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    posted a message on Mercenary Havens

    Going to reboot this project, recently picked up HOTS and got my Battle.net account back. Would love to expand and enhance this idea and release the rest of the Havens.

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    Alright first release is out, sadly I can't go with my word to add it to Lost Temple given that I can't find Lost Temple in my maps folder (Damn you Blizzard, not letting me use your base melee maps).

    The .mod file is up for download in the files section of the mod. This release includes the Confederate Resistance Hideout (Confederate Marines, Confederate Firebats, CAF Lee, CAF Stonewall, CNS Drake, and CNS Duke's Revenge) with basic balance. Bug reports and balance changes welcome.

    http://www.sc2mapster.com/assets/mercenary-havens/files/2-mercenary-havens-alpha-001/

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    Great progress this morning, I actually managed to get the CAF Lee and CAF Stonewall working properly, they siege/unsiege with noises, animations, everything and the universe doesn't implode anymore nor do they turn into vespene bags.

    I'm aiming for a Confederate release in the next few hours if no distractions come up.

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    @Redknox1994: Go

    Eh they're going to be powerful, but they'll be costly as well. I've been using a nice little chart to try to balance costs/time on the units. I'll be balancing the Stimpack (its reminiscent of the old days, back when Firebats had Stimpack, I kinda like it for nostalgia purposes). I figure all else fails I can drop the speed bonus appropriately.

    Also by the time you can get the Tier 1 Mercs, you'll probably be Tier 2 tech at home. Since it adds about a minute (+the time of all units to hire, +a percentage bonus) to the base time to get the tech needed for the first unit of that type. But I can still see them decimating tons of Hydralisks, you still won't have a huge mass of them most likely so they'll more likely be supporting backline forces.

    We'll see though, everything is subject to change =) thank you for the feedback

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    Progress List:
    Confederate Resistance Hideout [x]

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    There's been some minor delays due to my health and the release of a couple games this week, been working but not at a steady pace. Tomorrow or tonight I'll get some work done on them and try to get the first release ready.

    Posted in: Project Workplace
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    posted a message on Dependencies: Ordering

    Which order would I organize the dependencies in if I wanted it to override the base unit data with the multiplayer patched unit data?

    The three dependencies I have active:
    Liberty
    LibertyMulti
    LibertyCampaign

    Posted in: Data
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    posted a message on Mercenary Havens

    Working on overhauling the system into a mod format, got some new features coming in and possibly a first series of releases in the next few days (as a .mod file and some pre-imported basic Melee Maps like Lost Temple)

    Working on implementing a custom Help menu called Mercenaries that would list all the mercenaries and their skills/strengths.

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    http://forums.sc2mapster.com/resources/data-assets/17197-mercenary-havens/

    New forum thread, will be locking this one.

    Posted in: Data
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    posted a message on Mercenary Havens

    Forgive the dust, this project is being rebooted for HOTS and the latest version of SC2.

    Merc Havens are data bits you will be able to plug into any map, they are neutral buildings that allow you to hire mercenaries for an increased cost/time than hiring the individual units would be (albeit instantly, and many mercs are stronger than or have more abilities than their normal counterparts). Mercs in the proper hands can completely change the tide of battle in your favor, or used incorrectly could be a costly failure. I'm looking into a "rotation system" where the bases will change which Mercenaries are available at them every so many minutes so the ones that have a lot more (Backwater Bar for instance) will only have like 3-4 available at a given time.

    List of Merc Havens in the works:

    • Confederate Resistance Hideout (Done!)
    • Backwater Bar (Almost Done!)
    • UED Remnant Base
    • Kel-Morian Guild
    • Umojan Observation Post
    • Deadman's Port

    Each comes with their own theme of mercenaries, and each wildly varying from the others.

    More information on the mod (including individual units/havens, download information, and polls) can be found at the official data assets page, http://www.sc2mapster.com/assets/mercenary-havens/

    This post will be a discussion post for anyone wanting to suggest new mercs/havens or provide ideas or concepts for the asset. I'll be providing a list of havens/units and what I'm thinking of doing with them. I'm completely welcome of comments, ideas, name changes, anything, so fire away.

    These units come with a set color on creation, IE: the Confederate units are all white no matter who has them, etc.

    Havens/Units List:

    Confederate Resistance Hideout
    [Alpha Squadron Deserters]
    -5x Confederate Marines (Pre-Upgraded Marines)
    -2x Confederate Firebats (Basic Firebats)
    [Confederate Armored Division]
    -1x CAF Lee (Upgraded Siege Tank)
    -1x CAF Stonewall (Upgraded Siege Tank)
    [Confederate Exploration Vessel]
    -1x CNS Drake (Science Vessel with Irradiate, Repair, and Defense Matrix)
    [Confederate Dreadnaught]
    -1x CNS Duke's Revenge (Upgraded Battlecruiser with Yamato Cannon pre-researched)

    Backwater Bar
    [The War Pigs]
    -7x War Pigs (Upgraded Marines)
    [The Devil Dogs]
    -4x Devil Dogs (Upgraded Firebats)
    [Hel's Angels]
    -3x Hel's Angels (Upgraded Vikings)
    [Sons of Thanatos]
    -1x Thanatos (Super Reaper)
    -4x Sons of Thanatos (Beefy Reapers)
    [Raynor's Raiders]
    -1x Jim Raynor (Stronger Vulture)
    -4x Raynor's Raiders (Heavy Marines)
    [Surtur's Children]
    -1x HCS Laevateinn (Slower, more powerful yamato-based battlecruiser)
    -2x HCS Science Vessel (More durable, higher energy)
    [The Iron Golems]
    -1x Iron Hand (Non-Sieging heavy siege tank)
    -2x Iron Golems (Tanky Goliaths)
    [Unholy Stalkers]
    -1x Unholy Tara (More energy ghost, pre-upgraded)
    -2x Shades (More energy Wraiths, pre-upgraded)

    UED Remnant Base
    [104th Armored Infantry Corp]
    -4x UED Marines (Tanky Heavy Marines)
    -2x UED Medics (Advanced Medics)
    [32nd Incinerator Corp]
    -4x UED Incinerators (Uber Firebats)
    [Cronus Wing Remnants]
    -1x DSS Petyr (Hurricane)
    -4x DSS Wraiths (Pre-Upgraded Wraiths)
    [Atlas Wing Remnants]
    -2x UED Siege Tanks (Pre-Upgraded Siege Tanks)
    -2x UED Goliaths (Spartan Company Goliaths, pre-upgraded)
    [Stukov's Elite Guard]
    -4x Stukov's Elite Guard (Advanced Ghosts)

    Kel-Morian Guild
    [Ripper Squad]
    -6x Kel-Morian Rippers (Marines with Shotguns)
    [Outrider Squad]
    -3x Kel-Morian Outriders (Vultures with Missile Launchers)
    [Hellhound Squadron]
    -2x Kel-Morian Hellhounds (Air Vikings minus Ground-Form, still in concept phase)
    [Hammer Enforcer Team]
    -4x Hammer Enforcers (Hammer Securities Marauders)
    [Hammer Assault Team]
    -2x Hammer Assault Tanks (Siege Tanks minus Siege, can fire while moving, stronger)
    [Hammer Overwatch Team]
    -1x Hammer Sniper (Ghost, no cloak/lockdown, snipe ability, high damage)
    -2x Hammer Tracking Drones (Detectors, mark targets to make them take bonus damage)

    Umojan Observation Post
    [Umojan Royal Guard]
    -5x Umojan Royal Guardsmen (War Pigs with Mini-Void Ray Cannon, more health)
    [Umojan Prototypes]
    -2x Umojan Prototype Hovertanks (Diamondbacks)
    [Umojan Shadowguard]
    -1x Umojan Shadowguard (Super-Ghost, mind control, targetted changeling disguise, no cloak)

    Deadman's Port
    [Mira's Mercs]
    -1x Mira Han (Much stronger Vulture, restorable spider mines)
    -4x Mira's Boys (Stronger Vultures)
    [Orlan's Cutthroats]
    -1x DPS Mitnick (Battlecruiser with Missiles instead of beams [better AA], can use Lock Down, no Yamato)
    -4x Cutthroats (Stronger Wraiths, no cloak)
    [Tosh's Goons]
    -1x Gabriel Tosh (Stronger Spectre, special abilities)
    -2x Spectres
    [Junkyard Dogs]
    -2x Junkyard Dogs (Hellions with Vulcan Cannons, fire while moving, pillage)
    -4x Scrappers (Marines with Pillage, possibly Vulcan Cannons too)

    Posted in: Project Workplace
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    posted a message on Mercenary Havens

    Added some minor screenshots to the Merc Haven pages on the main page =P just hit the link to the individual ones.

    I'll upload some full ones of them in action here in a few.

    Posted in: Data
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    posted a message on Mercenary Havens

    Created Asset Page and first Download, all discussion preferred to be moved there.

    Posted in: Data
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    posted a message on Mercenary Havens

    @s3rius: Go

    Shockingly it wasn't, I took the Tower Capture ability that the Xel'naga towers use, changed the flags to have a "Share Control" bit, then boom, works whenever you approach.

    I haven't tested it in a multiplayer environment, but I assume that (like the towers) the control will change according to seniority and units present.

    The hardest part is just balancing the units to be fair.

    And yes I intend to upload this to data assets for people to use appropriately. Sadly with my video card on the fritz it could be a few days before I can get ahold of it to release it. So until then all I can really do is discuss it.

    Posted in: Data
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    posted a message on Mercenary Havens

    http://www.sc2mapster.com/assets/mercenary-havens/pages/main/

    All information and work has been moved to that page, first download is up (albeit buggy) for those interested in seeing the work so far.

    Posted in: Data
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    posted a message on [Library] Boss Bars+ b04b

    I'm really looking forward to the finished product for this, will be nice to finally have some powerful boss bars for use with both RPG-esque maps and a variety of others.

    Posted in: Trigger Libraries & Scripts
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