@AtikLYar: Go If that's so it was a bad call from Blizzard. Well I just deleted the enGB version of text files, this way I hope enUS will be used instead.
I already added Arbiters and I've been working on the infested Swarm Host. I gave it the ability to spawn Infested Cocoons. Infested Cocoons are structures that spawn an Infested Civilian every 5 seconds for free. Infested Civilians live for 30 seconds. They are good to defend spots against ground attacks or to help attacking an enemy base. This ability is currently avaiable for the NA version but I'm trying to balance it, right now it's just OP.
I also want to add one more Protoss tribe, the one that will be able to call "mercenary" units, just like Terrans and Zerg have. The only problem right now is that there aren't good models to make them unique or even a structure model for it.
I'm trying to fix/settle things as much as possible before publishing it on EU. I update the NA version very frequently and its already troublesome, I don't want to let it happen to the EU version.
A few of the things I have to decide: Reaver weapon upgrade, use the SC1 way (a single upgrade) or make it use standard Protoss weapon upgrade?
Infested Cocoon: Costs only energy and is a temporary structure or costs resources and is permanent? I need good ideas for upgrades for the Swarm Host and its abilities. Right now I want ot give it an upgrade like Durable Materials, to make Infested Cocoons or Infested Terrans to last longer. I also need to remove Fungal Growth and Leech and give it new abilities.
I'm trying to fix/settle things as much as possible before publishing it on EU. I update the NA version very frequently and its already troublesome, I don't want to let it happen to the EU version.
A few of the things I have to decide: Reaver weapon upgrade, use the SC1 way (a single upgrade) or make it use standard Protoss weapon upgrade?
Infested Cocoon: Costs only energy and is a temporary structure or costs resources and is permanent? I need good ideas for upgrades for the Swarm Host and its abilities. Right now I want ot give it an upgrade like Durable Materials, to make Infested Cocoons or Infested Terrans to last longer. I also need to remove Fungal Growth and Leech and give it new abilities.
Reaver Weapon Upgrade: I dunno, it depends on. How much will it cost how much time will it take to research, how strong is the reaver without it? etc etc.
If the reaver needs that upgrade (more or less) and it requires you to invest in it (kind of like storm with templars) it might discourage using it because of the cost/time.
Infested Coocon: Again, it depends on what you think it's supposed to be used for, is it supposed to be a siege breaker (like the Swarm host in HotS) or is it supposed to be used defensively and push enemies back and/or just keep them distracted?
You said it was going to be a strucutre, does the swarm host 'concstruct' it or just spout it out?
If Defensive: I'd say; Make the energy cost Ok, not too little but also something that doesn't take a year to wait for. Make a set up time as well (of course not uber long) and make them spawn quickly (or relatively fast), so that map control/awareness is crucial to prepare for the attack. Low(-ish) health but faster.
If Offensive: Hmm, Make the energy cost a little bit higher and I'd probably revert it, so that the set up time is short, but the spawning of units is medium-low and their health is higher, or something so that they do not overwhelm like they're supposed to do defensively (or not really overwhelm, but come in bigger numbers and reinforce quickly) but more to be damage dealers and half-tanks.
Of course, both can be used defensively and offensively, but their primary means is defense/offense (where as since defensive needs some time to set up it's gonna take a while for it to come into play in battles and such)
Dunno if it's balanced/good tho lol, but some suggestions nonetheless.
@Terhonator: Go Yes, it is possible to play against AI. I'm working double time to get it published on EU. You probably have issues with the Left 2 Die models, many players reported it, specially EU players, I hope the published version will solve it or I'll have to import the models.
You should be able to use everything normally against AI on the test map I provided, if there's anything wrong with the test map please tell me an I'll fix it for the next update.
I dont get this. I have downloaded your map (Agria Valley) and mod. How can I play (test) this against AI exactly? I mean how I should start this map properly against AI?
...
EDIT:
"Test document" button works OK! Ignore what I said earlier.
FEEDBACK:
I tested "infested" Terran faction and I found one bug: Bunker turret upgrade Turret didn't affect on (infested) Bunkers.
Any way this mod seems really interesting :)
Is there any way to choose race except by modifying test map player properties? When I start map I get random race.
I'll confirm model problem of Choker ingame (screenshot1)
I realized that player can make bad choices with some unit / brood combinations. Is it planned or is it bug? For example I chose Hybrid Slaves brood but I chose Choker over Infestor. This causes Infested Zealot ability to be useless. (screenshot2)
Hmmm... Should I choose "Anabolic Synthesis" or "Chitious Plating"? I don't know really because these upgrade names doesn't tell anything to me. How about improving tooltips so that it shows what "Anabolic Synthesis" actually does instead of just upgrade name? (screenshot3)
Why these brood / unit selections aren't available from main building? It feels more logical than Supply depot or Spawning pool.
@Terhonator: Go You can't choose race unless you edit the map. It's just a test map, wait for the published version.
I'll check the shrike turret bug.
That screenshot shows me you dont have access to the left 2 die mod. Could you please use the editor to download it and save it to your mod folder? It solved this error for me when I tried to test it offline.
Some of the bad choices/combinations shouldn't be there. As everything is in a prolonged test phase now, I wont rush to fix them, so players have to learn the best combinations.
These selections arent avaiable from main buildings because their command cards are already cluttered and the total of upgrades would take some time away from other things you must do with main buildings, like training workers. As they are now they don't get in the way and you can still select them before you actually need the selected units.
EDIT: yes I'll add information about what upgrades choices do.
@Terhonator: Go What I did was to go Open -> Battlenet tab -> Log In if you're not already, then search for Blizzard files. You can even try to test the map while logged so the game can access the mod, but I'm not sure that would work.
@Terhonator: Go Now that I checked again your screenshot you have all Blizzard mods in your folder, including one that is called BlizzardDOTAData??? I suggest you check those folders and see what's there lol. So, I'm out of ideas right now, I'll keep working on the mod and if the EU release version doesnt fix this issue I'm going to import the models.
As a side note I've already added Corsairs and fixed many minor bugs. I'm currently thinking about an Infested Marine upgrade, but I don't know what this unit needs the most to be used in mid and late game.
From what I see in the pictures, your melee mod seems to be very fun! I wish you good luck and hope to see it soon on EU. I will download it and test the Protoss race :}
Cheers!
+Ark+
@TheHolyArk: Go I'll wait for some feedback then. Each player reports bugs and gives ideas for the race they prefer, and I can use more protoss feedback.
@Irta643: Go I'm looking at my list of known bugs right now, trying to define if any of them disrupts gameplay in a way I must fix them before publishing the map on EU. The most important one is that Monoliths dont stop their area damage when they go unpowered and my first attempt to solve it failed. I've also been adding things to the mod like crazy so I feel I should add everything that is easy and fast, like upgrades. I already added the button for Infested Marine upgrade, but as I said in my previous post, I still dont know what to do with it.
EDIT: I fixed the problem. It will use the Rip-Field Generator model so the Monolith can be used for something else.
The mod is now published on EU. Many thanks ot Irta643 for publishing it and for helping me squash andless waves of bugs... annoying bugs. I'll be waiting for the feeback from all you EU players out there... lol
Tested map on EU. Everything seems to work nicely. Found 1 bug: Hybrid unit build from Nexus stun ability had no cooldown. Tooltip saies 10 sec cooldown.
Hybrid Zerg brood had some tooltip errors after I chose Raptor. Some tooltips saied Baneling.
When I tested Protoss there was no selectable broods on loading screen.
@AtikLYar: Go If that's so it was a bad call from Blizzard. Well I just deleted the enGB version of text files, this way I hope enUS will be used instead.
I already added Arbiters and I've been working on the infested Swarm Host. I gave it the ability to spawn Infested Cocoons. Infested Cocoons are structures that spawn an Infested Civilian every 5 seconds for free. Infested Civilians live for 30 seconds. They are good to defend spots against ground attacks or to help attacking an enemy base. This ability is currently avaiable for the NA version but I'm trying to balance it, right now it's just OP.
I also want to add one more Protoss tribe, the one that will be able to call "mercenary" units, just like Terrans and Zerg have. The only problem right now is that there aren't good models to make them unique or even a structure model for it.
I'm trying to derp a tribe together but It's a bit problematic.. I've got some basic ideas but it needs balancing and probably more units.
Got that EU version to work?
Edit: Nvm, You were going to pm me about that
I'm trying to fix/settle things as much as possible before publishing it on EU. I update the NA version very frequently and its already troublesome, I don't want to let it happen to the EU version.
A few of the things I have to decide: Reaver weapon upgrade, use the SC1 way (a single upgrade) or make it use standard Protoss weapon upgrade?
Infested Cocoon: Costs only energy and is a temporary structure or costs resources and is permanent? I need good ideas for upgrades for the Swarm Host and its abilities. Right now I want ot give it an upgrade like Durable Materials, to make Infested Cocoons or Infested Terrans to last longer. I also need to remove Fungal Growth and Leech and give it new abilities.
Reaver Weapon Upgrade: I dunno, it depends on. How much will it cost how much time will it take to research, how strong is the reaver without it? etc etc. If the reaver needs that upgrade (more or less) and it requires you to invest in it (kind of like storm with templars) it might discourage using it because of the cost/time.
Infested Coocon: Again, it depends on what you think it's supposed to be used for, is it supposed to be a siege breaker (like the Swarm host in HotS) or is it supposed to be used defensively and push enemies back and/or just keep them distracted? You said it was going to be a strucutre, does the swarm host 'concstruct' it or just spout it out?
If Defensive: I'd say; Make the energy cost Ok, not too little but also something that doesn't take a year to wait for. Make a set up time as well (of course not uber long) and make them spawn quickly (or relatively fast), so that map control/awareness is crucial to prepare for the attack. Low(-ish) health but faster.
If Offensive: Hmm, Make the energy cost a little bit higher and I'd probably revert it, so that the set up time is short, but the spawning of units is medium-low and their health is higher, or something so that they do not overwhelm like they're supposed to do defensively (or not really overwhelm, but come in bigger numbers and reinforce quickly) but more to be damage dealers and half-tanks.
Of course, both can be used defensively and offensively, but their primary means is defense/offense (where as since defensive needs some time to set up it's gonna take a while for it to come into play in battles and such)
Dunno if it's balanced/good tho lol, but some suggestions nonetheless.
I'll wait for more feedback to decide what do to about Infested Cocoons and Reaver weapon upgrade.
New version published on NA servers and here on Mapster as well. Fixed several minor bugs and a few major ones. Some small balancing and additions.
Hey. I commented on your project page first.
Can I test this mod against AI somehow?
Many models are not loaded correctly. Any idea what I'm doing wrong? I'm on EU region.
I just want to test all these new units.
@Terhonator: Go Yes, it is possible to play against AI. I'm working double time to get it published on EU. You probably have issues with the Left 2 Die models, many players reported it, specially EU players, I hope the published version will solve it or I'll have to import the models.
You should be able to use everything normally against AI on the test map I provided, if there's anything wrong with the test map please tell me an I'll fix it for the next update.
I dont get this. I have downloaded your map (Agria Valley) and mod. How can I play (test) this against AI exactly? I mean how I should start this map properly against AI?
...
EDIT:
"Test document" button works OK! Ignore what I said earlier.
FEEDBACK:
I tested "infested" Terran faction and I found one bug: Bunker turret upgrade Turret didn't affect on (infested) Bunkers.
Any way this mod seems really interesting :)
Is there any way to choose race except by modifying test map player properties? When I start map I get random race.
I'll confirm model problem of Choker ingame (screenshot1)
I realized that player can make bad choices with some unit / brood combinations. Is it planned or is it bug? For example I chose Hybrid Slaves brood but I chose Choker over Infestor. This causes Infested Zealot ability to be useless. (screenshot2)
Hmmm... Should I choose "Anabolic Synthesis" or "Chitious Plating"? I don't know really because these upgrade names doesn't tell anything to me. How about improving tooltips so that it shows what "Anabolic Synthesis" actually does instead of just upgrade name? (screenshot3)
Why these brood / unit selections aren't available from main building? It feels more logical than Supply depot or Spawning pool.
@Terhonator: Go You can't choose race unless you edit the map. It's just a test map, wait for the published version.
I'll check the shrike turret bug.
That screenshot shows me you dont have access to the left 2 die mod. Could you please use the editor to download it and save it to your mod folder? It solved this error for me when I tried to test it offline.
Some of the bad choices/combinations shouldn't be there. As everything is in a prolonged test phase now, I wont rush to fix them, so players have to learn the best combinations.
These selections arent avaiable from main buildings because their command cards are already cluttered and the total of upgrades would take some time away from other things you must do with main buildings, like training workers. As they are now they don't get in the way and you can still select them before you actually need the selected units.
EDIT: yes I'll add information about what upgrades choices do.
Dump question: How to download left 2 die mod by editor?
I have some left2die mod files already. I'm not sure have I played that mod ever.
@Terhonator: Go What I did was to go Open -> Battlenet tab -> Log In if you're not already, then search for Blizzard files. You can even try to test the map while logged so the game can access the mod, but I'm not sure that would work.
I can't download it (again) shows 100%. I tested map while logged in but it doesn't fix actor problem.
@Terhonator: Go Now that I checked again your screenshot you have all Blizzard mods in your folder, including one that is called BlizzardDOTAData??? I suggest you check those folders and see what's there lol. So, I'm out of ideas right now, I'll keep working on the mod and if the EU release version doesnt fix this issue I'm going to import the models.
As a side note I've already added Corsairs and fixed many minor bugs. I'm currently thinking about an Infested Marine upgrade, but I don't know what this unit needs the most to be used in mid and late game.
From what I see in the pictures, your melee mod seems to be very fun! I wish you good luck and hope to see it soon on EU. I will download it and test the Protoss race :} Cheers! +Ark+
Sup, how's the map SoulFilcher?
@TheHolyArk: Go I'll wait for some feedback then. Each player reports bugs and gives ideas for the race they prefer, and I can use more protoss feedback.
@Irta643: Go I'm looking at my list of known bugs right now, trying to define if any of them disrupts gameplay in a way I must fix them before publishing the map on EU. The most important one is that Monoliths dont stop their area damage when they go unpowered and my first attempt to solve it failed. I've also been adding things to the mod like crazy so I feel I should add everything that is easy and fast, like upgrades. I already added the button for Infested Marine upgrade, but as I said in my previous post, I still dont know what to do with it.
EDIT: I fixed the problem. It will use the Rip-Field Generator model so the Monolith can be used for something else.
The mod is now published on EU. Many thanks ot Irta643 for publishing it and for helping me squash andless waves of bugs... annoying bugs. I'll be waiting for the feeback from all you EU players out there... lol
That's right, available maps right now:
Tested map on EU. Everything seems to work nicely. Found 1 bug: Hybrid unit build from Nexus stun ability had no cooldown. Tooltip saies 10 sec cooldown.
Hybrid Zerg brood had some tooltip errors after I chose Raptor. Some tooltips saied Baneling.
When I tested Protoss there was no selectable broods on loading screen.
It would be nice if everyone could open the game to public (doesn't matter if anyone joins) to get the map up the list so that more people can see it.