I think it makes sense. But would not giving Monolith (very powerful long-ranged defence) makes fractio which already has very very good units (ilke immortal and void ray) too broken?
I think there is no faction that use both HT and DT, so no Twilight Archon. In a LotV artwork we can see the Shadow Archon with blades, so why not give to him the blades?
Technically, the Khalai/Aiur faction has both DTs (called "Avengers") and HTs.
Looks like the actual Dark Archon from LotV| to me. It even has the 2 horns, and the Protoss form in the middle looks just like the DA from SCBW. with the robes and everything.
<<reply 2684532>> The Khaydarin Monolith needs to be nerfed in case I decide to use it. Maybe start a class of "one at a time" buildings so you can't spam them. It could allow me to incorporate more things that would be too powerful if not limited. I have to think about it.
I updated the mod today. I added a few things to test mode and polished a few others already in the standard mode.
Let me go through a few ideas, list suggestions and add a few too.
PURIFIERS - I want all purifier units to have their unique appearance. From gateway I still need to do that for High and Dark Templar. I'm planning a robotic replacement for the High Templar soon, but I don't know what abilities this unit will have. For robotics facility it is mostly fixed, I only need to reskin observer and warp prism, then decide Megalith stats. For stargate units I have changes planned to the oracle model, but I don't know what to do with the others.
-Warden: the other big robot with 2 smaller robots helping it. I'd like to use this unit somehow, I just don't know where.
NERAZIM - I'd like to give them more specific changes beyond just recolored units. They will have the old Nullifier from the mod to replace sentries and I really dislike Signifiers. I don't have ideas for their units. I'd also like to replace the Templar Archives building with something that will unlock Signifier/High Templar replacement. I think they need their structures recolored too.
-Archon: Change to green or stay red.
-Khaydarin Monolith as a special defense structure.
-Void Pylons replace standard Pylon appearance, maybe give it a late tech ability (structure cloak).
-Tempest: I'm planning a replacement, check the Star Relic in test mode, it will have long range too, but maybe area damage in a straight line?
-Carrier: warp jump? yet another blink ability for nerazim?
KHALAI - They are pretty much the standard protoss tech tree. For stargate I think Scouts should replace Oracles and Arbiters should replace Void Rays, not because of their roles, but this way I could balance the Scout around Oracle's cost and Arbiter around Void Ray cost, what do you think? I also dislike the Avenger, by its design and ability, so I'd like to replace Dark Templar with something else. Robotics units are probably finished.
TALDARIM - In terms of units they are almost finished. I need to decide the Archon situation and Dark Templar/Blood Hunter (and structure to replace Dark Shrine). Also decide if they get hybrids or not. I want to give them that giant turret from the prologue, again a powerful defense structure that may be limited to one.
-Archon: A rainbow of color options, red, purple, green, black. Archon is going to form a power rangers team soon.
-Carrier: release interceptors make them suicide to deal extra damage.
FURINAX - The ugly child no one wants? Well, it unlocks 2 units and maybe abilites/upgrades that didn't go to other tribes. This is the only tribe that doesn't have a strong visual identity, even though its gold like Khalai. I've been thinking about Warp Robotics and/or Warp Stargate, but I feel its simply too powerful, maybe there's a way to balance it.
Warp Robotics and Warp Stargate could compensate lack of Furinax`s strength in other terms. Probably not imba if late in researches
I still think hybrids both in terms of style and gameplay would better fit in separate zerg brood
Scout-Arbiters make sense. Avenger imho is fine, as long as his stats are nerfed (the same with nerazim DRs), it is really original unit
Which factions will have Disruptors - Purifiers? (similiar question about Ravager, Cyclone, Herc, etc)
Purifiers obviously cannot have templars but their robotic analogue might be like Shredder (with activated ability which instantly hits everything around, and another with temporary boost to armor, maybe)
Warden might be cool as mobile repair ship; but instead of autorepair it has powerful linear attack which heals rather than deals damafge, so it would be manually-target but very good support...
Maybe Star Relic should temporarily stun attacked target, protss already have too much Aoe anyway
Warp jump copies BC ability, how about short-timed invulnerability?
Nerazim might have Shadow archon as siege, though obviously non-robotical unit
Shadow Archon is Tal'Darim, the Dark Archon is Nerazim for the Lore (in both BW and LotV the Dark Archon is Nerazim), for the Disruptor, I forgot it XD
@Zarxiel93: Go Keep in mind I'm not renaming units that are just like their original versions, so for example Tal'darim Zealots are still called zealots. This way players know they are using the same unit. Units that receive a new name have at least a different ability, like the Centurion. That being said, I need to correct a few things in your list.
"Ranged warriors"
This list is wrong, Adepts come from melee so they are a full separate unit. We need to count Stalker and Adept variations. So Khalai gets Dragoons and Adepts, Purifiers get Instigators and Adepts. I'm still not sure what to do with the adept for the other tribes.
"Support robotic units"
I'm giving Nullifiers to Nerazim.
"Psionic and Cloaked warriors"
Still under discussion.
"Assault robotic unit"
Purifiers get the Megalith.
"Siege robotic unit"
Again two units in one list. Colossus and Disruptor. Reavers are an option to the disruptor right now. These two are still problematic, specially for nerazim.
"Support ship"
This category doesn't exist like that, unless that by Observer you meant the Arbiter. Observers don't get replaced at all.
"Transport ship"
The Shuttle is not replacing the Warp Prism because the power field mechanic is important, and its not a purifier unit. The nerazim one you mentioned is being tested as an option to the tempest. I know its a transport unit, but there's more need to replace tempests than warp prisms.
"Admiral ship"
One more time, joining things like in the campaign, which is not the way I make things in this mod. There's the Carrier slot and the Tempest slot and both need to be taken into account.
"Ultimate ship"
This is the mothership slot (and remember it is connected to the mothership core), the arbiter simply doesn't fit, even though abilities are very similar.
@SiarX: Go My idea for warp robotics and stargate is to give them longer cooldowns and longer time for units to complete warping. They just can't be the same numbers used by warpgate. Hybrids, hybrids, 2 of them are in a zerg brood right now.
Disruptors right now are used by all tribes but Khalai, that gets Reavers instead. All units introduced in LotV melee will count as their own slots, they are not meant to be unlocked. They can be replaced as the other melee units though. The HERC isn't in the same case, since it was cut from melee, it will be unlocked by Kel-Morian combine as it was the unit's origin.
I thought I could use the Warden as an air unit, and since it builds smaller robots it could replace the carrier. I might have to try that. I know protoss has a lot of aoe, but not against air, and this would be for the nerazim tribe, that may lose aoe from other units. I like the short time invulnerability idea, but I may nerf it to a short time resistance.
From your links I already use the creep tower, I have no plans to use the other 2.
Actually disruptors are not really sieged unit, they are closer to HT in terms of rolw
well, I said befiore that it doesnt really make sense to separate them...
And I doubt anything would fit "mothership slot" other than mothership
Regarding a Nerazim replacement for Templar Archives, thematically I'd suggest something connected to these guys: http://starcraft.wikia.com/wiki/Alyssar They're basically the Nerazim version of Preservers, though it's a more 'oral' kind of thing as when a Nerazim believes they are near the end of their life they put their memories into an Ihan crystal (like what Zeratul used to warn Raynor)
As for name, well maybe something like Shadow Archives perhaps? Or Sanctuary of Wisdom which is actually the name of the library where the Alyssar are based but isn't there something like THE Templar Archive on Aiur too? So using the name could work.
As for the Warden, another possibility would be to use it as the Purifiers' Mothership?
Also in regard to transport ships and Warp Prism functionallity, you could revisit an old idea and give one of the factions the SoA Pylon Warp in ability maybe from the Nexus (but maybe a weaker, smaller radius pylon) and have their transport be the Shuttle (for example)
Also in regards to cloaking, it doesn't HAVE to be tied to Dark Templar/Void related for other factions. Don't forget the Arbiter and Mothership cloak units without any connection to the Void, so it's not exactly difficult lorewise to justify a cloaking Purifier warrior for example. Although on that topic, one idea that kind of appeals to me would be maybe something like the WC3 Blademaster's Mirror Image or Heroes' Nova's Holo Decoy ability. So rather than true stealth some kind of ability (autocast?) that creates one or more Holographic decoys. Though I guess that doesn't fit the stealthy movement idea hrmm.
Sorry I got a bit meandering there. Hopefully something in there could be useful ^_^
I think that could be great to add heroes to the factions, but you have the last decision, this was just a suggestion.
Regarding to Purifiers faction, when i select this faction, all next units and structures constructed have a green and black texture, it's that a bug?.
Regarding to Raynor Riders, instant supply depots do not work properly, it takes the double amount of time.
And in the Barracks can't select elite units.
And what about to add textures for all units and structures for some factions?, for example, Nerazim, Umojan Protectorade, Purifiers.
One more thing, the AI for Terrans can't pick Colonists factions, because construct the barracks before select a faction, is that a bug?, or maybe you do something for the AI select faction before the barracks.
Another thing is, when Aiur faction is selected, the Aiur Zealots and Avenger, also for Tal'Darim with the Blood Hunter.
@Kanitala: Go I like your suggestion, I think I'll simplify it and name this structure "Sanctuary". I can't think of a way to make the Warden replace Motherships and Mothership Cores. I'm undecided about adding the SoA abilities, I have to consider each otf them separately. I agree cloaking isn't necessarily tied to dark templar.
@Celulariq: Go The mod had and still has heroes (for terran and zerg), but it was never the focus, they were added because most faction were lacking (even more for Protoss). Now with all these changes heroes are less needed. And I want to keep clear differences between this mod and the new Coop mode, so in my opinion it is time to remove heroes from the mod.
The purifier retexture is a consequence of using Blizzard's purifier upgrade. I have to fix that, but considering units will be replaced, I don't have to do it now.
I will check the Raider things you mentioned, LotV probably broke several things we still haven't noticed.
It's in my plans to change textures for the factions, and I've been working on a few things. I can't say how many units/structures will receive the change because I can't work on everything.
The AI selecting colonists is an old and very weird bug. There isn't a line of code telling them to select that, I changed it to Dominion a long time ago. I guess AIs just like Colonists for some reason.
Aiur zealots were left out on purpose. No way I'm giving a base unit with area damage to a tribe, even Centurions need a serious nerf. The Blood Hunter is different, I didn't add it because I hate it, but I think I'll have to do it or people will keep complaining.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go the mod uses that texture for the carrier, but its missing team colors so I'll have to fix that later.
Apparently nobody is playing the mod, or at least not reporting bugs. Several game-breaking ones for terran and zerg. I'm working on a new version to fix things I've found so far.
Vindicator (Adept) (Does higher damage, the more biological units it kills, looks like Soul Hunter)
Dark Templar
Shadow Guard (Variant of the DT that Vorazun has access to)
MERGED
Dark Archon
ROBOTICS FACILITY
Phase Prism (Deploys to cloak units around it)
Nullifier (Heavy Sentry, Can deploy hallucinations/holograms, does more damage, can create an area where enemy casters can't cast (Nullify), can use phase shift, maybe can create a shockwave that forces enemy units to unburrow?, looks like alpha Nullifier model, but with DT scheme)
Annihilator
STARGATE
Corsair
Void Ray
Oracle
Harbinger (Dark Templar Carrier) (Can deploy Shuriken interceptors, has a shield like the alpha version of the DT Carrier)
Star Relic (Zeratul's ship) (Can deploy to allow for Warp-In like in Campaign, where units warp-in fast despite not being next to a Nexus or Gateway (must be researched first), replaces Mothership)
TAL'DARIM
GATEWAY
Berzerker (Ability: Rage - Activate it and for 3 to 8 seconds (depends on balancing), the Berzerker deals extra damage)
Hoplite (Stalker, each attack slows down enemy units)
Havoc
Legionnaire (Adept) (Uses StarCraft Ghost Vindicator model (should be recolored and altered) that was made by GhostNova for SC2)
Ascendant
Blood Hunter
ROBOTICS FACILITY
Warp Prism
Vanguard
Observer
Wrathwalker
STARGATE
Sky Talon (Overload ability, like Wings of Liberty Alpha Phoenix)
Destroyer
Adjunct (Oracle)
Skylord
Tal'darim Mothership
PURIFIERS
GATEWAY
Sentinel
Instigator
Energizer
Purifier Adept
"Purifier Artanis" - High Templar replacement
ROBOTICS FACILITY
Warp Prism / Shuttle
Phalanx
Observer
Behemoth / Cyclops (Colossus)
Replicant
Disruptor
STARGATE
Mirage
Monitor (Looks like Oracle (It exists as a doodad) and replaces it, no idea on abilities)
Disintegrator (Campaign variant of Purifier Tempest)
Valiant / Vanquisher (Campaign variant of Aiur Carrier)
Megalith (Replaces Mothership)
TEMPLAR
GATEWAY
Zealot / Aiur Zealot (Can be upgraded to Aiur Zealot by researching the "Whirlwind" ability at the Twilight Council)
Dragoon
Sentry
Adept
High Templar
Avenger
MERGED
Archon
Twilight Archon (Merging 2 Avengers) (Abilities : Sacrifice ("Archon Toilet" From LotV opening cinematic), Teleport (Can teleport nearby units from one area to another, like WoL Mothership or Mastermind/Prodigy from C&C3), Blink)
ROBOTICS FACILITY
Warp Prism
Observer
Immortal
Colossus
Reaver
STARGATE
Phoenix
Scout
Carrier (LotV multiplayer variant, but can also teleport like Terran BC)
Arbiter
NEXUS
Mothership Core / Mothership
Random idea based on obsolete Carrier variant from WoL Alpha:
Super-Carrier (Produces Escorts (Uses custom-made Corsair model already present in many mods), looks like SCBW Carrier, is bigger and stronger, produces more interceptors OR produces stronger interceptors in the form of Escorts)
@Celulariq: Go I just updated it to fix a lot of things. I also started some changes for terran and zerg. Merged Raynor's Raiders and Tosh factions. Added Impalers to Kerrigan's brood. Removed a few old things that can be replaced by something better, like Rip-field generators. There's a lot to clean up, not only LotV added its fair share of bugs but it also made so many changes obsolete.
Test mode-only additions:
HERC (Kel-Morian Combine): My idea is to make the HERC a replacement for the Ghost, I want to give it a nuke charge and other abilities.
Particle Cannon (Tal'darim): Powerful defense structure limited to only one at a time.
Star Relic (Nerazim): Replacement for the Tempest.
Khaydarin Monolith: Not linked to any tribe right now, I still need to decide its role.
@AlexO6: Go Most of those are already in the mod, as they were obvious choices. I like your idea to bring Vindicators/Soul Hunters back, it could be a nice replacement for the Adept. I'll check those Shadow Guards. I also like your "sacrifice" ability for the Archon, I may try that.
I would say Soul hunters to replace adept for nerazim, the other factions should use adept (templar and Kalai use normal version, use the purifier skin for purifier) I say taldarim uses mostly normal units other then what exists. Maybe taldarim and Khalia could use vindicators instead of adepts.
For purifiers, you could replace DT with a prototype warrior (like fenix/talandar only non-heroic) and high Templar with a servitor (little flying robot things, there's a purifier model for them) give it some unused abilities and you should be good to go, a repair beam and an area-control weapon would work.
Maybe Khalia (not tenplar) could get the avenger? Keep the signifier for nerazim, the shadow guard is a DT mercenary equivalent, its a dt with blink and stasis.
Could a purifier scout version with a speed boost replace the void ray for purifier, I think scout replaces it for Templar already.
For caster, I would say Arbiter for Templar and Khalia, and Oracle for taldarim and nerazim, with warden for purifier.
For the ultimate ship: Taldarim could get taldarim mothership, Templar and khalai get mothership, nerazim get (star relic should replace tempest, maybe just disable this? add Khaydarin monolith to compensate), and purifiers could get a cybros-looking ship (purification platform?)
For capital ship, Nerazim should get the alpha Tempest (name it tempest/harbinger). the editor has some textures for it now and a doodad wrecked version, which appears in the campaign on shakuras.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I think it makes sense. But would not giving Monolith (very powerful long-ranged defence) makes fractio which already has very very good units (ilke immortal and void ray) too broken?
Technically, the Khalai/Aiur faction has both DTs (called "Avengers") and HTs.
Looks like the actual Dark Archon from LotV| to me. It even has the 2 horns, and the Protoss form in the middle looks just like the DA from SCBW. with the robes and everything.
<<reply 2684532>> The Khaydarin Monolith needs to be nerfed in case I decide to use it. Maybe start a class of "one at a time" buildings so you can't spam them. It could allow me to incorporate more things that would be too powerful if not limited. I have to think about it.
I updated the mod today. I added a few things to test mode and polished a few others already in the standard mode.
Let me go through a few ideas, list suggestions and add a few too.
PURIFIERS - I want all purifier units to have their unique appearance. From gateway I still need to do that for High and Dark Templar. I'm planning a robotic replacement for the High Templar soon, but I don't know what abilities this unit will have. For robotics facility it is mostly fixed, I only need to reskin observer and warp prism, then decide Megalith stats. For stargate units I have changes planned to the oracle model, but I don't know what to do with the others.
-Warden: the other big robot with 2 smaller robots helping it. I'd like to use this unit somehow, I just don't know where.
NERAZIM - I'd like to give them more specific changes beyond just recolored units. They will have the old Nullifier from the mod to replace sentries and I really dislike Signifiers. I don't have ideas for their units. I'd also like to replace the Templar Archives building with something that will unlock Signifier/High Templar replacement. I think they need their structures recolored too.
-Archon: Change to green or stay red.
-Khaydarin Monolith as a special defense structure.
-Void Pylons replace standard Pylon appearance, maybe give it a late tech ability (structure cloak).
-Tempest: I'm planning a replacement, check the Star Relic in test mode, it will have long range too, but maybe area damage in a straight line?
-Carrier: warp jump? yet another blink ability for nerazim?
KHALAI - They are pretty much the standard protoss tech tree. For stargate I think Scouts should replace Oracles and Arbiters should replace Void Rays, not because of their roles, but this way I could balance the Scout around Oracle's cost and Arbiter around Void Ray cost, what do you think? I also dislike the Avenger, by its design and ability, so I'd like to replace Dark Templar with something else. Robotics units are probably finished.
TALDARIM - In terms of units they are almost finished. I need to decide the Archon situation and Dark Templar/Blood Hunter (and structure to replace Dark Shrine). Also decide if they get hybrids or not. I want to give them that giant turret from the prologue, again a powerful defense structure that may be limited to one.
-Archon: A rainbow of color options, red, purple, green, black. Archon is going to form a power rangers team soon.
-Carrier: release interceptors make them suicide to deal extra damage.
FURINAX - The ugly child no one wants? Well, it unlocks 2 units and maybe abilites/upgrades that didn't go to other tribes. This is the only tribe that doesn't have a strong visual identity, even though its gold like Khalai. I've been thinking about Warp Robotics and/or Warp Stargate, but I feel its simply too powerful, maybe there's a way to balance it.
-Carrier: campaign version with repair drones?
Here my suggestion of units.
MELEE WARRIORS
RANGED WARRIORS
SUPPORT ROBOTIC UNITS
PSIONIC WARRIOR
CLOACKED WARRIOR
ASSAULT ROBOTIC UNIT
SIEGE ROBOTIC UNIT
BASE SHIP
ASSAULT SHIP
SUPPORT SHIP (?)
TRANSPORT SHIP
ADMIRAL SHIP
ULTIMATE SHIP
Warp Robotics and Warp Stargate could compensate lack of Furinax`s strength in other terms. Probably not imba if late in researches I still think hybrids both in terms of style and gameplay would better fit in separate zerg brood Scout-Arbiters make sense. Avenger imho is fine, as long as his stats are nerfed (the same with nerazim DRs), it is really original unit Which factions will have Disruptors - Purifiers? (similiar question about Ravager, Cyclone, Herc, etc) Purifiers obviously cannot have templars but their robotic analogue might be like Shredder (with activated ability which instantly hits everything around, and another with temporary boost to armor, maybe) Warden might be cool as mobile repair ship; but instead of autorepair it has powerful linear attack which heals rather than deals damafge, so it would be manually-target but very good support... Maybe Star Relic should temporarily stun attacked target, protss already have too much Aoe anyway Warp jump copies BC ability, how about short-timed invulnerability? Nerazim might have Shadow archon as siege, though obviously non-robotical unit
Btw can Taldarim/Furinax use orbital beam from campaign as advanced defence? maybe XelNaga temple sentinels could be used somewhere, too... Also Soul Hunter (if he has proper model)? and maybe those http://starcraft.wikia.com/wiki/File:ProtossSnakeHead_SC2-HoTS_Rend1.jpg http://starcraft.wikia.com/wiki/File:Zerg_Artillery_SC2-HoTS_Rend1.jpg http://starcraft.wikia.com/wiki/Creep_tower
Shadow Archon is Tal'Darim, the Dark Archon is Nerazim for the Lore (in both BW and LotV the Dark Archon is Nerazim), for the Disruptor, I forgot it XD
@Zarxiel93: Go Keep in mind I'm not renaming units that are just like their original versions, so for example Tal'darim Zealots are still called zealots. This way players know they are using the same unit. Units that receive a new name have at least a different ability, like the Centurion. That being said, I need to correct a few things in your list.
"Ranged warriors"
This list is wrong, Adepts come from melee so they are a full separate unit. We need to count Stalker and Adept variations. So Khalai gets Dragoons and Adepts, Purifiers get Instigators and Adepts. I'm still not sure what to do with the adept for the other tribes.
"Support robotic units"
I'm giving Nullifiers to Nerazim.
"Psionic and Cloaked warriors"
Still under discussion.
"Assault robotic unit"
Purifiers get the Megalith.
"Siege robotic unit"
Again two units in one list. Colossus and Disruptor. Reavers are an option to the disruptor right now. These two are still problematic, specially for nerazim.
"Support ship"
This category doesn't exist like that, unless that by Observer you meant the Arbiter. Observers don't get replaced at all.
"Transport ship"
The Shuttle is not replacing the Warp Prism because the power field mechanic is important, and its not a purifier unit. The nerazim one you mentioned is being tested as an option to the tempest. I know its a transport unit, but there's more need to replace tempests than warp prisms.
"Admiral ship"
One more time, joining things like in the campaign, which is not the way I make things in this mod. There's the Carrier slot and the Tempest slot and both need to be taken into account.
"Ultimate ship"
This is the mothership slot (and remember it is connected to the mothership core), the arbiter simply doesn't fit, even though abilities are very similar.
@SiarX: Go My idea for warp robotics and stargate is to give them longer cooldowns and longer time for units to complete warping. They just can't be the same numbers used by warpgate. Hybrids, hybrids, 2 of them are in a zerg brood right now.
Disruptors right now are used by all tribes but Khalai, that gets Reavers instead. All units introduced in LotV melee will count as their own slots, they are not meant to be unlocked. They can be replaced as the other melee units though. The HERC isn't in the same case, since it was cut from melee, it will be unlocked by Kel-Morian combine as it was the unit's origin.
I thought I could use the Warden as an air unit, and since it builds smaller robots it could replace the carrier. I might have to try that. I know protoss has a lot of aoe, but not against air, and this would be for the nerazim tribe, that may lose aoe from other units. I like the short time invulnerability idea, but I may nerf it to a short time resistance.
From your links I already use the creep tower, I have no plans to use the other 2.
Well, I tryied to help you :)
Actually disruptors are not really sieged unit, they are closer to HT in terms of rolw well, I said befiore that it doesnt really make sense to separate them... And I doubt anything would fit "mothership slot" other than mothership
Regarding a Nerazim replacement for Templar Archives, thematically I'd suggest something connected to these guys: http://starcraft.wikia.com/wiki/Alyssar They're basically the Nerazim version of Preservers, though it's a more 'oral' kind of thing as when a Nerazim believes they are near the end of their life they put their memories into an Ihan crystal (like what Zeratul used to warn Raynor)
As for name, well maybe something like Shadow Archives perhaps? Or Sanctuary of Wisdom which is actually the name of the library where the Alyssar are based but isn't there something like THE Templar Archive on Aiur too? So using the name could work.
As for the Warden, another possibility would be to use it as the Purifiers' Mothership?
Also in regard to transport ships and Warp Prism functionallity, you could revisit an old idea and give one of the factions the SoA Pylon Warp in ability maybe from the Nexus (but maybe a weaker, smaller radius pylon) and have their transport be the Shuttle (for example)
Also in regards to cloaking, it doesn't HAVE to be tied to Dark Templar/Void related for other factions. Don't forget the Arbiter and Mothership cloak units without any connection to the Void, so it's not exactly difficult lorewise to justify a cloaking Purifier warrior for example. Although on that topic, one idea that kind of appeals to me would be maybe something like the WC3 Blademaster's Mirror Image or Heroes' Nova's Holo Decoy ability. So rather than true stealth some kind of ability (autocast?) that creates one or more Holographic decoys. Though I guess that doesn't fit the stealthy movement idea hrmm.
Sorry I got a bit meandering there. Hopefully something in there could be useful ^_^
Hi again. Are you planning to add heroes to each faction?, for example i have this idea:
PROTOSS
-Aiur: Artanis
-Furinax: Karax
-Nerazim: Vorazun
-Purifiers: Talandar
-Tal'Darim: Alarak
TERRAN
-Colonists: Egon Stetmann
-Dominion: Warfield or Nova
-Infested: Stukov
-Kel-Morian Combine: Rory Swann
-Mercenaries: Mira Han (Maybe?)
-Moebius Fundation: Tyhus
-Raynor Riders: Raynor
-Tosh Pirates: Tosh
-Umojan Protectorade: Uninfested Kerrigan (Or Valerian?)
ZERG
-Primal: Dehaka
-Kerrigan Brood: Kerrigan
I think that could be great to add heroes to the factions, but you have the last decision, this was just a suggestion.
Regarding to Purifiers faction, when i select this faction, all next units and structures constructed have a green and black texture, it's that a bug?.
Regarding to Raynor Riders, instant supply depots do not work properly, it takes the double amount of time. And in the Barracks can't select elite units.
And what about to add textures for all units and structures for some factions?, for example, Nerazim, Umojan Protectorade, Purifiers.
One more thing, the AI for Terrans can't pick Colonists factions, because construct the barracks before select a faction, is that a bug?, or maybe you do something for the AI select faction before the barracks.
Another thing is, when Aiur faction is selected, the Aiur Zealots and Avenger, also for Tal'Darim with the Blood Hunter.
I hope to be useful.
@Kanitala: Go I like your suggestion, I think I'll simplify it and name this structure "Sanctuary". I can't think of a way to make the Warden replace Motherships and Mothership Cores. I'm undecided about adding the SoA abilities, I have to consider each otf them separately. I agree cloaking isn't necessarily tied to dark templar.
@Celulariq: Go The mod had and still has heroes (for terran and zerg), but it was never the focus, they were added because most faction were lacking (even more for Protoss). Now with all these changes heroes are less needed. And I want to keep clear differences between this mod and the new Coop mode, so in my opinion it is time to remove heroes from the mod.
The purifier retexture is a consequence of using Blizzard's purifier upgrade. I have to fix that, but considering units will be replaced, I don't have to do it now.
I will check the Raider things you mentioned, LotV probably broke several things we still haven't noticed.
It's in my plans to change textures for the factions, and I've been working on a few things. I can't say how many units/structures will receive the change because I can't work on everything.
The AI selecting colonists is an old and very weird bug. There isn't a line of code telling them to select that, I changed it to Dominion a long time ago. I guess AIs just like Colonists for some reason.
Aiur zealots were left out on purpose. No way I'm giving a base unit with area damage to a tribe, even Centurions need a serious nerf. The Blood Hunter is different, I didn't add it because I hate it, but I think I'll have to do it or people will keep complaining.
@SoulFilcher: Go
Thanks for respond. Well, that's a shame with the heroes, but i understand, anyways this is the best mod ever ;)
You could bring the DT carrier back, as you see crashed ones on shakuras.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go the mod uses that texture for the carrier, but its missing team colors so I'll have to fix that later.
Apparently nobody is playing the mod, or at least not reporting bugs. Several game-breaking ones for terran and zerg. I'm working on a new version to fix things I've found so far.
I have been playing the mod every day, but i have not played with zerg, i will check other things and i will report all bugs i can see.
Here are the ideas I have for Protoss factions:
NERAZIM
GATEWAY
MERGED
Dark Archon
ROBOTICS FACILITY
STARGATE
TAL'DARIM
GATEWAY
ROBOTICS FACILITY
STARGATE
PURIFIERS
GATEWAY
ROBOTICS FACILITY
STARGATE
TEMPLAR
GATEWAY
MERGED
ROBOTICS FACILITY
STARGATE
NEXUS
Random idea based on obsolete Carrier variant from WoL Alpha:
Super-Carrier (Produces Escorts (Uses custom-made Corsair model already present in many mods), looks like SCBW Carrier, is bigger and stronger, produces more interceptors OR produces stronger interceptors in the form of Escorts)
@Celulariq: Go I just updated it to fix a lot of things. I also started some changes for terran and zerg. Merged Raynor's Raiders and Tosh factions. Added Impalers to Kerrigan's brood. Removed a few old things that can be replaced by something better, like Rip-field generators. There's a lot to clean up, not only LotV added its fair share of bugs but it also made so many changes obsolete.
Test mode-only additions:
HERC (Kel-Morian Combine): My idea is to make the HERC a replacement for the Ghost, I want to give it a nuke charge and other abilities.
Particle Cannon (Tal'darim): Powerful defense structure limited to only one at a time.
Star Relic (Nerazim): Replacement for the Tempest.
Khaydarin Monolith: Not linked to any tribe right now, I still need to decide its role.
@AlexO6: Go Most of those are already in the mod, as they were obvious choices. I like your idea to bring Vindicators/Soul Hunters back, it could be a nice replacement for the Adept. I'll check those Shadow Guards. I also like your "sacrifice" ability for the Archon, I may try that.
I would say Soul hunters to replace adept for nerazim, the other factions should use adept (templar and Kalai use normal version, use the purifier skin for purifier) I say taldarim uses mostly normal units other then what exists. Maybe taldarim and Khalia could use vindicators instead of adepts.
For purifiers, you could replace DT with a prototype warrior (like fenix/talandar only non-heroic) and high Templar with a servitor (little flying robot things, there's a purifier model for them) give it some unused abilities and you should be good to go, a repair beam and an area-control weapon would work.
Maybe Khalia (not tenplar) could get the avenger? Keep the signifier for nerazim, the shadow guard is a DT mercenary equivalent, its a dt with blink and stasis.
Could a purifier scout version with a speed boost replace the void ray for purifier, I think scout replaces it for Templar already.
For caster, I would say Arbiter for Templar and Khalia, and Oracle for taldarim and nerazim, with warden for purifier.
For the ultimate ship: Taldarim could get taldarim mothership, Templar and khalai get mothership, nerazim get (star relic should replace tempest, maybe just disable this? add Khaydarin monolith to compensate), and purifiers could get a cybros-looking ship (purification platform?)
For capital ship, Nerazim should get the alpha Tempest (name it tempest/harbinger). the editor has some textures for it now and a doodad wrecked version, which appears in the campaign on shakuras.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I have been do it a quick test with some Protoss and Terran factions, and i have seen some bugs:
-Particle Cannon doesn't disappear when it's destroyed.
-Tal'darim Phoenix/Skytalon ability missing animation.
-HERC missing animation.
-Khaydarim monolith should be disabled for now, but it appears for all Protoss factions.
-HERC should be available only for Kel-Morian Combine, but it appears available for all Terran factions.
-Battlefield Awarness upgrade in Protoss doesn't appears in Twilight Council.
I have been watched some videos of pre-Aplha LotV, and HERC has 160 HP and a upgrade un Tech Lab called ARC Gun, which does an area damage.