I open a melee map in the editor, such as Bridgehead or Ohana, and then I add my HoTS mod into dependencies. I remove the standard dependencies that is already in the map. Just as I have always done.
My mod is now messed up in game - units attack and movement speed are as in LoTV, players start with 12 workers etc. My mod does NOT use any LoTV dependencies and the map has no LoTV dependencies in it either. Still, LoTV stuff seems to be automatically added into my mod in game... : S
Thanks, the mod seems to be working fine in Arcade maps.
When I play my mod as an extension mod on maps that are NOT set to be Arcade, such as Bridgehead or Ohana, all time values in game become shifted. Maybe that has something to do with the game time being slower in LoTV?
In HoTS, I think the game clock was ca 40% faster than seconds. But in LoTV, the game clock counts in seconds.
It seems like all time values are increased by 40% in game in LoTV.
For instance, when a structure has 30 seconds build time in the editor, it has 21 seconds build time in game in LoTV. The SCV has a movement speed of 2.85 in the editor, but 3.9 in game. All time values are increased by 40% in game, compared to what the values are in the editor..
Hmm... It would be nice if the editor could display time values just as they are in the game..
Ok, but there seems to be a difference in how the game and the editor displays time values.
In the LoTV editor, the SCV has movement speed 2.85. In LoTV game it has speed 3.9. Even though it technically is the same speed, it makes it a bit more annoying when fine tuning stats of units.
Would be great if the time values could be displayed in the same way, in the editor and in game. But so far I have found no setting in the editor that changes that
There are two fields under Game UI Data:
"Display Scaled Time"
"Display Time in Seconds"
But there seems to be no difference when I enable/disable them
I installed LoTV this morning.
I open a melee map in the editor, such as Bridgehead or Ohana, and then I add my HoTS mod into dependencies. I remove the standard dependencies that is already in the map. Just as I have always done.
My mod is now messed up in game - units attack and movement speed are as in LoTV, players start with 12 workers etc. My mod does NOT use any LoTV dependencies and the map has no LoTV dependencies in it either. Still, LoTV stuff seems to be automatically added into my mod in game... : S
Any ideas what the problem might be?
@Kabelkorven: Go If its marked as arcade that shouldn't happen, if not the current chosen expansion will be applied to the map.
Thanks, the mod seems to be working fine in Arcade maps.
When I play my mod as an extension mod on maps that are NOT set to be Arcade, such as Bridgehead or Ohana, all time values in game become shifted. Maybe that has something to do with the game time being slower in LoTV?
In HoTS, I think the game clock was ca 40% faster than seconds. But in LoTV, the game clock counts in seconds.
It seems like all time values are increased by 40% in game in LoTV.
For instance, when a structure has 30 seconds build time in the editor, it has 21 seconds build time in game in LoTV. The SCV has a movement speed of 2.85 in the editor, but 3.9 in game. All time values are increased by 40% in game, compared to what the values are in the editor..
Hmm... It would be nice if the editor could display time values just as they are in the game..
@Kabelkorven: Go Time isn't slower, they changed it to real time clock in LotV, so everything displays the real time value now.
Ok, but there seems to be a difference in how the game and the editor displays time values.
In the LoTV editor, the SCV has movement speed 2.85. In LoTV game it has speed 3.9. Even though it technically is the same speed, it makes it a bit more annoying when fine tuning stats of units.
Would be great if the time values could be displayed in the same way, in the editor and in game. But so far I have found no setting in the editor that changes that
There are two fields under Game UI Data:
"Display Scaled Time"
"Display Time in Seconds"
But there seems to be no difference when I enable/disable them