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    posted a message on Replicating the Replicant

    Didn't work ;'(

    thanks for the help though.

    Posted in: Data
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    posted a message on Replicating the Replicant

    I'm trying to look up effects and abilities, But I can't seem to understand how blizzard created the replicant's ability. I'd also like to know how to create hallucinations based off target units (Like SC1) rather than a pre-set menu.

    I guess both requests are actually quite similar.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    My understanding is the factions were a tool to impliment different unit options. It's the different unit options that are the point not the factions.

    The factions are an easy mechanic for a modder to add new thing on the fly, but for a player, it is not user friendly and increases the learning curve more than it needs to be.

    I understand that it may require rebuilding the mod from the ground up, but the swarm campaign assets pretty much force that anyway, might as well change the faction system to something more user friendly.

    I already suggested a replacement, it has the added benifet of being clean to look at.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Acidrain

    You seem to agree with my point of view but your language is hard to understand. Perhaps you had trouble understanding me? I thought I was pretty clear.

    Yes I do mean that Faction choices should only exist for special cases like primal and hybrids since they are drastically different. That being said I hope my feedback gets through to Soulfilcher, making the whole thing simpler and easier to learn on the fly would be best.

    I'm pretty serious about the capital ship thing, in standard sc2 you need roughly twice the supply of ground units to beat capital ships. 12 marines for 1 battlecruiser, it only gets worse at the numbers go up. I strongly urge this point to be considered, it's a little but important fact often overlooked.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I much as I like the idea behind it I find this project has some serious flaws.

    First of all the learning curve is too high, you need to play a lot of to find what you like only to regret it later. Too many options only seeks to confuse the player. Putting all the choices on the pylon/depot/pool is also a bad idea IMO.

    What you need to do is add all you want to add without making things too confusing or difficult for the player (you know what's there you made the map).

    The choices of tribes/broods and factions has to go, all it does is confuse things. I know you put a lot of work into it but part of being a creator is knowing when to cut things.

    Instead, allow the player to make the choices of what unit to include and what to exclude when they reach that tech level.

    For example a protoss player to select if he wants Dark Archons at the Dark Shrine, That tooltip is marked in RED with a warning that you can't select any other tech similarly marked. You could do the same for Arbiters, say you wanted them to require a Stargate and a Templar archives, you could give an option to enable them at the archives marked in red. Once you research one red tech, all the other red techs disapear.

    You could do something similar with say: Scourge and Corruptors, make the choice a selection at the spire, why confuse players with many choices early on? It's best to and only give them the choices when they need to choose.

    If you really want to include something that changes the entire race drastically like your hydrid adepts/Taldarim or colonists I would suggest you make that choice available at the command centres for each race, make it available only very early and lock all other choices

    One other thing:

    This is about Goliaths and Dragoons. These are ground units that are strong against capital ships. In normal Starcraft 2 there are no ground units that are strong against them. Part of the strength of those end-game units is that ground units suck against them. Think very hard before you include dragoons or goliaths, or any ground unit strong against capital ships.

    Posted in: Map Feedback
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    posted a message on Ramp unit; Is it possible?

    I just wanted to put this idea out there and see it it were possible.

    I was wondering if it was possible to create an ability that turned a unit into ramp, or add a temporary ramp to a cliff?

    I thought it might be interesting as a Zerg ability.

    Posted in: Data
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    posted a message on (Solved) What is the correct way to make a MOD file in WoL work in HoTS?

    @Kabelkorven: Go

    Swarm is dependant on liberty, and Swarm campaign is dependant on liberty campaign. Swarm Multi is dependant on Swarm Mod which is NOT dependant on liberty Multi.

    But regardless it's a PAIN IN THE ASS, to use Swarm Campaign.

    It really is...you will see why.

    Somebody needs to Make a Modfile that makes using Swarm Campaign not such a pain in the ass.

    Posted in: Data
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    posted a message on (Solved) What is the correct way to make a MOD file in WoL work in HoTS?

    @Kabelkorven: Go

    It's a warning, click proceed anyway or whatever it's called.

    If there IS a conflict it will tell you which ones, and you will have to remove those conflict and fix them later.

    Posted in: Data
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    posted a message on Models for SC1

    @Zarxiel93: Go

    Remove Guardian from the list as well, we got it in HotS.....(There's a normal Guardian as well as a primal guardian). And we also have Sunken Colonies.....Also known as 'impaler' colonies.

    Defilier needs more than just team colour, a bit of regular colour is also needed, I also don't know if it has a burrowed/burrowing animation. Neither the queen, nor the defiler have portraits either....

    Posted in: Requests
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    posted a message on SC Expanded: melee mod

    @rickmary: Go

    It wouldn't look good. Vultures don't have a turret, it might work with hellions however.

    Posted in: Map Feedback
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    posted a message on The Texture Shop (request icons and textures)

    This one might require a bit of imagination. But I'd like an Icon for the Tempest/Carrier undershields, in color if possible.

    I intend to give the ability to carriers but others might want it for tempests (the old type), if that influences the choices for colors.

    Perhaps an upside down protoss plating icon with shield effects on the bottom....

    Posted in: Art Assets
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    posted a message on Flying Engineering bay

    @DrSuperEvil: Go

    that's the easy part. The difficult part is having it face in a way that the engine faces the rear. Because currently it faces the Left Side when facing down.

    Effectively what i'm trying to do is as difficult as making a marine walk sideways. If you know how to do that it would be appreciated.

    Posted in: Data
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    posted a message on Flying Engineering bay

    @Ahli634: Go

    That seems really complicated, i'll give it a try when I have time.

    Posted in: Data
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    posted a message on Flying Engineering bay

    Anybody know if it's possible using the existing assets to create a flying engineering bay that turns properly.

    Because i've managed to create an actor that flies and all, but it faces the wrong way.

    Or will somebody need to edited the model and rotate it so it turns the right way?

    Posted in: Data
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    posted a message on The Texture Shop (request icons and textures)

    @SoulFilcher: Go

    Thanks, Now I have to balance the ability....But I think I got it working right :)

    Posted in: Art Assets
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