<<quote>>There should be different colors already. The lore text is greyed out, the summary should be 1 to 2 lines in standard color, and important additional info is blue. Just always skip the grey parts.
The use tooltip has no lore text, usually holds all the important current values and repeats the blue important information text.<</quote>>
Ahh, I didn't really notice the colours. It didn't really bother me (I edited it out above). Just noticed another user mentioning it and thought I'd comment.
Well, you do not need the equipment inventory THAT much, the consumable slots are more crucial.
Moving over unit portrait is probably not gonna happen, because of the resolution variations; I dont think, there is a way, this fits for all possible resolutions.
I thought editing the XML values could make the inventory work for all resolutions :O? I assumed you could edit the width and height of the inventory panel to match the default portrait pos and dimensions. I'm sort of new to the whole UI override concept, so I never thought resolutions would mess it up :S.
There are 2 ways currently: Either close the command card after every point you spend, or stay open, even after all points are spent. I am not sure, which one is better; but I did not find a possibility to combine both yet..
Ahh, that's a shame. You can't make a trigger that goes something like this?
Event: A unit upgrades an ability
Condition: Upgrade points remaining <= 0
Actions: Order (Hero) to Cancel (Before Current Orders)
Like I said, I don't have any experience with heroes in sc2 yet, but I thought something like that would be possible. Even deselecting and reselecting the hero faster than the user could notice would probably work.
Just hover the mouse over your attributes, there should be tooltips for them. Str increases HP and melee damage, Agi increases attack speed and ranged damage, Int increases energy and spell damage.
Obviously, a hero with a melee attack will cause melee damage, and a hero with a ranged attack will cause ranged damage ;). For spells, the damage type is always stated in blue color. Usually it is spell damage, however, there are a few exceptions.
Ahh I'm an idiot. That makes sense.
I look forward to playing it more. Hopefully it'll get popular quickly so we can get some large games going.
Fantastic job. I didn't play a full game (couldn't find another player, so I just went in solo to get a feel for it). I don't know if you want suggestions here, but I'm gonna go ahead with the constructive criticism anyway.
It would be nice if there were some markers around the spawns. When I first started, I thought the enemies would spawn in the water at the end of the lane, but it became apparent quite quickly that they were spawning all around me.
The idle worker icon is inside the inventory panel. Moving the inventory panel, or using a UI alteration XML to move the worker icon is probably a good idea. I think it would also help if you left the inventory panel open permanently. You could even move the inventory panel over the unit's portrait (and then hide the portrait), so it feels like it fits into the UI better.
I've never liked the way heroes seem to work in SC2 (They're one of the few things I haven't tried creating yet). I feel like if it's possible to rectify these problems, the game might play a little better (not saying it doesn't play well....you did a great job, Blizzard just did a lousy job with heroes. HotS will fix these issues, I assume). First and foremost, when you spend your last upgrade/ability point, the command card doesn't automatically reset to default. You have to manually exit the ability upgrade command card.
Second, it's difficult to tell what the attributes (strength, agility, intelligence) actually do. More specifically, which hero uses which attribute to increase its damage. If you go with a random hero, you know nothing about its attributes, what items are best for you, etc;
The only other thing I can think of would be the income rate. It seemed like I was getting waaaayyyy too many minerals. If I actually managed to spend them all, my hero would have been swarmed immediately. My hero also respawned immediately. I know you said balance work is still being done, but those should definitely be high priority.
Sorry to keep you waiting for so long, but I am quite a perfectionist and don't want to publish a map full of bugs and unfinished stuff, even for testing. I hope the final result can live up to all of your expectations (would be hard, though xD)
This sentence makes it sound like your making good progress. Is there an ETA? Maybe late March?
I'm VERY excited for this project as well. I spend more time working on maps than playing them, but I'm dying for a quality custom map. Most of what's played right now is terrible, but I feel like this can raise the bar of expectations a bit.
Is there anything you need help with Keuken? I'd be quite happy to lend a hand, especially with data abilities. If you'd rather fly solo for now (or your team is big enough...not sure if you're solo or not for this project), consider me for beta testing :). You can see my data capabilities by checking out any of my youtube videos (username Wingednosering) or checking out my thread in the data assets forum (on this site).
Kueken, your work is impressive, as always. From what I've seen, you're one of the more active members on this site and you're one of the best Data Editors around.
I'll never understand how people make such awesome Dialogs -_-. Love the tentacle ability for the Roach. I'm looking forward to the result. Too few WC3 modders have remained with this editor to give us some solid games :S.