I'm sad to read this. We talked about those units and structures a few times, maybe some of those were my suggestions I don't remember anymore, and your project kept me interested in working with the hybrid as a race. As a modeler for Revenants I tried to keep our units different from yours in appearance, even though some of them fill similar roles. I thought I'd see both projects released at some point and be able to check their differences and similarities (not exactly compare).
I'm sure mapster community will find use for these and your hybrids will pop around in different projects even if they don't as a unified race.
The problem is that placing a unit through calldown effects seems to be way more restricted than through create unit effects. The slightest collision with anything makes the effect fail. I could try those things but I can't see them helping when a player tries to unload units inside his base for example. I'd have to add so many different offsets and still players would try to unload in places where it will fail. Transports unload units in tight clumps, and right now there's no way to do that with calldowns.
Ohhh I thought there would be something like the placement range for create unit effects. I think the easiest solution then is to add periodic offsets to the persistent, but still that won't guarantee the units will be unloaded. Maybe create placeholder units and then unload units to where the placeholder units are, like some missile jumps do?
I'm trying to use this method but after unloading the first unit it will only unload the next if I move the unloaded unit out of the target point. As long as there's a unit blocking the target point the transport stays there "trying" to unload the next unit.
@DrSuperEvil: Go No, zerg had purity of essence. What he means is that because of Amon's interference the Swarm and the protoss did not have their purities anymore. But primal zerg still have it, and as Blizzard described purity of form as a great psionic potential, Kerrigan had it, so that's why she could ascend.
That is one way to see it, in the end Blizzard turned the whole thing into a confusing mess.
Actually, you see the dead Xel'Naga inside the Ulnar in LotV, alongside Artanis, and they look just like Ouros and Amon.
Yes, but Ulnar is a direct link to the void inside an astral anomaly that "should not exist". So maybe it doesn't count as our standard universe for that.
Keep in mind we only saw their original bodies and not the hosts that were supposed to be there physically back when they interacted with protoss and zerg. Amon's host was a hybrid and Narud's host was a shapeshifter (we have no idea where that comes from). If anything they don't seem to be literal hosts, they are made to house a Xel'naga's mind from the start, more like avatars than hosts.
the overmind then began to assimilate other races to perfect the Zerg's overall physical attributes. This happened after the Overmind killed the Xel'Naga, so I guess that's where it got the idea.
Assimilating other races was part of the zerg biology way before the Overmind.
If you want to publish the map to B.net you or your friend need to publish the mod first, then link it in the dependencies list. If you're getting that message when opening the map in the editor it may be trying to download the mod because the map does not specify a local mod file. Please open File -> Dependencies and post a screenshot of that window so we can know what the situation is and what you need to do in order to fix it.
As far as I know the game saves them in the cache folder. To make it easier to find them, clean the folder them play the missions one by one, and you should have them.
It probably used a compression method that doesn't work in SC2. In case this program doesn't give you compression methods you will have to try another one.
0
I'm sad to read this. We talked about those units and structures a few times, maybe some of those were my suggestions I don't remember anymore, and your project kept me interested in working with the hybrid as a race. As a modeler for Revenants I tried to keep our units different from yours in appearance, even though some of them fill similar roles. I thought I'd see both projects released at some point and be able to check their differences and similarities (not exactly compare).
I'm sure mapster community will find use for these and your hybrids will pop around in different projects even if they don't as a unified race.
0
The problem is that placing a unit through calldown effects seems to be way more restricted than through create unit effects. The slightest collision with anything makes the effect fail. I could try those things but I can't see them helping when a player tries to unload units inside his base for example. I'd have to add so many different offsets and still players would try to unload in places where it will fail. Transports unload units in tight clumps, and right now there's no way to do that with calldowns.
0
Creating a placeholder unit achieved nothing. The effect is the same it was without that.
0
Ohhh I thought there would be something like the placement range for create unit effects. I think the easiest solution then is to add periodic offsets to the persistent, but still that won't guarantee the units will be unloaded. Maybe create placeholder units and then unload units to where the placeholder units are, like some missile jumps do?
0
I'm trying to use this method but after unloading the first unit it will only unload the next if I move the unloaded unit out of the target point. As long as there's a unit blocking the target point the transport stays there "trying" to unload the next unit.
0
Then they are a race of living pyramids and obelisks.
0
Lights and their effects. Painting light over the terrain ca be catastrophic for FPS.
0
@DrSuperEvil: Go No, zerg had purity of essence. What he means is that because of Amon's interference the Swarm and the protoss did not have their purities anymore. But primal zerg still have it, and as Blizzard described purity of form as a great psionic potential, Kerrigan had it, so that's why she could ascend.
That is one way to see it, in the end Blizzard turned the whole thing into a confusing mess.
0
Yes, but Ulnar is a direct link to the void inside an astral anomaly that "should not exist". So maybe it doesn't count as our standard universe for that.
EDIT: I'm tired of all the bipedal aliens already. So even if the cthulhu thing is a well known cliché I'd rather have it than another bipedal alien species like 99% of everything else out there.
0
Keep in mind we only saw their original bodies and not the hosts that were supposed to be there physically back when they interacted with protoss and zerg. Amon's host was a hybrid and Narud's host was a shapeshifter (we have no idea where that comes from). If anything they don't seem to be literal hosts, they are made to house a Xel'naga's mind from the start, more like avatars than hosts.
0
Assimilating other races was part of the zerg biology way before the Overmind.
0
If you want to publish the map to B.net you or your friend need to publish the mod first, then link it in the dependencies list. If you're getting that message when opening the map in the editor it may be trying to download the mod because the map does not specify a local mod file. Please open File -> Dependencies and post a screenshot of that window so we can know what the situation is and what you need to do in order to fix it.
0
There is a new version of that model that is working as intended, so you can switch to that to avoid the bug. It is called InfestorEX3.
0
As far as I know the game saves them in the cache folder. To make it easier to find them, clean the folder them play the missions one by one, and you should have them.
0
It probably used a compression method that doesn't work in SC2. In case this program doesn't give you compression methods you will have to try another one.