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.
@nolanstar: Go I will probably make my own. I'm a perfectionist and control freak when it comes to textures I use in this mod.
@collinmarcum57: Go Same as above. I have no plans to enable Adepts for the Tal'darim, and for the Mothership Core I want to edit the model and its textures.
@collinmarcum57: Go Everybody is asking for the 2 most boring variations in the entire game, I will add them! Amon zerg look different enough with all the SC1/BW units, I won't add custom models for them, but there is one exception: I want to replace the Infestation Pit with a Queen Nest.
oh alright i thought having an overmind zerg race then a amon with that hybrid hydra you made would be cool also i am interested in how you made this mode i might want to use it as a private modifiable assets for a game im making its fluidity works really well creatively being then i can change tribes for a specific map and story.
Great work on the mod aswell i really enjoy using it with my maps
@collinmarcum57: Go I only add factions or characters that are alive within SC2's storyline. The Overmind is dead and Amon's brood is the only one seen using old strains in combat.
The entire mod relies on upgrades and requirements. Each faction is an upgrade, and picking one can only be done if you haven't done that yet. Some faction upgrades actually change something by themselves, while other are required by their units and nothing else.
ah i see i was having a hard time finding the button on the pylons and stuff with the mod i kind of want to add some old stuff to youre style of mod like the ued etc.. and ya the overmind is dead along with amon so i guess they are technically feral again haha thanks for the help :)
I published a small update today. I removed that texture effect for purifier structures, added blood hunters, fixed disruptors appearing for tal'darim, and other small details.
cool I'm working on purfier style builds quick question how exactly could I make the starting nexus change when I pick the upgrade also I would rather help you make it then make my own considering you know more about the editor
@collinmarcum57: Go Please pm me if you need help. To change the model you need to add actor events that are activated when the upgrade is added, or when construction finishes, in this case you use a term to check if the player has the upgrade.
Really enjoying the mod. One bug I noticed: when playing with the big game hunters extension, on some maps (Orbital Shipyard being one example) it removes the gas geysers from the human player's starting positions
So I noticed a couple small bugs when playing with some protoss factions. note: I wasn't playing on the test extension mod.)
Here are the small bugs:
Purifier:
-probes did not change in appearance but newly built probes had a new purifier model.
-the megalith has two 15 damage attacks but it was only dealing 15 damage per attack instead of 30.
-megalith did not get weapon,shield, or armor upgrades
Furinax:
-adapts receive damage but not attack speed increase from weapon upgrades and does not get armor upgrades
-photon cannon upgrade to allow them to phase does not work, photon cannons do not get the ability
-replicants do not get weapon or armor upgrades in their base form
-replication ability is not usable on allied units despite it being said to work on allies in the unit description. It also doesn't work on any air units, even though this limitation is not mentioned in the description of the ability or the unit.
-disruptor does not get armor upgrades
-shuttle does not get armor upgrades
Aiur:
-preserver is listed as exclude to the Shelek tribe, not aiur
-singularity charge replacing blink upgrade not mention in aiur description.
-preserver having entomb is not mentioned in description
-dragoon receive two armor upgrades and two shield upgrades per researched armor and shield upgrade.
-reavers receive two armor upgrades and two shield upgrades per researched armor and shield upgrade.
-solarite payload upgrade has no description
-scout description mentions and afterburner ability, but the ability is not present on the scout
General bug:
-disrupter was receiving 3 armor upgrades and 3 shield upgrades for every one upgrade researched (when a zealot had 3/3 upgrades for armor and shields the disruptor had 9/9 upgrades)
-I could make dark archons without getting the nerazim faction, or any faction at all.
Thoughts after playing:
-The megalith seems to be rather redundant to me, it is basically a weaker, cheaper colossus that replaces the immortal while the purifiers already have the colossus. perhaps it could have it attack changed to be anti-armored focus? something to allow it to fill its own niche separate from the colossus.
-the scout is the same as the version in the protoss campaign with a weak ant air attack but a very powerful ground attack that shreds light units. is this intentional?
So something potentially of use for Moebius Corps that I came across in the Data Editor: There are unfinished structure entries for Shadow (IE Shadow Corps, original name for Moebius Corps) Shield Generators which the description makes sound like they would have granted shields to allied units in an area around them.
Perhaps the Aiur fation could get the standard scout, while purifiers get the the LotV scout with afterburners or taldarim get it without afterburners?
I feel most protoss factions should get shield batteries, except purifiers and khalai (replace with obelisks)
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.
Furinax upgrades -> I actually have to rethink those. They were added when protoss had so little for each tribe and the game still had the independent unit and upgrade options. I'm not sure I want to keep phase cannons or the special upgrades.
Singularity Charge is not mentioned because it is tied with Dragoons, I felt there was no need to list every upgrade change when a unit is replaced. What do you think? If that description is needed, then all upgrades should be listed, and that will be a little tedious to do for all units, specially spellcasters.
I want to move Entomb. Players requested the Avenger so I may remove the Preserver, and I feel Entomb would be good for the Nullifier (Nerazim Sentry) or Soul Hunter (My idea for the Nerazim Adept).
Scout's Afterburner ability can be used in test mode for now. I have to decide if that's something the unit needs.
Megalith -> it is an unfinished unit right now, to be honest it should be limited to the test version. My idea for it is an anti-armored role, but I need to make it different from Immortals, or maybe a more generalist unit, with anti-air weapons, since Purifiers can't get Archons.
Scout -> I haven't touched this unit stats, I didn't even check what changed in LotV to be honest. I need to think about it since it occupies a new unit slot with new cost now.
@Kanitala: Go Interesting, I'll keep this idea in mind, sounds like something useful for that Pylon Containment structure so it wont be limited to warp ins.
@nolanstar: Go What do you mean by "standard scout"? I don't like giving things to several factions, it kind of defeats the purpose, but Purifiers still need to fill 2 of their stargate slots, so I will think about it. I know we have the assets for templar, nerazim and tal'darim batteries, but each gets an exclusive defensive structure right now which is better in my opinion.
Hey guys, sorry for not posting here more often, I've been busy with other projects. I'd like to know if you have been playing the mod and if there are any important bugs to be fixed.
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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I was thinking taldarim should get vindicators, rather then adepts.
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.
ya that would be better but I'm really kinda begging for the aiur and tal'darim dark Templar http://www.sc2mapster.com/assets/av-model-reinforces/files/14-swarm-of-amon-overlord/ also here is a link to some new amon swarm models from av
@nolanstar: Go I will probably make my own. I'm a perfectionist and control freak when it comes to textures I use in this mod.
@collinmarcum57: Go Same as above. I have no plans to enable Adepts for the Tal'darim, and for the Mothership Core I want to edit the model and its textures.
@collinmarcum57: Go Everybody is asking for the 2 most boring variations in the entire game, I will add them! Amon zerg look different enough with all the SC1/BW units, I won't add custom models for them, but there is one exception: I want to replace the Infestation Pit with a Queen Nest.
oh alright i thought having an overmind zerg race then a amon with that hybrid hydra you made would be cool also i am interested in how you made this mode i might want to use it as a private modifiable assets for a game im making its fluidity works really well creatively being then i can change tribes for a specific map and story.
Great work on the mod aswell i really enjoy using it with my maps
@collinmarcum57: Go I only add factions or characters that are alive within SC2's storyline. The Overmind is dead and Amon's brood is the only one seen using old strains in combat.
The entire mod relies on upgrades and requirements. Each faction is an upgrade, and picking one can only be done if you haven't done that yet. Some faction upgrades actually change something by themselves, while other are required by their units and nothing else.
ah i see i was having a hard time finding the button on the pylons and stuff with the mod i kind of want to add some old stuff to youre style of mod like the ued etc.. and ya the overmind is dead along with amon so i guess they are technically feral again haha thanks for the help :)
I published a small update today. I removed that texture effect for purifier structures, added blood hunters, fixed disruptors appearing for tal'darim, and other small details.
cool I'm working on purfier style builds quick question how exactly could I make the starting nexus change when I pick the upgrade also I would rather help you make it then make my own considering you know more about the editor
@collinmarcum57: Go Please pm me if you need help. To change the model you need to add actor events that are activated when the upgrade is added, or when construction finishes, in this case you use a term to check if the player has the upgrade.
It would be so nice if you added those swarm of Amon textures.
Really enjoying the mod. One bug I noticed: when playing with the big game hunters extension, on some maps (Orbital Shipyard being one example) it removes the gas geysers from the human player's starting positions
So I noticed a couple small bugs when playing with some protoss factions. note: I wasn't playing on the test extension mod.) Here are the small bugs:
Purifier: -probes did not change in appearance but newly built probes had a new purifier model. -the megalith has two 15 damage attacks but it was only dealing 15 damage per attack instead of 30. -megalith did not get weapon,shield, or armor upgrades
Furinax:
-adapts receive damage but not attack speed increase from weapon upgrades and does not get armor upgrades -photon cannon upgrade to allow them to phase does not work, photon cannons do not get the ability -replicants do not get weapon or armor upgrades in their base form -replication ability is not usable on allied units despite it being said to work on allies in the unit description. It also doesn't work on any air units, even though this limitation is not mentioned in the description of the ability or the unit. -disruptor does not get armor upgrades -shuttle does not get armor upgrades
Aiur:
-preserver is listed as exclude to the Shelek tribe, not aiur -singularity charge replacing blink upgrade not mention in aiur description. -preserver having entomb is not mentioned in description -dragoon receive two armor upgrades and two shield upgrades per researched armor and shield upgrade. -reavers receive two armor upgrades and two shield upgrades per researched armor and shield upgrade. -solarite payload upgrade has no description -scout description mentions and afterburner ability, but the ability is not present on the scout
General bug:
-disrupter was receiving 3 armor upgrades and 3 shield upgrades for every one upgrade researched (when a zealot had 3/3 upgrades for armor and shields the disruptor had 9/9 upgrades) -I could make dark archons without getting the nerazim faction, or any faction at all.
Thoughts after playing:
-The megalith seems to be rather redundant to me, it is basically a weaker, cheaper colossus that replaces the immortal while the purifiers already have the colossus. perhaps it could have it attack changed to be anti-armored focus? something to allow it to fill its own niche separate from the colossus. -the scout is the same as the version in the protoss campaign with a weak ant air attack but a very powerful ground attack that shreds light units. is this intentional?
So something potentially of use for Moebius Corps that I came across in the Data Editor: There are unfinished structure entries for Shadow (IE Shadow Corps, original name for Moebius Corps) Shield Generators which the description makes sound like they would have granted shields to allied units in an area around them.
Perhaps the Aiur fation could get the standard scout, while purifiers get the the LotV scout with afterburners or taldarim get it without afterburners?
I feel most protoss factions should get shield batteries, except purifiers and khalai (replace with obelisks)
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.
@jdc0331: Go Only the player's geysers? That's really weird, I have no idea what could cause that.
@TheAntking: Go I'll try to check all the bugs.
Furinax upgrades -> I actually have to rethink those. They were added when protoss had so little for each tribe and the game still had the independent unit and upgrade options. I'm not sure I want to keep phase cannons or the special upgrades.
Singularity Charge is not mentioned because it is tied with Dragoons, I felt there was no need to list every upgrade change when a unit is replaced. What do you think? If that description is needed, then all upgrades should be listed, and that will be a little tedious to do for all units, specially spellcasters.
I want to move Entomb. Players requested the Avenger so I may remove the Preserver, and I feel Entomb would be good for the Nullifier (Nerazim Sentry) or Soul Hunter (My idea for the Nerazim Adept).
Scout's Afterburner ability can be used in test mode for now. I have to decide if that's something the unit needs.
Megalith -> it is an unfinished unit right now, to be honest it should be limited to the test version. My idea for it is an anti-armored role, but I need to make it different from Immortals, or maybe a more generalist unit, with anti-air weapons, since Purifiers can't get Archons.
Scout -> I haven't touched this unit stats, I didn't even check what changed in LotV to be honest. I need to think about it since it occupies a new unit slot with new cost now.
@Kanitala: Go Interesting, I'll keep this idea in mind, sounds like something useful for that Pylon Containment structure so it wont be limited to warp ins.
@nolanstar: Go What do you mean by "standard scout"? I don't like giving things to several factions, it kind of defeats the purpose, but Purifiers still need to fill 2 of their stargate slots, so I will think about it. I know we have the assets for templar, nerazim and tal'darim batteries, but each gets an exclusive defensive structure right now which is better in my opinion.
On the subject of the scout, did it change with lotv? Guess I shouldn't be vague; the way it moves on command seems spazy.
Hey guys, sorry for not posting here more often, I've been busy with other projects. I'd like to know if you have been playing the mod and if there are any important bugs to be fixed.
Scout's actor may be causing scout to move incorrectly. Its not the model or unit. But I can't find the field.
You should check stuff on Nova Covert Ops mod. There are new stuff like new textures and model for Defiler for example.
Defenders of Man faction? Troopers, the weird battlecruisers, Hercules, traps, and the Warhawk (replace liberator?)
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.