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    posted a message on Anyone know how to scale all cooldowns at once?

    Making a version of the Allied Commanders Melee mod, which uses Blizzard's Allied Commanders mod as a dependency.  All cooldowns go too fast.  And don't say it is because of the time scale.  I checked.  For example, in an actual CO-OP game, larvae spawn barely faster than the build time of a drone, but in the mod, larvae spawn much faster than the build time of a drone.

     

    If anyone knows some global change I can make to slow down all cooldowns, that would be awesome.

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

    Tried umoja again and the vanadium plating now works. Yamato still can't be researched even when selected at the supply depot.

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

    Well it's not like I played it enough to see the balance of every unit heh. I've tried about 30 of those campaign mods recently, and after a short break, I'll take another pass at them and see if any serve my purpose, which is an alternative to the co-op mode against the AI.

    The co-op mode is great because even though the players get some unfair stuff, the computer doesn't get nearly as much (except on some mutators). What I mean by unfair stuff is things that will kill your army with no counter. For example, I play Swann and when the computer does ling-scourge-viper, you can't make siege tanks. If you have 8 siege tanks in range to hit an attack wave, 8 siege tanks will instantly be yoinked in and killed. Nothing you can do. Same happens to hercules transports and anything else over 2 supply. But that's about the only unfair thing the AI uses. Most unit compositions don't cheese you. Maybe you could count psi storm but its damage isn't unbearable. It doesn't instantly feedback your energy units to death, it doesn't mind control your units, it doesn't instantly nuke you. It uses Yamato, but that is from a capitol ship and has the dignity to take a casting time. Note that I'm not saying co-op mode is balanced; just that it doesn't do much to you that isn't counterable.

    Since the AI doesn't seem to use the faction stuff, your mod may serve my purpose even if players have access to it. Still, it mars the beauty of the system. Whenever I play a map that has mind control, of course I abuse the hell out of it, but it's really dumb. I just finished the Mass Recall protoss mission that gives you dark archons and pits you against the protoss, and every time I mind control a carrier or arbiter, I'm like oh my god, that is the dumbest shit ever.

    Balance is a lesser priority to me than un-counterable mechanics. As a Terran player, I wish the Terran faction could be at least equal to the Protoss, but as long as the AI doesn't use the factions, it will still work for me. Just don't make the faction bonuses too awful much stronger than the vanilla units that the AI gets.

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

    Also, I just tried the Umojans again and they still don't get vanadium plating in the armory. In fact, the armor upgrade that is there starts at level 2, so you can't get it at all. Also Yamato still didn't work. I assume I'm automatically using the latest version by playing on battle.net; if I have to do something to update, let me know.

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

    I tried a few more factions. Terran had such mild improvements it was nice, but Protoss is OP (I think quite possibly ALL campaign mods have OP Protoss; I've been trying them all out and can't think of any that aren't).

    It's not totally necessary to balance Protoss (you would be the only one heh), but there are a couple really glaring things they need to lose. Replicants seem cool until you realize that they will prevent your enemy from using battlecruisers, ultralisks, void rays, and any other expensive units that they can reach to use their ability before dying. If the enemy ever dares to make a higher cost unit that your replicants can reach, you get a very expensive army for cheap. I recommend capping their ability at units of no more than 3 supply cost.

    Mind Control is another ability that turns me off. Everyone else uses it, so it's not an unpopular choice, but it once again prevents the use of very high cost units. It's an enormous slap in the face to have a large unit mind controlled.

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

    I just tried umojans. Vanadium plating still doesn't work in the armory; also yamato research didn't unlock even though I picked it. Think there were a couple more bugs that I don't remember, but this is a very well-designed mod.

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

    if you ever get around to working on it again, give the sci vessels back their healing

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

    This is one of the few mods that adds extra stuff without anything being obviously broken powerful. Great job.

    Umojan health upgrades from armory don't work. A few things get double armor upgrades, for sure the mercenary vikings and banshees. The dropship upgrade button appears after researching medivac boosters.

    Posted in: Map Feedback
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    posted a message on A question of ethics, integrity and maps.

    I always find it strange that some people who mod games are bothered when other people mod their stuff.

    I can sort of understand wanting credit for things, but I chuckle out loud at such concepts as locking your map. LOL!

    Posted in: General Chat
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    posted a message on Switching Back to Game Time

    This is the text in GameUIData.xml in the voidmulti mod that changes the time scale to real time I believe. I prefer the non-scaled time myself:

    <CGameUI id="Dflt">

    <DisplayScaledTime value="1"/>

    </CGameUI>

    I imagine changing that to 0 fixes the problem, and I did that in my upcoming mod, but haven't actually tested it yet.

    (extra blank lines added as a quick fix to the forum's retarded auto-formatting, which puts everything on one line)

    Posted in: General Chat
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    posted a message on Paid modding work

    The first draft of the plan:

    Posted in: Project Workplace
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    posted a message on Paid modding work

    Wasn't sure of the best place for this, so forgive me for putting it in a couple forums.

    I've been dinking around with the editor and started on a very ambitious mod. Every now and then I figure out how to make something else work, but there's no way I'll ever finish. I'm not poor, so I'll pay someone or a team $500 to make it for me so I can play it. It doesn't have to be totally polished; I'll flesh out all the glossary entries and tooltips and will be tweaking stats for as long as I stay interested in playing it.

    I call it the high tech terrans mod, intended to be added to any map with start locations to create sort of a ghetto co-op type map. If campaign protoss and zerg units can be added, that's great and I'll balance their costs also, but I'm mostly concerned with the terrans. I have a little start on it, with some of the new units started.

    I'm attaching a first draft of the mod's plan to the next post. Take a look and if the concept interests you, and you think you can handle it, send me a pm.

    Posted in: Project Workplace
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    posted a message on Paid modding work

    Here's the initial plan:

    Posted in: Map Suggestions/Requests
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    posted a message on Paid modding work

    Perhaps this is the best forum for my job.

    I've been dinking around with the editor and started on a very ambitious mod. Every now and then I figure out how to make something else work, but there's no way I'll ever finish. I'm not poor, so I'll pay someone or a team $500 to make it for me so I can play it. It doesn't have to be totally polished; I'll flesh out all the glossary entries and tooltips and will be tweaking stats for as long as I stay interested in playing it.

    I call it the high tech terrans mod, intended to be added to any map with start locations to create sort of a ghetto co-op type map. If campaign protoss and zerg units can be added, that's great and I'll balance their costs also, but I'm mostly concerned with the terrans. I have a little start on it, with some of the new units started.

    I'm attaching a first draft of the mod's plan to the next post. Take a look and if the concept interests you, and you think you can handle it, send me a pm.

    Posted in: Map Suggestions/Requests
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    posted a message on Paid modding work

    The first draft of the plan:

    Posted in: General Chat
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