speaking of ultralisks strains, I think the stank should get Tissue Assimilation upgrade, where it replaces the +2 armour upgrade with Tissue Assimilation upgrade that reduces damages by a percentage (25% reduction). From the campaign I thought the upgrade increased health by 40% of projectile attacks,but looks like it gains 40% from the damage it inflicts on the enemy.
for zerg broods there's 2 broods with a ultralisk as a hero, should one have the hero as a replacement for the regular ultralisk? (or even both, meaning no hero)
see nothing wrong with the increase of 33+33 to 50+25. 2 hits rather than 3 at the price of 2 armour.
Drop-Pods are fine and work.
for a faction, can bio rally work like protoss warp? only with a rally point and the animation of drop pods on spawn. this is addition to the drop pods that are built. tosh and nova do the same when they spawn
@nolanstar: Go I've checked the data, and what I found for Ultralisks in the campaign is the damage I posted. "just make it increase something" isn't a good answer. I have to deal with the details of data structure and game balancing all at once, and I shared my ideas. Right now I think the best option is to increase splash damage from 33% + 33% to 40% + 40%. It would make a stronger splash damage for units near the center and weaker for units far from the center, comparing to my previous 50% + 25%.
It isn't the Impaler Colony, its another model with the same base, but without the round-ish turret it uses to launch the tentacles. Check PrimalBaseDefense.m3
I'll see what I can for the egg colors.
They still have access to normal units, but that's what they are: normal. It's like the primals helping Kerrigan in the campaign, because we don't have enough units/structures to make them work on their own. So it makes no sense to change the eggs.
@FreezingAcidRain: Go Tissue Assimilation is in my list, as most of the campaign mutations. Didn't think about giving it to the Stank. I beliebe it gains 40% of the damage dealt, I just don't know if it includes splash damage.
Those 2 Ultralisk heroes are incredibly strong, and are supposed to be like that. Why having no Ultra hero? Would you suggest having no Battlecruiser hero?
50% + 25% really makes the AoE better at damaging units far from the center, I guess I'm going with 40%+40%.
Good, but some players think dropping several Hellbats or Widow Mines is op, and I have to consider that.
Once Raynor's Raiders had this upgrade, as it is in the campaign, and that was broken. So I removed it and added the Drop-Pod to the Factory. It works for heroes like Tosh and Nova only because they are limited to only one at a time, so you can't overrun a base exploiting this ability.
the reason I suggested the primal eggs is just so primal faction changes the model of the normal eggs, and vice versa with the larva, it just shows that they are not completely the same on any level in lore
ultimately its up to you
just to clarify, juggernaut plating increases armor, not damage(sorry)
Actually, that is one of the criteria for getting on the arcade highlights according to this:
Like all of our featured games, Trial of Zeal is available to anyone with the free StarCraft II Starter Edition.
As for a unit tester, you could if all else fails, create a map specifically for that purpose.
@Metalking1417: Go Yes, because I don't have enough things to do with my time right? And I don't have any more free space in my account, sao I can't publish new maps unless I remove some. So I'm asking for someone willing to publish a map. First we need to find that unit tester and apply the mod.
@Miles07: Go One more reason to play SC Expanded! In this awesome map spawned players can select 10 different factions! Whole new units and abilities to use! ;-)
@nolanstar: Go What would Sentry Mines do to replace Widow Mines? Remember that model is very limited in animations.
Ion Thrusters... I can add that. Tac Fighters are still undecided, I'd rather add a dedicated unit to use them.
Bulldozers would be best for colonists don't you think?
I'm not sure I want to add Impalers.
Stasis Chamber? How would it work as a Bunker? And remember that 2 of protoss biological units are melee attackers, the other is a spellcaster. A bunker-like structure seems useless.
I haven't had time to work on the more complex things, so I haven't touched the Psi-spires.
Maybe, but Arbiters are in the line waiting to fill that spot.
And a little thing for you guys: Replicants will be in the next update, even though I haven't decided the model. I have a possible custom model for it, but it isn't finished.
Well they are the military ones warfield uses on char anyway
stasis chamber could load max of 2 cargo size, ie stalkers, 2 in it could fit
I liked your previous idea as a upgrade from nexus like an orbital
There already is a sentry mine unit, make it vulnerable and the abilities unhidden and it should be good
off topic : im making a mod to use for people making a hots map or campaign, multi and campaign as well as a lot of blizards bugs fixed, wish me luck
P.S. Griffons stats in my mod are 130 hp, 0 armor, 3.25 move speed; atg attack damage =mengsk Viking missile 1 attack speed, 25 energy cost per attack, ata attack weapon speed at 0.625 15 damage -5 vs massive = 5 vs. light; upgrade gives +1+1vs light ; also has an upgrade which enables a pdd shot every 10 seconds
These could work for mercenary at 150/150 and 45 second build
yeah that's what I used the griffon for in my base mod, I seemed to of found a good dependency order because lots of the bugs are not there, factory command card is completely full without any bonus stuf, sheesh\ starport is with griffon and valkyrie
I always stay a couple minutes after I post
all it would take is a custom load, as well as making it buildable
could a faction get an upgrade that increases the range of the reaper jump, nova squadron?
@nolanstar: Go In my opinion this new base mod should only fix the bugs and "prepare" things to be added by other authors. Maybe a few custom things, like my Defiler model to replace Blizzard's unfinished version, but that's it. I wouldn't make changes to units stats or anything like that.
Remember several units stats were changed from multiplayer. Things like Ultralisk damage, Baneling damage and speed (including speed upgrade), Queen as a whole, and several other details we have been discussing here for SC Expanded.
And I made the Reaper's spped upgrade also increase the jump range. I don't think it needs even more range, as it is right now it can jump over 3x3 buildings even unupgraded.
Considering the Stasis Bunker idea, I thought that Immortals and Photon Cannons were good enough for things like that.
However, maybe one Protoss Tribe could have Immortals that, instead of being an anti-ground siege unit, would have an ability to root in place and become a fixed anti-air unit? It would be like a Siege Tank that switches modes in order to attack air, only for the Protoss Immortal.