Hi TChosenOne. Yes units do not have any unique roles at the moment so they feel really same.
I would like to hear any suggestions how to improve units so that they feel more unique each.
The problem is that I dont want to create any "hard counter" units. I dont want to create situation where player have to "build A because you need to counter B with it".
Hello. I havent posted about Hand of Humanity for a while. This project evolves all the time so if you have played any early versions of Hand of Humanity you may not recognice the campaign anymore.
Hand of Humanity focuses on quanity of stuff. This means huge amount of buildable units for Terran and Zerg.
Terran campaign contains 28 missions and Zerg campaign contains 17 missions at the moment. First 16 missions are used to introduce all units for player.
Hand of Humanity mod changes default Starcraft II gameplay so you can actually think it as "new" game that uses Starcraft II models.
As always I would really like to get more feedback.
Hey. I quickly tested warcraft dependency (war3data) and it seems to work quite good. Units have movement and attack animations. Unfortunately workers are not able to build structures and for example Barracks does not have train ability on default. Do you know any Warcraft 1/2/3 mods that have fixed these basic things?
Hmm.. okay so now I know how to save things as components. How to merge these actually? I tried "merge maps" menu bit i didnt really understand how to use because i cant just select map to first and mod to second.
(I am just learning how to import data from mod to map)
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Sent message to MrFlamegoat.
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Hey. I am trying to upload file for my previously abandoned project: https://www.sc2mapster.com/projects/banished-brood-campaign-project
I keep on getting message:
The status of the file Banished Brood MOD has been changed to Rejected. Invalid archive.
Can someone help me to reactivate this project? (=change status of project to active)
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Hey. Start by using "Show/Hide UI Frame" trigger.
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https://www.theguardian.com/science/2017/feb/22/thrilling-discovery-of-seven-earth-sized-planets-discovered-orbiting-trappist-1-star
Amazing.
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Hey. I had same problem with some map. I fixed the problem by using "same cliff level" tool all around map on lowest cliff level.
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Hi TChosenOne. Yes units do not have any unique roles at the moment so they feel really same.
I would like to hear any suggestions how to improve units so that they feel more unique each.
The problem is that I dont want to create any "hard counter" units. I dont want to create situation where player have to "build A because you need to counter B with it".
I'll give an example about current units:
Tank
Cost: 400
Health: 200
Damage: 24
Attack speed: 1,20
DPS: 20
Range: 5
Warhound:
Cost: 400
Health: 200
Damage: 36
Attack speed: 1,80
DPS: 20
Range: 5
Tyrannozor
Cost: 400
Health: 400
Damage: 20
Attack speed: 1,00
DPS: 20
Range: Melee
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Hello. I havent posted about Hand of Humanity for a while. This project evolves all the time so if you have played any early versions of Hand of Humanity you may not recognice the campaign anymore.
Hand of Humanity focuses on quanity of stuff. This means huge amount of buildable units for Terran and Zerg.
Terran campaign contains 28 missions and Zerg campaign contains 17 missions at the moment. First 16 missions are used to introduce all units for player.
Hand of Humanity mod changes default Starcraft II gameplay so you can actually think it as "new" game that uses Starcraft II models.
As always I would really like to get more feedback.
Download: https://www.sc2mapster.com/maps/hand-humanity-mission1/
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Hi. I recommend to play Shadow Tactics: Blades of the Shogun. Brilliant level designs!
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OK. Great. I will wait for your work on remake. I may want to do a Warcraft2 map later when basic mechanics are ok.
Can you link your remake project please.
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Hey. I quickly tested warcraft dependency (war3data) and it seems to work quite good. Units have movement and attack animations. Unfortunately workers are not able to build structures and for example Barracks does not have train ability on default. Do you know any Warcraft 1/2/3 mods that have fixed these basic things?
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Hi. Just wanted to share this:
Offworld Trading Company now contains mod support and it can be modded quite easily with XML editor.
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What do you think about this?
At least it looks quite traditional RTS game.
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Well at least this is not something easy & fast to do.
"Components" are actually just XML files. For example "ActorData" and "UnitData".
So, to me data combining using this is just as easy/hard as copying data in XML editor.
In most cases it is easiest and fastest to recreate small changes to right mod / map and reduce amount of used dependencies.
For simple maps I recommend to keep all triggers in map and all data in mod.
Import / Export tool is useful if mod contains custom buttons (icons) for example.
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Hmm.. okay so now I know how to save things as components. How to merge these actually? I tried "merge maps" menu bit i didnt really understand how to use because i cant just select map to first and mod to second.
(I am just learning how to import data from mod to map)
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How to "save the map and the dependencies as components" exactly?