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    posted a message on Command & Conquer Remake in HD Mod

    @Zolden: Go

    I know, there was a Transformers mod removed because of the copyright issues.

    @OmegaWeaponX85: Go

    My team already working on Warcraft 1 and Warcraft 2 remake. Multiplayer is already playable on EU and NA server(need 1-2 patch to fix a few stuff and most of the models are placeholder yet). Also around 70% with Warcraft 1 campaign.

    http://www.moddb.com/mods/chronicles-of-azeroth

    Posted in: Map Suggestions/Requests
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    posted a message on Command & Conquer Remake in HD Mod

    Just want to forewarn you: C&C is not Blizzard IP so there is a high chance they will remove your map from Battle.net if it contains copyright materials. Ofc you can finish the campaign, that part they can't harm.

    Posted in: Map Suggestions/Requests
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    posted a message on My planned map

    @GlornII: Go

    The search function isn't as horrible as you described it. I found the answer every time if it existed in the first place. Try to give better search words if you don't find something.

    Posted in: Project Workplace
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    posted a message on [REVIEW] Nova Covert Ops

    @Kloupz: Go

    That is a bit overrated. The whole covert ops was good mission gameplay wise and new assets wise, but the story was an OK at max. The first half was copy paste of the Sons of Korhal, the second half was kinda rushed and had inconsistent parts.

    Posted in: Map Review
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    posted a message on Nova Mission Pack 3

    @wargirlwargirl: Go What? All the three part released tons of new assets oO

    Posted in: General Chat
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    posted a message on Nova Mission Pack 3

    @abvdzh: Go

    Obviously those who don't own nova dlc wouldn't see it in the editor. Same with WOL,HOTS and LOTV maps...

    Posted in: General Chat
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    posted a message on Monetizing comes to Starcraft II

    Its not personal monetizing of carbot. Simply they will sell some carbot themed portraits and emoticons as micro transaction. Its the same as the previous patch`s micro transactions. The game already have many carbot themed stuff in the game

    Posted in: General Chat
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    posted a message on Blizzcon 2016

    Sadly they can make more $$ with less effort from coop stuff. I'd rather pay for more campaign content. Stukov coop commander looks interesting. Anyone have pic/video of the nove 3rd mission pack teaser?

    Posted in: General Chat
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    posted a message on Chronicles of Azeroth

    Our newest Warcraft 2 map, Garden of War has been released

    Posted in: Project Workplace
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    posted a message on Chronicles of Azeroth

    Added new patch, also uploaded the mods to NA server too

    Wc2:

    • Repair Build Added, you can right click on structures under construction with workers to make construction faster for additional resources Wall cost, build time and hp adjusted to the original
    • Scout and Watch towers no more require Lumber Mill
    • Rune blink periodically
    • Invisibility won't create cloak distortion effect that busted invisible units to enemy
    • Invisibility will be properly removed if a caster use a spell
    • Unholy Armor, Flame Shield and Invisibility can target friendly and enemy units too.

    Wc1:

    • Invisibility won't create cloaking effect that busted invisible units
    • invisibility will be properly removed if a unit cast spell
    • Minor summoning reworked in classic gameplay mode to cast between 1-4 units depends on caster's mana
    • Wall placement model changed
    Posted in: Project Workplace
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    posted a message on Stackable chrono boost- animation speed remain fast

    @DrSuperEvil: Go

    Thank you it works. I tried it once but now i realized the first time i tried it i forgot to remove the validator of under construction so it couldn't apply. No more problem with it this way :)

    Posted in: Data
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    posted a message on Stackable chrono boost- animation speed remain fast

    @DrSuperEvil: Go

    There is no actor associated with the behavior so no. When the structure is in accelerated state its animation is faster automatically. I just tested around and the only time the animation remain fast is when the accelerated state remain until the finish of the structure. If i cancel it even 1 sec before the finish the animation work nicely. I don't get what causing it because as i said the structure doesn't remain in accelerated state, it train and research in the normal speed, the behavior is removed and its no more reduce resource cost periodically.

    Posted in: Data
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    posted a message on Stackable chrono boost- animation speed remain fast

    @DrSuperEvil: Go

    no sadly it isn't for some reason. Additional info: The stack is placed on the unit when its under construction. Basically Its speed up construction. A validator remove said chrono boost behavior when the structure finished. Still the animation speed remain fast for some reason (no the structure is not chrono boosted anymore)

    Posted in: Data
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    posted a message on Stackable chrono boost- animation speed remain fast

    I created a custom ability that gives stackable chrono boost on the structure. My problem is that once these chrono boosts are removed the structures keep playing their animations faster. I tried to solve this in the actor tab with: behavior behaviourname destroy- set timescale global 1.0 but it isn't reset the animation speed for some reason. Any ideas?

    Posted in: Data
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    posted a message on Top Map Mods of all times

    @BigDonRob: Go

    First: I don't know but you can copy data and trigger from your map into a mod

    Second: you can remove any dependencies if your map doesn't actively using it (there is no stuff placed on the map from the dependency, no trigger or map options refer to it). When you try to remove the dependency it will write out a list of usage if you can't remove yet.

    Posted in: General Chat
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