If you look at campaign units that have not already been assigned to a commander it pretty much leaves only 1-2 choices left for each race. Protoss pretty much only have some air and special unit options left. Zerg only have roach variants and primal zerg (unless stukov thinks of some new zerg like the evolved roach). Terrans seem to have exhausted all options except dominon.
The zerg/terrans have all the infested plus the left 2 die strains and 3 casters (Infestor, Defiler, and the old Queen).
Given that it has a harpoon that draws it to an enemy unit, My guess is that its main function is to act more or less as a barrier to enemy forces, allowing the rest of the terran army to attack from their preferred distance.
As for Archon mode, it reminds me of the mod micro/macro in the arcade.
Given the reveal of new information on starcraft 2 I am pumped about a lot of things, especially Artanis' new look. What I desire is a model emulating that look. (or at least some model of Artanis seeing as there is none)
I don't know what the cause of this is, but whenever I use a persistent effect to start an attack, the attack refuses to fire. If I use it without the persistent, it still works. This does not happen with almost purely copied (Firebat clone) or blizzard attacks, which means I have no idea what I am doing wrong.
This should be easy- I want an upside down version of the Tempest Shield effect so that one of my air units can suffer less damage from attacks from air units than from ground.
In regards to the immortality protocol, It was actually a result of switching to heart of the swarm as a whole. To fix, simply add the behavior "Thor don't die" to the units you want it to affect.
For balancing Warhound, why don't you make the Warhound's Haywire missiles cost energy? That way, you have given the Warhound a hard counter in the races it will be deployed against.
Edit: Also, the warhound might fit in well with the mercenary faction, given that the warhound the Warhound was originally a "merc commander", though maybe the mercs have enough unique units already.
I remember you talking about adding an explosive variation of the infested terran to StarCraft expanded. do you plan on creating a new model for it, and if so what would it look like?
The goal behind this request is simple- I want a new queen unit that combines the traits of the SC1 Queen and SC2 Queen. The unit I intend on creating is a flying unit.
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I would like for the following models in the editor to have the turret Z attachment point Added:
Yaagdra -origin
Assets/Buildings/Terran/GunTowerSmall (A death model would also be nice)
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The zerg/terrans have all the infested plus the left 2 die strains and 3 casters (Infestor, Defiler, and the old Queen).
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@SoulFilcher: Go
Given that it has a harpoon that draws it to an enemy unit, My guess is that its main function is to act more or less as a barrier to enemy forces, allowing the rest of the terran army to attack from their preferred distance.
As for Archon mode, it reminds me of the mod micro/macro in the arcade.
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@JohnPhobia: Go
Here is a comprehensive tutorial http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
Or if you want a blizzard example, look up the mitoscarab in heart of the swarm, whose retexture is done this way.
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Given the reveal of new information on starcraft 2 I am pumped about a lot of things, especially Artanis' new look. What I desire is a model emulating that look. (or at least some model of Artanis seeing as there is none)
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There already is a blue version in the editor- it is used by the pirate battleship- the Cerberus.
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I don't know what the cause of this is, but whenever I use a persistent effect to start an attack, the attack refuses to fire. If I use it without the persistent, it still works. This does not happen with almost purely copied (Firebat clone) or blizzard attacks, which means I have no idea what I am doing wrong.
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@abvdzh: Go
How do you do that?
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This should be easy- I want an upside down version of the Tempest Shield effect so that one of my air units can suffer less damage from attacks from air units than from ground.
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@SoulFilcher: Go
In regards to the immortality protocol, It was actually a result of switching to heart of the swarm as a whole. To fix, simply add the behavior "Thor don't die" to the units you want it to affect.
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I know. For the most part I want he bottom part to be based on the old queen and the top part the new one.
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Voodoo marine looks to be the coolest.
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@SoulFilcher: Go
For balancing Warhound, why don't you make the Warhound's Haywire missiles cost energy? That way, you have given the Warhound a hard counter in the races it will be deployed against.
Edit: Also, the warhound might fit in well with the mercenary faction, given that the warhound the Warhound was originally a "merc commander", though maybe the mercs have enough unique units already.
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I remember you talking about adding an explosive variation of the infested terran to StarCraft expanded. do you plan on creating a new model for it, and if so what would it look like?
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The goal behind this request is simple- I want a new queen unit that combines the traits of the SC1 Queen and SC2 Queen. The unit I intend on creating is a flying unit.