Have you looked into the time bomb I suggested? It creates a shield similar to the sentry's, but instead it slows the projectiles down by 90%.
Maybe you could add to that by, say, making the projectiles explode/burn after X amount of seconds within the field? (allied projectiles could burn as well to balance it out, or at least go slower.)
I think you can also add both of the heroes to a group (Hero_1, Hero_2 into the group variable HeroTeam1), when a unit dies, use a condition to check wether HeroTeam1/2 is empty or not.
My friend likes Surtur for Zerg, and I kind of do too.
Brutalisks (Air and ground attack)
Ultralisk Headbutt
Faster training time for Zerglings
Banelings will take care of all bio/light/small units and then the Brutas will take care of all the big ones, Ultras knockback and deals a lot of damage.
Dialog - Set Unit Status Bar Health[(Owner of (Triggering unit))] size to ((Integer(((((Triggering unit) Life (Current)) / ((Triggering unit) Maximum Life (Current))) * 190.0))), 30) for (Player group((Owner of (Triggering unit))))
First Convert real to integer
with the new converted integer, choose 'Arithmetic (real)'
In the first value, choose 'Arithmetic (real)' Again.
Now, in that second Arithmetic (real), Choose the first value and set it to Unit X's current life
Set the operator to '/' and set the second value to Unit X's current maximum life
Now, go back to the First arithmetic we created, set the operator to '*' and the second value to [the width of your dialog]
It will now look something like ''Arithmetic (Real), *, [YourWidth]
At random times the mouse isn't hidden (and is in the middle of the screen)
The violet color discs are quite hard to see, they don't really have any contours (or atleast it dfoesn't look like it) and it melts into the backgrounds.
I'd like to have a feature to enable 'team colors' So that all the enemies discs are read, all your teams discs are Cyan/blue and your own discs are Green.
I'm trying to fix/settle things as much as possible before publishing it on EU. I update the NA version very frequently and its already troublesome, I don't want to let it happen to the EU version.
A few of the things I have to decide: Reaver weapon upgrade, use the SC1 way (a single upgrade) or make it use standard Protoss weapon upgrade?
Infested Cocoon: Costs only energy and is a temporary structure or costs resources and is permanent? I need good ideas for upgrades for the Swarm Host and its abilities. Right now I want ot give it an upgrade like Durable Materials, to make Infested Cocoons or Infested Terrans to last longer. I also need to remove Fungal Growth and Leech and give it new abilities.
Reaver Weapon Upgrade: I dunno, it depends on. How much will it cost how much time will it take to research, how strong is the reaver without it? etc etc.
If the reaver needs that upgrade (more or less) and it requires you to invest in it (kind of like storm with templars) it might discourage using it because of the cost/time.
Infested Coocon: Again, it depends on what you think it's supposed to be used for, is it supposed to be a siege breaker (like the Swarm host in HotS) or is it supposed to be used defensively and push enemies back and/or just keep them distracted?
You said it was going to be a strucutre, does the swarm host 'concstruct' it or just spout it out?
If Defensive: I'd say; Make the energy cost Ok, not too little but also something that doesn't take a year to wait for. Make a set up time as well (of course not uber long) and make them spawn quickly (or relatively fast), so that map control/awareness is crucial to prepare for the attack. Low(-ish) health but faster.
If Offensive: Hmm, Make the energy cost a little bit higher and I'd probably revert it, so that the set up time is short, but the spawning of units is medium-low and their health is higher, or something so that they do not overwhelm like they're supposed to do defensively (or not really overwhelm, but come in bigger numbers and reinforce quickly) but more to be damage dealers and half-tanks.
Of course, both can be used defensively and offensively, but their primary means is defense/offense (where as since defensive needs some time to set up it's gonna take a while for it to come into play in battles and such)
Dunno if it's balanced/good tho lol, but some suggestions nonetheless.
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Have you looked into the time bomb I suggested? It creates a shield similar to the sentry's, but instead it slows the projectiles down by 90%.
Maybe you could add to that by, say, making the projectiles explode/burn after X amount of seconds within the field? (allied projectiles could burn as well to balance it out, or at least go slower.)
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I think you can also add both of the heroes to a group (Hero_1, Hero_2 into the group variable HeroTeam1), when a unit dies, use a condition to check wether HeroTeam1/2 is empty or not.
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Answering all the questions except for yours :/
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The first thing I want fixed is the lag, especially for WASD movement.
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How. Hard. Can. It. Be. To. Add. Info. To. Your. Thread.
None wants to join just like that.
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My friend likes Surtur for Zerg, and I kind of do too.
Brutalisks (Air and ground attack)
Ultralisk Headbutt
Faster training time for Zerglings
Banelings will take care of all bio/light/small units and then the Brutas will take care of all the big ones, Ultras knockback and deals a lot of damage.
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It would be nice if everyone could open the game to public (doesn't matter if anyone joins) to get the map up the list so that more people can see it.
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That's right, available maps right now:
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Hey What's up.
This is what my trigger looks like (in text)
Dialog - Set Unit Status Bar Health[(Owner of (Triggering unit))] size to ((Integer(((((Triggering unit) Life (Current)) / ((Triggering unit) Maximum Life (Current))) * 190.0))), 30) for (Player group((Owner of (Triggering unit))))
It will now look something like ''Arithmetic (Real), *, [YourWidth]
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@FIRETRUCKEU: Go
Now, a unit will collide with anything that has the same box checked
For example, Unit A, B and C
A:
B:
C:
Which means that A and C will collide (because both of them have Forcefield checked)
A and B will collide (because the ground box is checked.)
A will collide with everyone (since it has both of the boxes checked)
B and C will not collide with each other (because they do not have the same boxes checked)
Hope you understood.
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Sup, how's the map SoulFilcher?
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Yeah, had that for a while
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Couple of things:
EU
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Reaver Weapon Upgrade: I dunno, it depends on. How much will it cost how much time will it take to research, how strong is the reaver without it? etc etc. If the reaver needs that upgrade (more or less) and it requires you to invest in it (kind of like storm with templars) it might discourage using it because of the cost/time.
Infested Coocon: Again, it depends on what you think it's supposed to be used for, is it supposed to be a siege breaker (like the Swarm host in HotS) or is it supposed to be used defensively and push enemies back and/or just keep them distracted? You said it was going to be a strucutre, does the swarm host 'concstruct' it or just spout it out?
If Defensive: I'd say; Make the energy cost Ok, not too little but also something that doesn't take a year to wait for. Make a set up time as well (of course not uber long) and make them spawn quickly (or relatively fast), so that map control/awareness is crucial to prepare for the attack. Low(-ish) health but faster.
If Offensive: Hmm, Make the energy cost a little bit higher and I'd probably revert it, so that the set up time is short, but the spawning of units is medium-low and their health is higher, or something so that they do not overwhelm like they're supposed to do defensively (or not really overwhelm, but come in bigger numbers and reinforce quickly) but more to be damage dealers and half-tanks.
Of course, both can be used defensively and offensively, but their primary means is defense/offense (where as since defensive needs some time to set up it's gonna take a while for it to come into play in battles and such)
Dunno if it's balanced/good tho lol, but some suggestions nonetheless.
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I'm trying to derp a tribe together but It's a bit problematic.. I've got some basic ideas but it needs balancing and probably more units.
Got that EU version to work?
Edit: Nvm, You were going to pm me about that