The thorax parasite will need nerfing since it is pretty much an instant death ability that spreads. Maybe make it deal periodic damage that if the host dies from the periodic damage it spawns two more parasites while if the duration ends the parasite dies preventing infinite spread? This would also make the ability less lethal vs high hp targets.
I would modify or swap carapace hardening since +3 armor is a huge damage reduction especially for a tier 1 ability.
The primal TC model lacked a melee attack. Have you added one for the Primal Drone?
The hero unit and roach both have a mutualism titled ability. Maybe rename the hero ability?
Primal mutalisk seems rather plain upgrade wise compared to the other units.
Maybe give the primal defiler a new diffuse texture to match the more colourful green/blue themed primal units?
Rollback Post to RevisionRollBack
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Actually it seems the alternative method I mentioned would not be compatible with the current projectile system your project is using so would be of no use. Your collaborator also says he has resolved the associated issues with the shield you briefly mentioned.
The solution for that would be an Enumerate Area validated buff on the Launch Missile ammo unit. If the missile is created within the field the buff remains active and can be used to supress the shield search used for impact. On leaving the proximity of the shield the buff is removed and the missile is then primed for shield impact.
This method however would result in issues if two shields are too close together.
You use a basic colliding projectile system (much easier since LOTV added the Effect: Periodic Effect field). If the Search Area effect used by the missile offsets by the unit radius and only looks for a single target, you can then use a Create Unit effect to place a large radius unit that is unselectable but still able to be targeted by the search. If the target unit has a Buff behaviour on it you can then use the Behavior Count (either avoids or focuses on units with a specific behaviour) Target Sort so that the search contacts the shield in preference. The first search uses a Switch effect based on a Unit Type validator, that if it is a shield it uses a Set effect to mark the target, or if it is not it uses a splash Damage effect. The Set uses a second Search Area effect at the Source (the missile) that uses single target Damage effects validated by a Location Range validator that uses the distance from the target of the Set effect (the shield) as a condition for doing damage. There is then the standard suicide missile via a set effect on "impact".
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That 4 turret design is very similar to what X4 has shown for one of their intended ship designs.
Like the balloon model.
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Is there a link to a showcase of all the models in the mod?
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The thorax parasite will need nerfing since it is pretty much an instant death ability that spreads. Maybe make it deal periodic damage that if the host dies from the periodic damage it spawns two more parasites while if the duration ends the parasite dies preventing infinite spread? This would also make the ability less lethal vs high hp targets.
I would modify or swap carapace hardening since +3 armor is a huge damage reduction especially for a tier 1 ability.
The primal TC model lacked a melee attack. Have you added one for the Primal Drone?
The hero unit and roach both have a mutualism titled ability. Maybe rename the hero ability?
Primal mutalisk seems rather plain upgrade wise compared to the other units.
Maybe give the primal defiler a new diffuse texture to match the more colourful green/blue themed primal units?
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In reply to Forge_User_11421188:
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I like the idle animation.
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Rofl.
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In reply to Forge_User_75610840:
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Nice tentacle. Is that using kinetics or attaching the unit actor to the end of the model?
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Surprised blizzard allows micro transactions for non blizzard stuff.
By the way is there a feedback thread for your map? I have noticed a few bugs/balance requirements in the English version.
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Treachery is not a new human attribute.
Also as we do not know the whole story and as communication is often a causative factor it is inappropriate to give blame.
Sometimes it is greed, other times it is revenge on a personal level.
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As long as they work. In hindsight it is only the technology that is remembered and seldom the people who invented it.
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@Delphinium1987: Go
Actually it seems the alternative method I mentioned would not be compatible with the current projectile system your project is using so would be of no use. Your collaborator also says he has resolved the associated issues with the shield you briefly mentioned.
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As long as it works. Your collaborator said you were still having some technical problems with it though?
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The solution for that would be an Enumerate Area validated buff on the Launch Missile ammo unit. If the missile is created within the field the buff remains active and can be used to supress the shield search used for impact. On leaving the proximity of the shield the buff is removed and the missile is then primed for shield impact.
This method however would result in issues if two shields are too close together.
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@Delphinium1987: Go
You use a basic colliding projectile system (much easier since LOTV added the Effect: Periodic Effect field). If the Search Area effect used by the missile offsets by the unit radius and only looks for a single target, you can then use a Create Unit effect to place a large radius unit that is unselectable but still able to be targeted by the search. If the target unit has a Buff behaviour on it you can then use the Behavior Count (either avoids or focuses on units with a specific behaviour) Target Sort so that the search contacts the shield in preference. The first search uses a Switch effect based on a Unit Type validator, that if it is a shield it uses a Set effect to mark the target, or if it is not it uses a splash Damage effect. The Set uses a second Search Area effect at the Source (the missile) that uses single target Damage effects validated by a Location Range validator that uses the distance from the target of the Set effect (the shield) as a condition for doing damage. There is then the standard suicide missile via a set effect on "impact".
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