I was thinking that perhaps one of those "unit specific upgrades" caused the Hauler that you upgraded to fly. I would say it should be a cheap upgrade though, and the other option would probably be some sort of impressive speed increase.
The unit cannon idea is an interesting one, and could still be just as useful for it as an air unit...
Alright here, in the middle of all this, something occured to me recently.
We all know about those Island expos, right? Where zerg and toss use Overlords and Void Prisms to bring their workers over?
There is also a map named Debris Field, which is nothing but island expos.
How is this going to work with the hauler? I get that it climbs cliff, but the idea of it jumping a giant gap and landing on an island a half-mile away? Just sounds a little silly....
I noticed that also when I first saw it, as I recall, we were going to use green.
Unless I'm mistaken, a color change would be easy enough for the textures. But I'm not entirely sure if we should or not.... I sort of like it with the rusty yellow...
My current idea, since the main base makes its own power, is to set a town hall someplace that leaves room for the harvester, then build the harvester in the power field, then make your workers to grab the gas.
Or, hell, if the idea is still going through with? Add a power structure to cover the gysers and build a couple automated harvesters.
Congradulations, you just cleaned an expansion with one worker.
I was thinking that perhaps one of those "unit specific upgrades" caused the Hauler that you upgraded to fly. I would say it should be a cheap upgrade though, and the other option would probably be some sort of impressive speed increase.
The unit cannon idea is an interesting one, and could still be just as useful for it as an air unit...
Alright here, in the middle of all this, something occured to me recently.
We all know about those Island expos, right? Where zerg and toss use Overlords and Void Prisms to bring their workers over?
There is also a map named Debris Field, which is nothing but island expos.
How is this going to work with the hauler? I get that it climbs cliff, but the idea of it jumping a giant gap and landing on an island a half-mile away? Just sounds a little silly....
@DrSuperEvil: Go
According to the error message I get? No, it doesn't.
Sound like a lot of copy-paste... lol
Also, I have made the Validator and the actor event for Agria on the droid. But, as far as I can tell, nothing is happening.
However, on a hunch it might be my graphic settings? I'm gonna upload my changes anyway....
Alright, working on it.
Gonna have to head to work soon, but I'll upload this version to the data thread when if I finish before then.
Alright, not sure what is going on now.
I had to create a new validator, as none of the defaults have a terrain type.
Using "Valdate Player" causes my editor to crash when I try to make the unit. Using "Validate Unit" doesn't seem to do anything.
I'm in the actor events, and am currently this far.
Event: ActorCreation
Term: ValidateUnit (or validate Player....)
Action: TextureSelectByID
However, I'm not sure how to add that Terrain validatorm as I can't add a term after the texture select.
@DrSuperEvil: Go
Sounds good to me.
Would that be something to do with triggers or data? If you tell me how, I could try it on the alpha map.
I noticed that also when I first saw it, as I recall, we were going to use green.
Unless I'm mistaken, a color change would be easy enough for the textures. But I'm not entirely sure if we should or not.... I sort of like it with the rusty yellow...
The supply stuctures should have some shielding and good health, as just taking down one could shut down half your network.
@DrSuperEvil: Go
In the alpha map, they're currently a carbon copy of the other supply buildings. Is this just for now? Or do we plan on keeping it like this?
My current idea, since the main base makes its own power, is to set a town hall someplace that leaves room for the harvester, then build the harvester in the power field, then make your workers to grab the gas.
Or, hell, if the idea is still going through with? Add a power structure to cover the gysers and build a couple automated harvesters.
Congradulations, you just cleaned an expansion with one worker.
Enjoy your enemy's jaw dropping.
@littlefury916: Go
THis is also what I was thinking.
You wouldn't use a town hall and harvester together. You would use one or the other.
Of course, you could always put the hall further away and use both if needed, I suppose.
So, if they build faster, should they be weaker than the other race's counterparts? To discourage rushing?
@SoulFilcher: Go
I would say the Clanker should be made a third mech-level unit with the Liner and Walker, as it reminds me of an immortal.