@DrSuperEvil: Go Yeah it was cheap, I didnt know the harvester would still be able to target vespene structures. But that's easy to solve, I'll change from the vespene alias to the mineral alias.
@AtikLYar: Go You mean you can't see the power field? It shows up normally for me.
The auto harvester should be toned down a bit, 35 minerals each is crazy! Also, I thought the autoharvester was going to be a morph of the town center.
We're still tweaking the numbers around, so no worries about the auto-harvester.
I think that was a topic, but it just ended up as a seperate building.
The problem with it coming from the town hall, is that it wouldn't need a power source. You could just go pop it at any hidden expo, and start mining away....
Would need to change the number of times the mining peiodic effect runs so it only takes 6 stacks of the counter buff and then add a delay on the actual processing persistent so it just doe not make more frequent harvests.
Rollback Post to RevisionRollBack
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I know Terrans can do it with lots of MULES. But something about clearing out an entire Expansion in minutes with no proper workers just doesn't sit right with me.....
@AtikLYar: Go I guess my latest uploaded map is the latest version. I dont think I worked on anything after that. I'm sorry but I'm not totally sure about that. I'd say go on and work on it.
Alright then. If you say so, he is the map with the new worker model.
He didn't include a normal unit icon, so I used the wireframe picture for it. (And, on that note, I think it would be kind of cool if more of out units were like that. Although, I understand that it could be too confusing.)
@DrSuperEvil: Go Yeah it was cheap, I didnt know the harvester would still be able to target vespene structures. But that's easy to solve, I'll change from the vespene alias to the mineral alias.
@AtikLYar: Go You mean you can't see the power field? It shows up normally for me.
Nope... I normally see a blue circle for protoss structures, because I play with my settings too low to see that fancy field thing.
@SoulFilcher: Go
Dont forget the rich minerals too. Then you need to combine the two using an or combine validator.
@AtikLYar: Go
With the power actor for protoss there is a low graphics setting alternative. I only made one for non low settings.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The auto harvester should be toned down a bit, 35 minerals each is crazy! Also, I thought the autoharvester was going to be a morph of the town center.
We're still tweaking the numbers around, so no worries about the auto-harvester.
I think that was a topic, but it just ended up as a seperate building.
The problem with it coming from the town hall, is that it wouldn't need a power source. You could just go pop it at any hidden expo, and start mining away....
I guess that is true but it still depends on what requirements we decide to put with the harvester and/or how good the harvester is
Topic was it was a seperate building but just ended up being big so puts a squeeze on space. Speaking of which did we fix the text of it mining?
I agree 8x35 minerals a shot from normal mineral fields might be alot but for rich mineral fields it might not be so bad.
Was going to be a T3 economy booster anyhow.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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6X20 for normal possibly?
Would need to change the number of times the mining peiodic effect runs so it only takes 6 stacks of the counter buff and then add a delay on the actual processing persistent so it just doe not make more frequent harvests.
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I don't know.....
I know Terrans can do it with lots of MULES. But something about clearing out an entire Expansion in minutes with no proper workers just doesn't sit right with me.....
I say we just lower the amount harvested per interval as that would require the least number of modifications.
Also the autoharvester could be made to cost food so it would not be so much more efficient than a load of workers.
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@DrSuperEvil: Go
That is actually a good idea....
Maybe 20 population per harvester? Since 30 workers is max saturation for a base, counting gas?
That would be good. But I would say minus the workers on gas, becuase it can't mine gas
Ok guys, this needs porting across and implementing.
http://www.sc2mapster.com/forums/development/artist-tavern/30237-custom-worker-for-community-project-2/#p6
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@DrSuperEvil: Go
I'll do it if I can get confirmation the post on the last page is the latest version of the map.
You will have to ask soulfilcher about that, I have been busy working on symbiotic units and levelable items.
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@AtikLYar: Go I guess my latest uploaded map is the latest version. I dont think I worked on anything after that. I'm sorry but I'm not totally sure about that. I'd say go on and work on it.
Alright then. If you say so, he is the map with the new worker model.
He didn't include a normal unit icon, so I used the wireframe picture for it. (And, on that note, I think it would be kind of cool if more of out units were like that. Although, I understand that it could be too confusing.)
@AtikLYar: Go Dont worry about icons and wireframes, I can work on that.
EDIT: I resized the worker to be about the same size of the others.
Sounds good. I hadn't really thought about the size, so props to you.
Did you ever get around to fixing the validators on the Harvester so it knows what to harvest, rather than what not to?