I'm wondering if there's a mod that works for using SC1 units in multiplayer. The sc1mod.sc2mod doesn't seem to work, when loaded as a dependency, the units appear in the editor and test mode but when I publish it it turns Dragoons into Stalkers and just deletes zerg Guardians. Other mods I've tried cannot be published for whatever reason.
So is there one that can be published that works? I'd like to incorporate the units into some co-op campaigns.
I and my friends we want to do the same thing, but the singleplayer First of all we are doing, but we want to make 2 versions for multiplayer, one for SC1 and one for BW, if you want to help this is the thread.
Well I don't wan't pre-made maps I just want a mod that lets me put in sc1 units into my maps and then be able to publish them and play co-op with Guardians/valkyries/etc...
I would have idea where to begin "transferring stuff" into a mod that is both publishable and works in co-op vs AI formats. Every mod I've seen either breaks AI (as in they just harvest or do nothing at all), deletes all sc1 stuff once published, or just cannot be published.
I'd like to hear if anyone actually has something that works before I even look at downloading something that edits all of the units to whatever some random guy thought felt best.
"breaks AI". This is expected as the AI was not instructed to train those units.
"Deletes all SC1 stuff once published". Looks like a dependency order issue to me. The mod is supposed to be the first dependency on your map's list.
"cannot be published". The only thing I can imagine preventing the map from being published in this case is the mod isn't published yet. You can only published a map if all the depednencies it uses are already on Bnet. If you find such a mod on bnet you dont need to publish it again. Remember you shouldn't go publishing a mod that isn't yours.
I'd like to hear if anyone actually has something that works before I even look at downloading something that edits all of the units to whatever some random guy thought felt best.
There are several different SC1 projects and as far as I know all of them "work". And usually the units are changed to their SC1 stats, not "whatever some random guy felt best". Bommes linked Maverck's mod, and that one is a complete conversion, even though some people might not agree with some of the authors decisions. Try checking if you're getting one of the problems I listed with the mods you found. If not, and you're not satisfied with any of the options avaiable, then you have to work on a different version, or ask someone to do that for you.
I haven't tried making it the first dependency, but I don't see how that would help the AI breaking. Instead of running the designated campaign script I made, they just harvest and never make units. I'm not sure how having a mod that adds extra units would make them give up like that, but that's my biggest problem so far.
@arithys: Go Dependency hierarchy is extremely important. Try setting the mod as the first on the list. This way you can be sure all changes from the mod are used over the standard ones. It may fix what you said about changes not showing when you publish the map.
AI is another thing. I suggest you search for tutorials about it.
Well, I've made a lot of progress. Messing with the dependencies did help. I also had to mess with the trigger-starting button you get in-game. I still have a couple problems...
1. Valkyries don't work. Just...don't work. Their weapon is listed as "Hellstorm missiles" from the hellstorm missile battery talent. The problem is this also gives the ability to all turrets, which is only supposed to do 1 damage when on a turret. The weird part is it does no damage on the Valkyrie. It fires the series of rockets and does zero damage to friend or foe units. They're also used to replace the Hel's Angel merc unit, which is okay I suppose, but it doesn't make them properly from the starport and will only buy 2 at a time, and when I buy a wraith, it also buys a Valkyrie, but it's not even listed on the command card in the data editor.
2. The computer doesn't know how to make Guardians. The data says it just changed the mutalisk morph from brood lords to guardians, so it seemed relatively simple and plug-and-play like, but it just doesn't add either one to the attack wave. They also won't make Dragoons and somehow get defaulted to Stalkers. I did get them to make Lurkers though.
Anyone have some insight on these issues?
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I'm wondering if there's a mod that works for using SC1 units in multiplayer. The sc1mod.sc2mod doesn't seem to work, when loaded as a dependency, the units appear in the editor and test mode but when I publish it it turns Dragoons into Stalkers and just deletes zerg Guardians. Other mods I've tried cannot be published for whatever reason.
So is there one that can be published that works? I'd like to incorporate the units into some co-op campaigns.
I and my friends we want to do the same thing, but the singleplayer First of all we are doing, but we want to make 2 versions for multiplayer, one for SC1 and one for BW, if you want to help this is the thread.
http://www.sc2mapster.com/forums/player-zone/map-review/36580-sc1-remake-ita/
Well I don't wan't pre-made maps I just want a mod that lets me put in sc1 units into my maps and then be able to publish them and play co-op with Guardians/valkyries/etc...
How has no one done this yet in 2+ years???
Look here.
I saw that one earlier, it just looks like more premade maps that can't even be played publicly.
As far as I know it's based on a mod and you can transfer all the stuff to any map you like.
And its definitely publicly playable, why wouldnt it be?
I would have idea where to begin "transferring stuff" into a mod that is both publishable and works in co-op vs AI formats. Every mod I've seen either breaks AI (as in they just harvest or do nothing at all), deletes all sc1 stuff once published, or just cannot be published.
I'd like to hear if anyone actually has something that works before I even look at downloading something that edits all of the units to whatever some random guy thought felt best.
@arithys: Go Those are separate problems.
"breaks AI". This is expected as the AI was not instructed to train those units.
"Deletes all SC1 stuff once published". Looks like a dependency order issue to me. The mod is supposed to be the first dependency on your map's list.
"cannot be published". The only thing I can imagine preventing the map from being published in this case is the mod isn't published yet. You can only published a map if all the depednencies it uses are already on Bnet. If you find such a mod on bnet you dont need to publish it again. Remember you shouldn't go publishing a mod that isn't yours.
There are several different SC1 projects and as far as I know all of them "work". And usually the units are changed to their SC1 stats, not "whatever some random guy felt best". Bommes linked Maverck's mod, and that one is a complete conversion, even though some people might not agree with some of the authors decisions. Try checking if you're getting one of the problems I listed with the mods you found. If not, and you're not satisfied with any of the options avaiable, then you have to work on a different version, or ask someone to do that for you.
Good luck.
I haven't tried making it the first dependency, but I don't see how that would help the AI breaking. Instead of running the designated campaign script I made, they just harvest and never make units. I'm not sure how having a mod that adds extra units would make them give up like that, but that's my biggest problem so far.
@arithys: Go Dependency hierarchy is extremely important. Try setting the mod as the first on the list. This way you can be sure all changes from the mod are used over the standard ones. It may fix what you said about changes not showing when you publish the map.
AI is another thing. I suggest you search for tutorials about it.
Well, I've made a lot of progress. Messing with the dependencies did help. I also had to mess with the trigger-starting button you get in-game. I still have a couple problems...
1. Valkyries don't work. Just...don't work. Their weapon is listed as "Hellstorm missiles" from the hellstorm missile battery talent. The problem is this also gives the ability to all turrets, which is only supposed to do 1 damage when on a turret. The weird part is it does no damage on the Valkyrie. It fires the series of rockets and does zero damage to friend or foe units. They're also used to replace the Hel's Angel merc unit, which is okay I suppose, but it doesn't make them properly from the starport and will only buy 2 at a time, and when I buy a wraith, it also buys a Valkyrie, but it's not even listed on the command card in the data editor.
2. The computer doesn't know how to make Guardians. The data says it just changed the mutalisk morph from brood lords to guardians, so it seemed relatively simple and plug-and-play like, but it just doesn't add either one to the attack wave. They also won't make Dragoons and somehow get defaulted to Stalkers. I did get them to make Lurkers though.
Anyone have some insight on these issues?