and its attacks miss single targets most of the time, isn't that already enough to nerf it.
The Sagaras tribe and the lenssa tribe shouldn't merge because lore doesn't say so and plus the Sagaras follow Zeratul who is not apart of the main dark templar tribe.
Wait is the A.R.E.S in the game? that would be a awesome transforming unit that could morph between forms and pwn enemies ground and air alike but it would take like 8 seconds to morph between forms.
@Zertoss135: Go
the ares was in the game but the victem of blizzards bugs, kraithes attack is actually patheticly weak but the charge is strong
the mothership core overrides the dark herald core in the nexus command card
i feel like zagara now :/
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.