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    posted a message on [ASK]warp prism problem.

    @cloudless67: Go

    Check your actors. Probably some of the events link to the source Warp Prisms and not you copied ones. Change them to the new ones.

    Posted in: Data
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    posted a message on StormCraft Armies: Rise of Strom

    @Spellbound7: Go

    Indeed, unit type limits has it's advantages. Also, there is a Faction Leader system improvement coming in the next release, which is tied to unit limits. I.E. There would be a way for Faction Leaders to increase unit limits by leveling up and/or talent choices. Specifics would be feature in the next update write-up on moddb

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    @Spellbound7: Go

    Thanks for trying it out! Hope we'll get your positive review!

    Regarding unit prices: that's a temporary measure, before the unit type system is implemented. Right now units are limitless, and you can train as many units as you like, if you have the resources, that is. In the next major update, when the unit type system is implemented, there would be limits based on unit types per Subfactio.

    Regarding creep for Niadra's Brood: creep gives Niadra's Brood additional benefits, for instance, units gain shield regeneration and degenerate their HP without niadra a lot slower. That is counterbalanced by very limited creep spreading options for Niadra. That being said, we are planning to add talents which may help with the creep spreading. However, they will end up being top-tier talents.

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    Update: added announcement trailer!

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    @Spellbound7: Go

    Thanks for pointing that out. Fixed the links! If you still can't find the game by search, please let me know.

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    StormCraft Armies: Rise of Strom is a total conversion mod project, developed on StarCraft 2 Engine. The mod itself is an RTS game, with different factions from Warcraft, Starcraft and Diablo lore. Main Promo

    When the game starts, you'd be able to select one of the 3 factions available in the first release:

    - Kingdom of Stromgarde - Warsong Clan - Zerg

    Game Menu

    After selecting a faction, for instance, Kingdom of Stromgarde, you'd be able to select one of the three available subfactions:

    For Kingdom of Stromgarde they are: - Stromgarde Offensive - an alternate reality Stromgarde faction, led by Danath Trollbane, who is torn by two sides by the escalated war with Trolls and invading Orcish hords. Regarded by the citizens and soldiers of his kingdom as hero and champion, he is trying his best to deal with the hardships, only a true Stromgardian would be able to endure.

    - Stromgarde Supremacy - another alternate reality Stromgarde faction, led by Galen Trollbane, who strives to lead Stromgarde to the former glory of Kingdom of Arathor, yet he knows well, that in order to do so, he has to deal with the Troll threat once and for all, and only after that he may or may not consider aiding the Alliance of Lordaeron, weakened beyond measure without Stromgarde forces.

    - Stromgarde Royal Army - canon warcraft 2 reality Stromgarde faction, led by the mighty Thoras Trollbane. Experience firsthand the inclusion of Stromgarde and actual forming of the Alliance of Lordaeron with the mightiest army of all the human nations of Azeroth.

    All of the Stromgarde subfactions are available at first public beta release!

    Warsong Clan subfaction:* - Hellscream Vanguard - led by Grom Hellscream, this semi-canon version of the Warsong Clan is highlighting the Warcraft 2 and Warcraft 3 eras of lore. You will be able to decide, wether the mighty Warsong Clan should return to the way of their ancestors and redeem themeselves in the eyes of Spirits or should they harness the power of the Fel to expand their clan to the power, never seen before in any world!

    • On first public beta release, only the Hellscream Vanguard subfaction is available to players.

    Zerg - Niadra's Brood - led by the Broodmother Niadra, the splinter brood was able to do the impossible - assimilate Protoss DNA and make use of their psionic essence. Niadra was able to do so, with a very particular way: when Protoss scientists experimented with their psionic energies on various creatures on their science vessel, Niadra inflitrated it and by the order of Kerrigan started to absorb the biomass of those creatures to grow into the full sized Broodmother, unknowingly, she also absorbed the weak Protoss essence from the creatures. Amplified by her own unique psionic design by Kerrigan, she was the first broodmother to hatch a new species of Zerg. However, the incompatibility of Zerg and Protoss DNA causes her Zerg to constantly suffer from cellular degeneration and only her vast psionic regenerative aura allows her Zerg to survive the process.

    • On first public beta release, only the Niadra's Brood subfaction is available to players

    Faction Selection

    For instance, here's how Stromgarde Subfactions are presented in the selection menu: You can use unit preview window to navigate between some of the units and heroes, specific to that subfaction:

    Subfaction Selection

    Once you selected the Subfaction you want to play as, simply click on READY button at the bottom of the screen and wait for other players to do the same.

    When all players are "READY", a countdown will begin.

    Game Start Countdown

    After the countdown the game will begin with your faction leader, 5 workers and your main building at your command to start expanding your army and defeating your enemies.

    Game Start

    Other notable features in the first release: (the RTC release) Unique Trait system: allowing regular units to grow in power and gain various bonuses by accomplishing feats of strength. Currently, only 3 Traits are available: Orcslayer, Zergslayer and Humanslayer. With a lot more to come in coming releases.

    Unique Food Supply system for Stromgarde Kingdom. Stromgardians have vastly superior military might, compared to other human nations, however, to maintain such a force, they need effective supply chain. Build stromgardian farms near Barracks or other unit training building, use the Supply Stromgardian Building ability of farms on other building and create a mighty army, worthy of the Arathor heritage!

    More info to be added soon!

    !!!Important note!!!

    Please note, that this release is considered an alpha release for the whole project, hence, there are possible issues, bugs and unbalances. The main reason for the submission of the project is to show the potential of the project and general idea of the mod, it's direction, plans for future, etc.

    Just a small Q/A:

    Q: Okay, it's all great and cool, but how much do I need to wait to try it out? A: No need to wait, you can already play it! Yup, the very first alpha version is out and you can play it here: battlenet://starcraft/map/1/266861

    (The link above workes insie StarCraft 2 Game Client. Simply past it in the client and the mod will automatically open. Alternatively, you can navigate to "Arcade" section of the game and search for "SCA: Rise of Strom" without quoting marks.

    Q: How can I play this game? A:Just download StarCraft 2: Starter Editon for free and start playing!: Us.battle.net The mod comes completely free, and you don't even need to own a SC2 copy to play! Free starter edition is enough!

    Some in-game screenshots:

    Orcs meeting Stromgarde in battle.

    and

    Niadra's Brood entering the fray

    Some extra notes: There are tons of custom 3D models, textures, animations. Varying from models created from scratch (mostly buildings) and heavily edited WoW-imported models.

    Also, we have implemented our very first custom voiceover for Stromgarde Footman unit! With more to come in later updates.

    Hope you like the project, it's potential, idea and the hard work we have put in the game. Please note that it's a 2 man project and that was a tremendeous task to make it this far. So please, bear that in mind.

    For news and updates, please check out moddb project page here: http://www.moddb.com/mods/stormcraft-armies-rise-of-strom

    Announcement trailer!

    Posted in: Map Feedback
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    posted a message on Swarm Queen - Train (Abilities doesn't work with Energy cost)

    @maartehhh: Go

    Dunno, if you were able to solve your problem, but I had the same issue. Interestingly enough, the answer lied within your question. You see, if you give an energy requerement for the train ability, which uses a proxy unit, that proxy unit needs to have energy himself to be able to train the unit you want. So, in short, just give a few hundred energy to the Zerg Cocoon proxy unit and you are good to go ;)

    Posted in: Data
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    posted a message on [Textures/Footprints] Customizing creep
    Quote from Someguy3141: Go

    @Someguy3141: Go

    I'm still working on these problems, by the way. And in spite of the relative length of my previous post, the problems that I'm having are all really just stated in the first paragraph. The rest is just my attempt to pre-emptively answer questions.

    EDIT: I have now solved all of my problems.

    To anyone wondering about the other problems I had, here's the crucial information that I was missing:

    -You can't modify already created data entries in XML view, but you can create new ones.

    -Copy-pasting a data entry appears to function differently from duplicating it, as duplicating an object creates data references to its parent (to save space, I assume?), while copy-pasting actually copies and pastes the data (without these references), as you would expect.

    -When editing footprints in Layers (opens submenu) >> Placement Apply (dropdown option), be sure to click the Define Sets button! This is crucial, as sets are not quite standardized!

    -Creep is modified under Data > Terrain Data > Terrain Types > Whatever texture set you chose for your map (mine was "Valhalla (Lunar)"). You can check your current texture set under Map > Map Textures.

    Thanks for the insight, man!

    Posted in: Data
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    posted a message on How to make channeling heal ability to continue healing a unit with full HP?

    Hey guys, the title says it all "How to make channeling heal ability to continue healing a unit with full HP?" Hope for a fast response Thanks!

    Posted in: Data
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    posted a message on Editor problems

    @Zer0skiller: Go

    Have you tried to change the locael to enUS?

    Posted in: General Chat
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    posted a message on Having problems loading the war3 data mod.

    Is there a place where we can see some patch notes regarding the war3 data mod? I's up to 1.6 now, but I have no idea what has changed from 1.0.

    Posted in: General Chat
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    posted a message on [BLIZZCON] Nova DLC Announced.

    Well, gettiing new systems, features and editor capabilities with eacth small update every 3-4 months is much more preferrable for me personally, than waiting many years for a huge expansion pack. I'm more than sure, that Blizzard will try to implement new mechanics and systems which can be scrapped to useful bits by the communtiy for their own projects to use. Looking forward to it.

    Posted in: General Chat
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    posted a message on Heroes Editor

    Once can just hope that in this new era of mod and mapmaking, Blizzard will release assets packs from WoW and Diablo 3 too, eventually. Having 150mb purely for custom models and assets would be nice. Or just increase the size limit.

    Posted in: General Chat
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    posted a message on Heroes Editor

    @BlinkHawk: Go

    I think it is safe to say that he was implying to the HoTS project exact copy, which would make sense. That being said, using HoTS assets (models, triggers, various systems) to implement in another projects is still okay.

    @Traysent Correct me please, if I'm wrong.

    Posted in: General Chat
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    posted a message on Custom building animations (construction animation)?

    @herdal8: Go

    So, I should rename animations on my model?

    The thing is, I've created a seperate construction model. So, ultiamtely, I want this:

    I've created a custom Farm and custom Barrcacks buildings, and created a seperate cunstroctuin model with 3 animations. What I want is, when my builder starts building my Farm/Barrcks, there would be shown the construction model instead which will go through 3 stages of animations and then it will be removed and a farm/Barrcaks will come in place. Meanwhile, the Farm/Barracks will slowly emerge from the bottom of the floor.

    I think that's possible via actors, but I'm a bit lost here :(

    Posted in: Data
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