I found a new bug born for your modification. The CC after infestation DISAPEAR if the CC don't working in nothing (SCV or addone)!!!! But I discored this too, the CC when infested remain a normal CC if the CC are working in SCV or addone, so you will back the infested CC how it are before your modification and modify it for became a REAL CC infested when infested during the construction of a SCV or Addon. The rest work perfectly, thank you very much ^^
I think I''ve found a way to fix almost all the problems of the cc infestation. I'll be applying it tonight. I've also made a mistake with the mind control ability, I have to fix it too.
I've uploaded a .rar to the dropbox with the mods reorganized. Now most of the modifications to the sc1mod should affect the sc1bwmod (there are some exceptions, between them is the problem with the cc =S). I've also added the maps that I use to test them if somebody wants to use them too.
I thought that the point of having the 2 separate mods was because we wanted the Episode 1 Terran (Confederacy/SoK/Dominion) to look different than the Episode 5 Terran (UED). Don't the two have units with different models?
But besides that point (I was a bit busy so I couldn't post here earlier), it is best to have the BW mod use the SC1 mod as a dependency, rather than combining the two into one giga-mod. Saves space, saves time, saves processing power.
Mods with dependencies are made to work as if the dependency is part of the full mod. SC2 does this with the Swarm.sc2mod file; it uses Liberty.sc2mod as a dependency!
Meanwhile, I'll keep investigating Precursor and Enslavers. Anything I notice, I'll let you know.
Oh, and welcome to the team, Cacho!
It's good that you've said that because I hadn't noticed that the mods could use different models for the same unit. Anyway, is still possible and eficient to have the scbwmod depending of the sc1mod, but I should make some changes to the dependencies.
I'm sure that must be better ways, but the easiest should be separating the exclusive models of the bw campaign and inserting them in a new mod. If I make scbwmod depend of this assets mod with a higher priority than the sc1mod, all the models that need to be replaced would be overridden by default.
EDIT: Are there already some models that I should switch between mods?
PERFECT!!! :D
I noted when you infest a CC in working the name dont' change in Infested CC, this is a minor bug, the important is now the infestation work :D
EDIT: The data was there! I've missed the column "attack mod" that is the modification per upgrade. The shields and armor is always +1. Thanks miles!
Other subject:
I think I've found a way of making the nydus canal work like in SC1, but it will have 2 problems:
The second nydus won't be able to be preplaced (the extension should be created by triggers)
The new nydus won't be compatible with the old ones. I'm planning removing from them the transport ability.
That means that all the maps that have them preplaced should be modified to have the new ones. I believe that the best way to make them is leaving the previous units and creating new ones with the new ability.
I've made work the nydus canal! This was a really hard ability. I'm adding it now to the mod.
It still has some troubles. Principally, if two are placed extremely close, you can end in the wrong extension of the nydus. I should make smaller the search area or some sort of fix.
Impressive!!!! congratulation, I thinking this are impossible to do :D, well i will modify the map of nydus with the new Nydus and congratulation again :D (in the italian version I see he don't have a name and some minors bugs, but I can solve that very quickly ;) )
Here's a big question - which version of the mod do I test with? I can either use the old 2-mod system or use the newer mods. Which one is the best one to use?
I found a new bug born for your modification. The CC after infestation DISAPEAR if the CC don't working in nothing (SCV or addone)!!!! But I discored this too, the CC when infested remain a normal CC if the CC are working in SCV or addone, so you will back the infested CC how it are before your modification and modify it for became a REAL CC infested when infested during the construction of a SCV or Addon. The rest work perfectly, thank you very much ^^
HELP ME !!!!!!!!!!!!!!! http://www.sc2mapster.com/forums/general/off-topic/54552-anatomy-of-hydralisk/
@Zarxiel93: Go
I think I''ve found a way to fix almost all the problems of the cc infestation. I'll be applying it tonight. I've also made a mistake with the mind control ability, I have to fix it too.
I've uploaded a .rar to the dropbox with the mods reorganized. Now most of the modifications to the sc1mod should affect the sc1bwmod (there are some exceptions, between them is the problem with the cc =S). I've also added the maps that I use to test them if somebody wants to use them too.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
OK, thank you :D I hope this mod with dependencies don't crash the game :S
We can always switch back to the previous one =D
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
I thought that the point of having the 2 separate mods was because we wanted the Episode 1 Terran (Confederacy/SoK/Dominion) to look different than the Episode 5 Terran (UED). Don't the two have units with different models?
But besides that point (I was a bit busy so I couldn't post here earlier), it is best to have the BW mod use the SC1 mod as a dependency, rather than combining the two into one giga-mod. Saves space, saves time, saves processing power.
Mods with dependencies are made to work as if the dependency is part of the full mod. SC2 does this with the Swarm.sc2mod file; it uses Liberty.sc2mod as a dependency!
Meanwhile, I'll keep investigating Precursor and Enslavers. Anything I notice, I'll let you know.
Oh, and welcome to the team, Cacho!
I'm thinking to add the UED Marine (make by GN) in the BWmod for the UED when it will release
@Miles07: Go
It's good that you've said that because I hadn't noticed that the mods could use different models for the same unit. Anyway, is still possible and eficient to have the scbwmod depending of the sc1mod, but I should make some changes to the dependencies.
I'm sure that must be better ways, but the easiest should be separating the exclusive models of the bw campaign and inserting them in a new mod. If I make scbwmod depend of this assets mod with a higher priority than the sc1mod, all the models that need to be replaced would be overridden by default.
EDIT: Are there already some models that I should switch between mods?
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
mmh well, I think not...
Infestation fixed! (sort of :P)
I'll finish normalizing the bwmod and then go back to the bugs. I want to give a shot to the nydus canal.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
PERFECT!!! :D I noted when you infest a CC in working the name dont' change in Infested CC, this is a minor bug, the important is now the infestation work :D
Does anybody have a table with the armor and weapon upgrades and the modification that they make in each unit stats? Or at least in general?
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
No, sorry :S I used the upgrade of the origial mod of maverack
@Cacho56: Go
You mean something like this?
@Miles07: Go
EDIT: The data was there! I've missed the column "attack mod" that is the modification per upgrade. The shields and armor is always +1. Thanks miles!
Other subject:
I think I've found a way of making the nydus canal work like in SC1, but it will have 2 problems:
That means that all the maps that have them preplaced should be modified to have the new ones. I believe that the best way to make them is leaving the previous units and creating new ones with the new ability.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
ok, I will modify the maps ;)
I've made work the nydus canal! This was a really hard ability. I'm adding it now to the mod.
It still has some troubles. Principally, if two are placed extremely close, you can end in the wrong extension of the nydus. I should make smaller the search area or some sort of fix.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
Impressive!!!! congratulation, I thinking this are impossible to do :D, well i will modify the map of nydus with the new Nydus and congratulation again :D (in the italian version I see he don't have a name and some minors bugs, but I can solve that very quickly ;) )
Here's a big question - which version of the mod do I test with? I can either use the old 2-mod system or use the newer mods. Which one is the best one to use?
the newers mods are best now ;)