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    posted a message on Community Project #2- Brainstorming/Design Thread

    Some thoughts on the Scout Drone: It needs a starcraftish name, I think Vigilant is a good one. If its going to cost 50 minerals it can't be weaker than a marine. It can't be much faster than Zerglings or this race will be too powerful in early rushes, specially because its not a melee unit, microing them would be OP against melee units. Don't make both Scout Drones and SCUs able to target air units, stick to the other races' formulas in this case.

    This race will need a raider, some kind of fast unit, maybe able to move over cliffs, but it can't be the first unit. I think the Clanker's role could be merged/moved to another unit. The Science Vessel's Nano Repair ability would fit this race perfectly (for that "mending works" idea). The Crazyhorse Truck model fits the Drillbot idea, check its attack animation and you will see ;-) It could even keep the Crazyhorse name.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Data Thread

    Ok, I'll keep working on it then. Uloading map file again. Added the Scout Drone and set player race to robots. I think this model might not need the New Folsom turret over its head. We may save the idea for another unit or a turret.

    I AM FINISHED.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    What do you think of Lilianna's system?

    Is it a good idea to start working on the Scout Drone based on that Automaton critter? I can make Twon Halls build them for now so we can use them in game.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    @DrSuperEvil: Looks like I forgot to rename the Biodome. Not a problem, when I resume working on it I'll change that. I don't think its a good idea to settle with one power system right now, since we don't even have buildings that require power it can wait.

    Posted in: Data
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    posted a message on Community Project #2- Brainstorming/Design Thread

    You guys want these robots to look rusty and... what was the word? Clanky? But if they're so advanced I'd give them a mix of Terran and mechanical Protoss look, and to make them different from other races give them a bluish/cyan color. I imagine the droid a mix of probe and SCV, with arms but not as cubic as the SCV.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Data Thread

    First to work on the map file. I added the Twon Hall building and the Droid. Town Hall can Build Droids and Droids can Build Town Halls. Added a glossary category for robot units. Added a start location so we can play the map and check everything.

    I AM FINISHED.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    @Lilianna: In your system each power link can only power one additional link, and I guess this is not what they want. Also, if the chain is broken it will restart using another power link and it is possible to lose power for whole chains that should retain power, just because of the single target limit. Your idea of making it a channeled effect is exact what I thought would work to reduce lag potential in my system, and also keep power links from changing target and then keeping power without a generator.

    And here is my system capped to 1 "target" per pylon. Which actually means each one targets a Nexus or a powered Pylon to get power from it. And visual effects clearly show that eventually a Pylon will change its target to a new closer pylon, and the 2 will be "free" from the chain.

    Let's keep working, this power system will be up and running very soon ;-)

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

    @Zetal: Yes, the ability is displayed on the command card. It's button has info on what it does.

    I created a chat room "SC Expanded" So maybe we will find people to join this game ;-)
    New update today. Lots of bugs fixed and some tech tree changes. Medics are no longer standard units and Reapers went back to standard tech tree. Medic's upgrades moved to the Academy.

    Posted in: Map Feedback
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    posted a message on Community Project #2- Data Thread

    I capped the search to 1 target. The pylon would need only 1 power source anyway. Making the pylo "lock" on am acquired power source, until that power source gets killed or unpowered, would reduce lag. I've tried a few ways to do that but I stumbled upon many bugs. I may try it again later.

    EDIT: Is anyone working on other things for this project? How's the map file right now?

    Posted in: Data
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    posted a message on Perfection of Armistice

    You don't need to explain everything in a tip. At least give us players some direction. Not enough to discover what to do with them. Like: If a unit carrying an atifact gets killed the artifact will be dropped. Each unit can carry a single artifact at a time.

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

    @Zetal: Altering the heal speed/efficiency is a good idea. You can have capital Guardians too, mine will be more like Carriers or Battlecruisers. What can I do to buff the Firebat? I was thinking about a fire spell like you used for your High Templar.

    The Miner is not bugged! The Drill Deep ability makes SCVs get minerals faster from Minerals that are being drilled! 2 Miners drilling the same mineral field make a SCV gather it in half the time. Maybe I can change this ability to something else, like making SCVs gather more minerals each time. But the Idea is that Miners are support units to SCVs, not a worker unit by themselves.

    Posted in: Map Feedback
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    posted a message on Help with some models

    There are some portrait models that just need to "moved" a little: Kachinsky and Hall. They are ok but ingame you can see they are positioned wrong. Also I believe it is possible to create a good Ybarra portrait by repositioning the Ybarra model and adding a background, because that model already has the facial animations for Ybarra sounds. The same idea should work for some other Hyperion crew members.

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

    @Zetal: thanks for all the help man. I managed to fix some bugs I had since I started this mod. And I borrowed some ideas from you map.

    I'm working on some balance issues and I'd like to have some feedback. Here are some issues:
    -Medics: They're OP and we all know, but I'd like to keep them. What can I do to balance them? I think I'm going to move them to higher tier, add the Academy requirement just like Ghosts, and raise their cost and train time.
    -Guardians: Their role overlaps with Brood Lords, but Brood Lords are way better because the Broodlings draw attention. A player came with the idea of making them some kind of Zerg capital ship, what do you think?
    -Firebats: Are they a good option to Marauders?
    -Void Seekers: The hybrid capital ship is going to replace the Carrier, so it still needs a lot of work and some cool ability. It needs a cool name too, with no "void" on it because of Void Rays.
    -Colonist units: Many of them still need work. Some are still useless, like the Blimp. Feel free to share your thoughts on how to make the Colonist faction balanced with the others and keep its funny concept.

    Posted in: Map Feedback
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    posted a message on Community Project #2- Brainstorming/Design Thread

    How different it must be from the other races? Can it have abilities like repair, lift off, shields?

    Posted in: Project Workplace
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    posted a message on Community Project #2- Data Thread

    @DrSuperEvil: I tried to make the pylon channel on the target until its dead or unpowered. That would reduce periodic search a lot. But I got many things to fix and gave up, for now. I got visual effects working perfectly though. Do you think we can somehow merge what we have done and get a perfect solution?

    Posted in: Data
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