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On August 25 2010 00:04 virusak wrote:Show nested quote +On August 24 2010 19:02 BLinD-RawR wrote:On August 24 2010 18:56 MavercK wrote:replaced stalkers with Dragoons. basically just used the Immortal model Dragoonit fires 2x projectiles. but the damage remains the same at 20. armor reduction is unchanged. 1 armor = 19 dmg and so on. you are turning this into sc1.Don't do that,just make it blend with sc2.keep stalkers and queens(pheonixs).But good call on the Arbiters. no this is a BW mod, so why should he blend units from both games??? the intention is to remake original BW looks like stasis only makes units invulberable but doesn't "stun" them :-(
agreed don't make this a mix of both make it strictly sc1. Does anyone wanna hop on b.net and test with with me unless you got the AI to work.
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On August 25 2010 00:04 virusak wrote:
looks like stasis only makes units invulberable but doesn't "stun" them :-(
i know for sure they can't move. can they still attack or something?
*EDIT* ah yes. they can still attack. my bad. fixing this now.
On August 25 2010 00:05 RedKnox wrote:I hoped you have updated the Dragoon thing (:
well im not sure. i can't decide between stalker and immortal. they both look good. frankly immortal is abit too big and doesn't really look right when it's walking.
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wish there was a way to just "fatten up" the stalker heh
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On August 25 2010 00:05 RedKnox wrote:I hoped you have updated the Dragoon thing (:
well im not sure. i can't decide between stalker and immortal. they both look good. frankly immortal is abit too big and doesn't really look right when it's walking.
I would say the Immortal, it more... Dragoon, then the stalker. The Stalker are more like a Dark Templar thing, where the Immortal are more Zealot. Plus, Minus that the Dragoon are Injured Zealots that have the chance to bring back the honor. Scwiki <3
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The Immortals are modified Dragoons (Becouse they cant create mor since Aiur is destroyed) so I´d say Immortal.
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Of course the Immortal is more of a Dragoon than the Stalker - it IS a Dragoon. Just with some extra bits on top.
Regarding the lack of an Academy: why not just use the Ghost Academy to represent it?
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On August 25 2010 00:39 Radios wrote: Of course the Immortal is more of a Dragoon than the Stalker - it IS a Dragoon. Just with some extra bits on top.
Regarding the lack of an Academy: why not just use the Ghost Academy to represent it? There is a Science Facility in the game too so that can be used for Ghosts and Science Vessles. I support your idea!
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On August 25 2010 00:39 Radios wrote: Regarding the lack of an Academy: why not just use the Ghost Academy to represent it? I agree, it could make for it.
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On August 25 2010 00:39 Radios wrote: Of course the Immortal is more of a Dragoon than the Stalker - it IS a Dragoon. Just with some extra bits on top.
Regarding the lack of an Academy: why not just use the Ghost Academy to represent it?
i will likely use the mercenary building for the academy and yea. science facility for that. i'll have to do something weird with the science facility death animation however as it remains forever.
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Batisterio-PiB
Brazil219 Posts
Siege tank has 30/70 damage against all units,...it should be 15/35 vs light, isnt it? Goon, hydra have the same problem
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Poll: Lasers or OrbsOrbs (18) 90% Lasers (2) 10% 20 total votes Your vote: Lasers or Orbs (Vote): Lasers (Vote): Orbs
Lasers or Orbs?
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On August 25 2010 01:00 Batisterio-PiB wrote: Siege tank has 30/70 damage against all units,...it should be 15/35 vs light, isnt it? Goon, hydra have the same problem
damage types are something i have not yet started.
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On August 24 2010 22:50 MavercK wrote: well. some things like no academy and ghosts still being able to get nukes like in SC2. i dunno if i'll change those. i dont see them as being incredibly game breaking anyway. i mean yea you can get a siege tank out quicker in this than you can in bw. but. yea. unless it has some huge detrimental effect to the gameplay i might leave it. just need people to play it for now and get all the feedback i can get.
I don't believe units necessarily need to be identical to BW; they just need to capture the original concept. For instance, ghost academy can allow you to upgrade to orbital command for a cost of 50/50 (which would obviously only contain scans). This essentially reflects the same thing as adding a comsat. The alternative is you could make an ad hoc "tech lab" addon for the CC, but I think that would just look a little funky...
And LOL the "planetary fortress" upgrade could instead house the nuclear silo!
Again, I really appreciate the work you are doing and initiative you have taken with this.
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in the process of recreating the damage types..
quite possible the most tedious thing i've ever done.
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One suggestion before u fully devote to dmg types:
bring the current "mod" on BW maps like Fighting Spirit, Python, Heartbreak, match point and so on. !!!!
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On August 25 2010 01:39 MasterReY wrote: One suggestion before u fully devote to dmg types:
bring the current "mod" on BW maps like Fighting Spirit, Python, Heartbreak, match point and so on. !!!!
well. currently thats a real pain to do. because currently it's just a UMS map. not a mod. and theres only ONE thing stopping me from making it a mod instead of a UMS map and thats empty gas geysers. i cannot work out how to make them still give 2 gas after they are depleted. so i've done this through a trigger. if i can ever resolve this. porting it to maps will be as easy as a couple of clicks.
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just finished doing damage types... and.... wow i did a small test of zealot/goon/archon against ultraling and given how much i had to nerf ultras to bring them back to BW. they.... annihilated everything... like. 600 less hp. 1 less armor. no splash damage. less damage in general.... just shows how big of a difference these damage types make
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hahah that's awesome tho keep it up this is already shaping up to be epic!!!
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On August 25 2010 01:44 MavercK wrote:Show nested quote +On August 25 2010 01:39 MasterReY wrote: One suggestion before u fully devote to dmg types:
bring the current "mod" on BW maps like Fighting Spirit, Python, Heartbreak, match point and so on. !!!!
well. currently thats a real pain to do. because currently it's just a UMS map. not a mod. and theres only ONE thing stopping me from making it a mod instead of a UMS map and thats empty gas geysers. i cannot work out how to make them still give 2 gas after they are depleted. so i've done this through a trigger. if i can ever resolve this. porting it to maps will be as easy as a couple of clicks.
yeah i know tis not a real mod, but just an UMS, hence the quotation marks.
I mean use the unit stats/triggers and whatnot on BW maps. Make BW-UMS maps. Put all your stuff from this ums map to an bw map.
Another point: I just played ZvT and i have numerous flaws:
- scourges cost 150 gasin your map, which is just wrong. They should be 75 gas like in bw. i had no gas all game.
- irradiate costs 25 energy (LOL). Being the most dangerous thing for a zerg in BW you can just write gg if a terran can do three times as much irradiate. You basically HAVE TO kill the vessels really quick. Combined with scourge cost this totally makes ZvT unplayable right now.
-almost ALL "not-sc2" units,evolutions,buildings,spells have no hotkeys. try to get a fight goign when u have to click each defiler and then click consume every time, then click a zergling, then click dark swarm, then click plague, then click ur lurkers, then click burrow. All those things have no hotkeys, you basically have to play mouse-only in ZvT right now. Also defilers can consume itself
- Lurkers cost 75/125, but should be 50/100. - The only hotkey which was made is for the hydra den which is H. However hatchery is H too, so you have to click again to build a hydra den.
I know i sound very mean but im just trying to help you by pointing out important errors. Tell me if you want me to post more as i keep on playing.
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lol it's fine. stuff like scourge cost and irradiate cost i never looked at. so people like you are important
no hotkeys is just me being lazy. consume and dark swarm should all have hotkeys however. i tried to make sure all abilities had hotkeys at the least. but i'll look into it again.
*EDIT*
scourges/lurkers cost fixed irradiate now 75 energy i'll look at hotkeys after i work out something else these changes wont be immediate. they will in the next version i send out to be published
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