Set the backswing of both weapons to 0 and make sure "linked cooldown" under flags is unchecked. Also make sure that their periods are different.Also note that weapons with really fast periods (like .2 or something) can block other weapons from ever firing.
Maybe by fiddling with acceleration and maybe temporary evasive abilities (like a speed boost, or something). You don't want the air vehicles to be heroes in themselves right? Just transportation with maybe a light weapon?
Command and Conquer 4 also did this. Both factions had 3 subfactions, and you gained additional units over time based on how many games you have played.
The way they made it "balanced" was by giving you a unit of each type right off the bat, so that you had something to counter everything. The damage types were vs light, vs medium, vs large, vs very large, and vs structure. You had one of each + your mobile base and engineers (repairs).
As you played more, you gained more units. The saving grace was that the T1 units were -never- outdone by the higher tiers. The higher tier units would simply be specialty units that hardcounter their counters but had obvious weaknesses. A player with only T1 units could very well beat someone with a full arsenal, they just had to have good micro.
My personal favorites are Ulnaar and Castanar (or just space ones in general). They allow for a very specific theme that is shown through blizzard's maps.
Title pretty much says it all. I have a custom map with lots of infested civilians that you can use. However, when a bunch are selected at once the game's FPS tanks hard. Strangely enough, when they are deselected the game goes back to normal. Any ideas on what causes this?
Just thought i'd leave these here. I made dark colossus and dark sentry icons for my most recent map and thought i'd might as well share them. I haven't seen any yet anyway.
Unit is created using ability
-set invulnerable on for created unit
-set opacity to 0 over 0
-Order building to use Load on created unit
-wait .2 seconds
-set invulnerable off
-set opacity to 1 over 0
This way you cant see the unit or hurt it during the 5 milliseconds that its visible before it loads.
Is there a way to do this without triggers? I have a moving building that can train units and has cargo space. I need the trained units to be sent into the cargo instead of spawning outside of the building.
This is simply done by creating an order trigger than orders the building to load whatever it creates, but this causes the building to stop moving and you can see the produced unit for a split second before its loaded.
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Set the backswing of both weapons to 0 and make sure "linked cooldown" under flags is unchecked. Also make sure that their periods are different.Also note that weapons with really fast periods (like .2 or something) can block other weapons from ever firing.
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Maybe by fiddling with acceleration and maybe temporary evasive abilities (like a speed boost, or something). You don't want the air vehicles to be heroes in themselves right? Just transportation with maybe a light weapon?
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Sounds interesting, although its a lot to read and seems like it can get complicated so its hard to judge. Definitely needs a playtest when ready.
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Command and Conquer 4 also did this. Both factions had 3 subfactions, and you gained additional units over time based on how many games you have played.
The way they made it "balanced" was by giving you a unit of each type right off the bat, so that you had something to counter everything. The damage types were vs light, vs medium, vs large, vs very large, and vs structure. You had one of each + your mobile base and engineers (repairs).
As you played more, you gained more units. The saving grace was that the T1 units were -never- outdone by the higher tiers. The higher tier units would simply be specialty units that hardcounter their counters but had obvious weaknesses. A player with only T1 units could very well beat someone with a full arsenal, they just had to have good micro.
(btw C&C4 has both of your ideas built into one)
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@iSaintx: Go
Because older people typically don't like playing games with kids. Being anonymous is only a good thing for them in this kind of situation.
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My personal favorites are Ulnaar and Castanar (or just space ones in general). They allow for a very specific theme that is shown through blizzard's maps.
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Looks like the terran icon background really.
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What exactly are the T3 units? Melee, ranged, tanky, long ranged, etc. The model and name can also help spark ideas.
Like, if it was a Thor, it could have an ability to launch a line of explosives in front of it, but that wouldnt make much sense coming from a Ghost.
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Doesnt seem to be any more offensive than the Red Alert series (meaning not)
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Update: 4/29
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Title pretty much says it all. I have a custom map with lots of infested civilians that you can use. However, when a bunch are selected at once the game's FPS tanks hard. Strangely enough, when they are deselected the game goes back to normal. Any ideas on what causes this?
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Just thought i'd leave these here. I made dark colossus and dark sentry icons for my most recent map and thought i'd might as well share them. I haven't seen any yet anyway.
http://www.sc2mapster.com/assets/dark-colossus-and-sentry-icons/
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@Kueken531: Go
Well then
<3
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Well i found a "solution"
Unit is created using ability -set invulnerable on for created unit -set opacity to 0 over 0 -Order building to use Load on created unit -wait .2 seconds -set invulnerable off -set opacity to 1 over 0
This way you cant see the unit or hurt it during the 5 milliseconds that its visible before it loads.
0
Is there a way to do this without triggers? I have a moving building that can train units and has cargo space. I need the trained units to be sent into the cargo instead of spawning outside of the building.
This is simply done by creating an order trigger than orders the building to load whatever it creates, but this causes the building to stop moving and you can see the produced unit for a split second before its loaded.