I'm working on the next update and Yamato will no longer be an option at the supply depot. I will change things around for Terran as I try to make them up to date with what Zerg and Protoss got.
@Ramboing: Go I understand. Keep in mind that this mod is intended to be for player vs players games, which makes it even more important to balance things. The AI is supposed to pick factions and use some of the units, but right now it does not for certain factions.
It is funny because for basically the entire WoL and HotS time terran had the best factions, and then LotV came with the unit choices perfectly divided by factions that I could use in the mod, and it turned the table. Nothing will be much stronger than ladder units, that's the objective here, to add variations that can still fight a standard ladder composition somehow. It is very difficult to achieve that, but with feedback I keep making it better.
Ok, I just updated the mod again and the vehicle and ship vanadium upgrade is fixed, it is probably missing LotV units though. I also increased mind control energy cost to 125 and made the LotV version of Replican'ts ability unable to target massive units. Nerazim Immortal can no longer target air units with its cannon ability.
Beyond Replicants and Mind Control what are other imbalanced units? If I had to guess the nerazim and tal'darim Immortals but what else. Im willing to tweak their stats. I don't remember exactly but at some point I did try to nerf the Replicant, they are not supposed to clone massive units. I'll check that again. If needed I can also raise their cost/supply.
If you play through Bnet you get the latest version. To use Yamato you still need to research it at the fusion core, but the choice at the supply depot will be removed eventually, the missiles ability may be moved to a faction.
@Ramboing: GoHi Ramboing, thank you for reporting those bugs. I have to admit I have been giving way more attention to protoss recently and some terran faction need heavy changes.
EDIT: Yamato worked as intended for me. Are you sure you researched the upgrade after selecting which ability you wanted?
I just updated the mod and Umojan armory upgrades should be fixed. It is possible that some details slipped so keep an eye open for weird results.
I just updated the mod. Here are the more relevant changes:
-Oracle returned to the Tal'darim, Scout is now exclusive to the Templar.
-New infested Siege Tank and Banshee.
-Removed some upgrade choices and moved them to a faction. Carrier's Inertial Barrier was given to the Khalai. Banshee's Shockwave Batteries is currently out of the game until I decide which faction should use it.
-Fixed a bug that made the Nomad energy upgrade icon to hide Raven or Sci Vessel energy upgrades.
-Cleaned some changes I made to override Blizzard's placeholder art, like for Liberator's upgrade.
-More Tal'darim units have their portraits replaced now.
I will probably add WoL upgrades that I didn't want to add back then, like Siege Tank's Maelstrom Rounds and Shaped Blast.
I just updated the offline files in the maps section, just in case anyone is interested.
EDIT: I made minor fixes to the templar tribe, mostly tooltips and things like that. I also made changes to the infested faction. I'll try to test the protoss tribes one by one so I can find more bugs. I want to move things from the test mode to the standard mode.
I just uploaded a minor update to fix some of the things posted here. Dropship upgrade should no longer appear for factions that don't use it. Most if not all doubled terran armor upgrades should be fixed (keep an eye on those and let me know if you find any). Kerrigan's brood should be able to morph Impalers. Scientists and Preservers are now selected with the army.
And I added the extra colors. The other stuff were added to my list. Have fun!
Hi, i just want to say i love your mod. Being able to add a units while maintianing reasonable balance and not just smashing everything on one faction so it becomes a mess is really awesome.
Have you ever considered using some starbow features: 1) units spread out more (less clumping up in a death ball) 2) longer battles : reducing damage against non-counters instead of increasing damage against counters
The base design of this mod is to add to standard melee balance, so do not expect me to change core game mechanics. Even so, I did change the clumping at some point, it works for larger than standard unit groups, I think I raised it from 6 to 20. Still, changing these things is not my focus here.
This guy created a massive amount of model variations and some new units, u can download all of them so i don't know if permission is required to use them. I think that these will add massive personality changes for each subfaction and perhaps entire new factions (UED and Protoss elder). I really hope u are allowed to/will use them. SC Expanded already is the best extension mod out there, this will definitly make SC Expanded the one mod to rule them all. Or starcraft 3 : D
A secondary idea is choosing your subfaction before the game starts. It's handy if you don't know all changes, otherwise you will lse a lot of time deciding wich one to pick. Of course an option to choose no faction should be there (if u want to play vanilla factions or choose later)
I still want to give protoss their model variations, but I don't have time to work on that right now. I usually try to make my own versions of models and textures, but who knows, in case I don't find the time I might consider downloading those you suggested. As I said before I don't have plans for the UED because the mod is about the major groups in SC2 storyline. Selecting a faction before game starts will not be added, sorry, but that is just too much work and wouldn't be as good as I'd want it to be.
@Kloefklaffer: Go I think I can add the other colors. I'll try that. I don't add unnecessary models/artwork to keep total mod size under control. I see no good reason to change standard unit portraits and voices.
@DEFILERRULEZ: Go It is kept at the same version for US, EU and one more region, I dont remember which one right now. It is an extension mod for custom games, arcade maps are no longer available.
Keep in mind that there is another version (I think it is called expanded amped or something like that) not made by me, so be sure to select SC Expanded HotS.
@nolanstar: Go I don' know, current terran factions still need a lot of cleaning, I'm not inclined to add a new one right now. I'd like to wait until we get the whole campaign first so I can have a good idea of how the tech tree would work.
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I have been cleaning the old unit and upgrade choices. Eventually players will only select a faction, but each will come with more changes.
I'm working on the next update and Yamato will no longer be an option at the supply depot. I will change things around for Terran as I try to make them up to date with what Zerg and Protoss got.
@Ramboing: Go I understand. Keep in mind that this mod is intended to be for player vs players games, which makes it even more important to balance things. The AI is supposed to pick factions and use some of the units, but right now it does not for certain factions.
It is funny because for basically the entire WoL and HotS time terran had the best factions, and then LotV came with the unit choices perfectly divided by factions that I could use in the mod, and it turned the table. Nothing will be much stronger than ladder units, that's the objective here, to add variations that can still fight a standard ladder composition somehow. It is very difficult to achieve that, but with feedback I keep making it better.
Ok, I just updated the mod again and the vehicle and ship vanadium upgrade is fixed, it is probably missing LotV units though. I also increased mind control energy cost to 125 and made the LotV version of Replican'ts ability unable to target massive units. Nerazim Immortal can no longer target air units with its cannon ability.
Beyond Replicants and Mind Control what are other imbalanced units? If I had to guess the nerazim and tal'darim Immortals but what else. Im willing to tweak their stats. I don't remember exactly but at some point I did try to nerf the Replicant, they are not supposed to clone massive units. I'll check that again. If needed I can also raise their cost/supply.
If you play through Bnet you get the latest version. To use Yamato you still need to research it at the fusion core, but the choice at the supply depot will be removed eventually, the missiles ability may be moved to a faction.
@Ramboing: GoHi Ramboing, thank you for reporting those bugs. I have to admit I have been giving way more attention to protoss recently and some terran faction need heavy changes.
EDIT: Yamato worked as intended for me. Are you sure you researched the upgrade after selecting which ability you wanted?
I just updated the mod and Umojan armory upgrades should be fixed. It is possible that some details slipped so keep an eye open for weird results.
I just updated the mod. Here are the more relevant changes:
-Oracle returned to the Tal'darim, Scout is now exclusive to the Templar.
-New infested Siege Tank and Banshee.
-Removed some upgrade choices and moved them to a faction. Carrier's Inertial Barrier was given to the Khalai. Banshee's Shockwave Batteries is currently out of the game until I decide which faction should use it.
-Fixed a bug that made the Nomad energy upgrade icon to hide Raven or Sci Vessel energy upgrades.
-Cleaned some changes I made to override Blizzard's placeholder art, like for Liberator's upgrade.
-More Tal'darim units have their portraits replaced now.
I will probably add WoL upgrades that I didn't want to add back then, like Siege Tank's Maelstrom Rounds and Shaped Blast.
I just updated the offline files in the maps section, just in case anyone is interested.
EDIT: I made minor fixes to the templar tribe, mostly tooltips and things like that. I also made changes to the infested faction. I'll try to test the protoss tribes one by one so I can find more bugs. I want to move things from the test mode to the standard mode.
@nolanstar: Go It seems you're right, they do not appear in game.
I just uploaded a minor update to fix some of the things posted here. Dropship upgrade should no longer appear for factions that don't use it. Most if not all doubled terran armor upgrades should be fixed (keep an eye on those and let me know if you find any). Kerrigan's brood should be able to morph Impalers. Scientists and Preservers are now selected with the army.
And I added the extra colors. The other stuff were added to my list. Have fun!
The base design of this mod is to add to standard melee balance, so do not expect me to change core game mechanics. Even so, I did change the clumping at some point, it works for larger than standard unit groups, I think I raised it from 6 to 20. Still, changing these things is not my focus here.
I still want to give protoss their model variations, but I don't have time to work on that right now. I usually try to make my own versions of models and textures, but who knows, in case I don't find the time I might consider downloading those you suggested. As I said before I don't have plans for the UED because the mod is about the major groups in SC2 storyline. Selecting a faction before game starts will not be added, sorry, but that is just too much work and wouldn't be as good as I'd want it to be.
@Kloefklaffer: Go I think I can add the other colors. I'll try that. I don't add unnecessary models/artwork to keep total mod size under control. I see no good reason to change standard unit portraits and voices.
@DEFILERRULEZ: Go @Ramboing: Go Thank you guys for the feedback. Currently my editor is bugged so I think I'll have to reinstall SC2 to fix these.
@DEFILERRULEZ: Go It is kept at the same version for US, EU and one more region, I dont remember which one right now. It is an extension mod for custom games, arcade maps are no longer available.
Keep in mind that there is another version (I think it is called expanded amped or something like that) not made by me, so be sure to select SC Expanded HotS.
@alleyviper85: Go Thank you for the offer but I have no plans for the UED.
@xopietaster: Go Could you describe the details? What server? Someone reported it before but honestly I have no idea what could be causing it.
@alfx01: Go I'm already working on that.
@nolanstar: Go I don' know, current terran factions still need a lot of cleaning, I'm not inclined to add a new one right now. I'd like to wait until we get the whole campaign first so I can have a good idea of how the tech tree would work.