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    posted a message on Campaign upgrade issues

    Figured out the unit cost issue. Still have some recurring issues:

    • Barracks Tech Lab is missing the following upgrades: Juggernaut Plating, Incinerator Gauntlets, Kinetic Foam, U-238 Rounds, G-4 Clusterbomb, Nitro Packs, Advanced Medic Facilities, Stabilizer Medpacks.
    • Factory Tech Lab duplicates Drilling Claws and Transformation Servos instead of having Siege Mode and 250mm Cannon
    • Starport Tech Lab is missing the following upgrades: Ripwave Missiles, Phobos-class weapons system, Rapid Deployment Tube, Advanced Healing AI, Shockwave Missile Battery, Cross-Spectrum Dampeners, Displacement Field, Tomahawk Power Cells, and Research Seeker Missile.
    • Armory research has Vehicle/Ship Armors combined ala HotS multiplayer instead of split and using Vanadium/Ultra-Capacitor upgrades. Also missing upgrades Command Center Reactor, Advanced Construction, Dual-Fusion Welders, Automated Refinery, and Micro-Filtering.

    I'm fairly sure it's NOT the Command Cards, because I can move around, say, the Stimpack icon, and it will change position. However, the other buttons for my single-player upgrades don't show on the Starport, Barracks, or Armory. The Factory and Engineering Bay (more or less) work, but I can't tell the difference between the ability/requirements for the two sets of structures that's causing half of them not to work.

    I'm attaching the mod in hopes that some sharp-eyed and helpful forum user will point me in the right direction.

    Posted in: Data
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    posted a message on Campaign upgrade issues

    This just inexplicably happened as well. All my unit costs doubled. They're only producing one at a time.

    The only dependency I'm using is my custom Mod and the only dependency the mod has is the Swarm (campaign) one.

    Still having issues with 3 buildings not showing the proper upgrades (they're using the default HotS ones instead), and the Factory Tech Lab is still having issues with displaying two upgrades more than once and others not at all.

    Any help would be greatly appreciated!

    Posted in: Data
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    posted a message on Campaign upgrade issues

    Replied on your thread.

    Ugh, the mod is not working nearly as well as I had hoped. I took the mod, loaded a Blizzard multiplayer map, and set the mod as the only dependency for the map. Then I tried to test it and ran into a bunch of issues.

    The Armory, Barracks Tech Lab, and Starport Tech Lab completely ignored everything in the mod and just used the HotS standard multiplayer versions.

    The Factory Tech Lab is still having the same problems I had earlier with certain upgrades appearing twice and others not appearing at all. I had to rebuild the Drilling Claws upgrade just to get it to work, but it still has two buttons on the Tech Lab.

    What am I doing wrong here? I spent the better part of 10 hours rebuilding the data from the custom map I'd been editing into a mod thinking it was going to make this process easier, and it has even more glaring failures!

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

    Played it a few times as Terran.

    A couple things I noticed:

    1) the Call-Down Supply Depot for Raynor's Raiders is weird. It calls down the depot, then it disappears and has the smoke-flare while it waits for it to build. 2) I really wish you could auto-cast Raynor's Grenade ability 3) The Widow Mine uses "Land" as its "Burrow" button tooltip. Kinda odd. 4) Your Widow Mines use the exact same button as your Spider Mines. Also kind of odd. 5) Unimpressed with "Raiders," especially the Penetrator Round. Didn't seem to lend itself to the kind of spam-casting the ability seems to lend itself to.

    Posted in: Map Feedback
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    posted a message on Campaign upgrade issues

    @SoulFilcher: Go

    In principle, can you just use a Mod as a dependency to bring in all of the changes to that mod?

    E.g. load up a new (or existing) map, add the dependency, and then all the stuff is added? Is that how that works?

    EDIT: Btw, I've played Expanded a couple times. Thanks for posting that.

    Posted in: Data
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    posted a message on Campaign upgrade issues

    @PillowFort: Go

    Hmm, okay. Well, what I'd like (and what I think the mod will let me do) is to carry a series of upgrades and unit choices over to different maps so I can just load up a map, add the mod (this is the part I don't know how to do) and be able to play games with the alternate upgrades and unit choices on the existing map. No terrain changes necessary!

    Posted in: Data
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    posted a message on Campaign upgrade issues

    @PillowFort: Go

    Making good progress on the mod now that I know what I'm doing.

    How do I assign the mod to different maps? Open a map and then load the mod dependencies?

    Posted in: Data
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    posted a message on Campaign upgrade issues

    @PillowFort: Go

    Thanks for the info. Figures I was trying to invent the Yamato Cannon without having a Battlecruiser first. >_>

    Posted in: Data
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    posted a message on Campaign upgrade issues

    @PillowFort: Go

    What do I need to change the factory unit to? Not sure what you mean by reset either . . . sorry, could you explain that again? :S

    Posted in: Data
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    posted a message on Campaign upgrade issues

    Hello there.

    I'm pretty new to the editor in general, but I've read a lot of the tutorials and spent enough time playing around to be able to do most of what I want to be able to do.

    Like probably many people, I'm working on developing a mod that will let me use single-player units and upgrades from both campaigns on standard blizzard maps. I've managed to stumble through most of it fairly well after some trial-and-error as well as research here, but I have a few questions mostly related to HotS compatibility.

    My current dependencies are: Swarm Story Swarm Liberty Liberty Story

    1) I'm having problems with Widow Mines and HotS-related Mech upgrades. Widow Mines are set on the Train: Factory ability and the Factory Command Card, but they're not appearing on the ingame Factory command card. I can't even FIND the Drilling Claws upgrade in the data library (with a variety of keywords), but it pops up ingame as researchable. On that same note, I can't seem to make Siege Mode, Transformation Servos, or 250mm cannon work. What am I doing wrong? I feel like there's some kind of Dependency kerfluffle going on here.

    2) When I research the Twin-Linked Flamethrower upgrade I added to the Factory Tech Lab, the icon shifts to the Drilling Claws one while upgraded (and takes away the Drilling Claws icon on the command card). The Factory Tech Lab command card does not show the Drilling Claws upgrade anywhere in Data editor. I also have two Transformation Servo upgrade buttosn on the ingame command card, despite there being only one on the Data editor command card.

    3) When all this is done (eventually), how hard is it going to be for me to move the data from map to map? I was thinking maybe there was a way to create a dependency file out of what I've done on this map . . . maybe?

    Any help or tips would be most welcome! I figured out a bunch of stuff, like how to fix Marauder stim, Orbital Commands, and all the lab research, but these ones have me confounded.

    Screenshots or map file available on request.

    EDIT: Fixed Nitro Packs

    Posted in: Data
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