just wondering, are there some special settings for the campaign maps or some thing?
i ask because ive been trying to edit the mission "shatter the sky" map to use as a base for a custom game, i picked that map because it has the laviathan in it and thats some thing that i want for my custom game.
im also wanting to edit the tech trees of the Protoss and Terrans, but for what ever reason, that map has most of the Protoss tech tree locked, some buildings can be built but no units aside from the probe.
should i just cut my losses and start from scratch or what?
Start a new map (or mod) and set the dependencies to Liberty (mod) and Liberty (campaign) in that order. All the tech trees will be full, and you can mod everything from there.
@BasicGear:
it defines a mod priority over one other, as some dependencies have common units. If campaign top melee, it will be campaign marines that'll appear in the map.
just wondering, are there some special settings for the campaign maps or some thing?
i ask because ive been trying to edit the mission "shatter the sky" map to use as a base for a custom game, i picked that map because it has the laviathan in it and thats some thing that i want for my custom game.
im also wanting to edit the tech trees of the Protoss and Terrans, but for what ever reason, that map has most of the Protoss tech tree locked, some buildings can be built but no units aside from the probe.
should i just cut my losses and start from scratch or what?
@spy46: Go
Start a new map (or mod) and set the dependencies to Liberty (mod) and Liberty (campaign) in that order. All the tech trees will be full, and you can mod everything from there.
Why is the order in which you define the dependencies important?
damn that sucks, i was kind of hoping to use that layout a bit, but oh well no worries.
but one question, what is it thats locking the protoss tech? is it a trigger or some thing deeper?