Since posting this (thanks to the forums over-zealous hunting of spam), I have solved some of the issues.
A lot of the missing or screwed up training was because of my dependencies. Using Liberty mod/Campaign/Story, Swarm mod/Campaign/Story, and Void mod/Campaign/Story and the Nova Art is a no go. So now I am using ONLY the Void Campaign and Void Story dependencies and things work just fine. The only thing I am missing is Liberators. BUT those are in the Nova dependency, BUT if I put that in, I lose the specters training and I THINK the medic? BUT gain a second ghost (identical to the first, so I get 2 ghost training buttons) and a new trooper training button.
SO no Liberators, unless there is a way to add them without the Nova art dependency, but hey I can live with that. Liberators are GREAT at siege defense, but I can get by.
I can confirm I have ambient sounds working perfect, and the sound muted. SO now it sounds like you are on a desolate frozen planet in the ass end of nowhere, and the only help you are getting is whats already in this base.
Water is still an issue; it doesnt look cold enough, so I added steam vents over it to make it look like a hotsprings (Iceland, I'm looking at you!) BUT there is still this BRIGHT blue glow at the depths. Doesnt make it look cold, but rather, magical. This aint no time for no pansy protoss finger waving nonsense. This is about the hotsprings going down into the deep, dark depths of the planet where it is heated from the planets own core. OR, if possible make the water look more frigid and icey, without the glowing. I figure these are related to light settings.
BUT the light settings are still an issue; its dark enough I can be satisfied with, but my light sources (mainly doodad things appropriate for terran bases like floodlights, light posts, etc) arent generating any visible light in their area, and I'm not sure what light doodads might be approrpiate for this. Any time I make adjustmenets to the light settings and try and save them (not wanting to save over game defaults I try and save a new light setting), they go missing and I have no idea where the settings are or if they can even be used. SO I'm probably making some noob mistake there.
I am having a major difficulty with storymode upgrades. I can get SOME to work, but not others.
Science vessel for example, the perdition turret, hercules, these units wont work. As well, only some of the upgrades work but not others. I am.. willing to live with things as they are on this front, so not too phased here, my biggest want in this regard was shrike turrets and the missile turret upgrades, as this is a siege defense map, and those are working.
For my zerg, NO upgrades or evolutions seem to work. The Baneling evolution I used seemed to half work; the units had a subtitle saying the strain I wanted, BUT the unit looked like a plain baneling. I didnt know about the apply player skin trigger, so I will look into that, so thanks for that info. But the upgrades for each zerg type didnt seem to work at all as far as I could tell. SO I might have been doing that wrong. The WoL storymode techs are nicely labeled, the swarm ones, not so much. Seems like a lot of upgrades we get in the expansion, arent actually in the tech list when you try to use the apply upgrade action. Or some are listed as storymode techs, others as HotS, but either way its hit or miss if they are even named properly.
The campaign map epilogue03 I thought would have helped. It didnt seem to, at all, and I cant figure out why. I will try it again, with the apply player skin action to see if that affects things.
Leaderboard I will try and set up. Will come here crying for nooby help if I fail.
The commanders situation; setting up a single commander for the hives, if the commander dies the hive goes feral and is now independant and able to fight all other hives as me, is proving a problem.
What I have set up is this.
Variable - x=Stukov = 0 Variable - x= Terran Dominion = (Empty player group) Variable - x= Zerg Swarm = (Empty player group) Variable - x= Feral Zerg = (Empty player group) Trigger 1 - Event - Map Initilization Trigger 1 - Action - Player Group - Add Player 1 to Terran Dominion Trigger 1 - Action - Player- Make all players in Zerg Swarm treat each other as Ally with Shared vision. Trigger 1 - Action - Player- Make all players in Feral Zerg treat each other as Enemy. Trigger 1 - Action - Player- Make all players in Terran Dominion treat all players in Zerg Swarm as Enemy. Trigger 1 - Action - Player- Make all players in Terran Dominion treat all players in Feral Zerg as Enemy. Trigger 1 - Action - Player- Make all players in Zerg Swarm treat all players in Feral Zerg as Enemy. Trigger 2 - Event - Unit (Triggering Unit) Dies Trigger 2 - Conditions - Triggering Unit == Alexi Stukov (Unit)[coordinates to his location] Trigger 2 - Action - Variable Set Stukov = 1 Trigger 3 - Event - Map Initilization Trigger 3 - Conditions - Stukov == 0 Trigger 3 - Actions - Player Group - Add player 2 to Zerg Swarm Trigger 4 - Event - Map Initilization Trigger 4 - Conditions - Stukov == 1 Trigger 4 - Actions - Player group - Add player 2 to Feral Zerg Trigger 4 - Actions - UI - Display "The north western Hive has gone feral." for All players to Subtitle area. Trigger 4 - Actions - Wait 5.0 Real Time seconds Trigger 4 - Actions - UI - Clear all messages for All players.
It should work right? So far it hasnt. once I get this one working, (which is why I have the UI text) I can then copy the format for the other zerg players)
As well, once I get the Commanders situation working, I can then start on the 9th zerg players attack waves, since it will be dependent on the existence of the commanders.
Again, any feedback, advice or help is ALWAYS welcomed. Indeed, asked for. Thanks for any, and all help.