The 3 models are fungalswarm.m3 ( the missile launched) shriekercallmissile.m3 (the model that appears on buildings that the behavior is on) and something else I think swarminfestation or fungalswarm( the model where you cast)
The ability: a queen targets an area, the cast model appears there for 1 anim play , then the players building in the area get th model that appears on the. Buildings and a missile attack that targets only bio units and deals 5 damage per attack ( missile model said above) the attack cool down is 1 second, the ability and the attack work for 15 seconds. (total of 45 damage a building can give)
I used shorts for the models above the description in the description
Zerg need more air, I suggest u use the bone wasp as a antiair unit for 2 broods, it should latch on to a enemy air unit ( anImation stand cover) and drain 5 hp per second and leech 1 , the unit it latches onto will not automatically target it, but can. Use ghostnovas model
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 Thanks for the heads up. I don't feel like adding Bone Wasp to this mod, I don't see a good role for it. Zerg already have Scourges and possibly Devourers (if we ever get a Devourer model). I'm waiting to add the Viper, I already have all the abilities set up and working, again I'm only waiting for a good model, that may never come until it's too late.
@nolanstar: Go Thanks for the heads up. I don't feel like adding Bone Wasp to this mod, I don't see a good role for it. Zerg already have Scourges and possibly Devourers (if we ever get a Devourer model). I'm waiting to add the Viper, I already have all the abilities set up and working, again I'm only waiting for a good model, that may never come until it's too late.
I actually have it as a base defense unit spawned by the queen. The queen will create a wasp clutch by casting said ability on a single building, giving it a permanent wasp clutch attached to the structure that spawns bone wasps the same way a carrier spawns interceptors. They cost nothing but time, although that may be imbalanced. Maybe an ability like that would work?
Ok, I'm gunna focus on Zerg things cause, well, Zerg ftw. Also, keep an eye on this post, as I will update it a couple of times.
Mercenary Brood: In the Breeding Mount, it says:
It says Devouring Ones spawn in sixes. They spawn in fours. They cost minerals to burrow.
Hunter Killers cost only supply, and don't receive speed and range upgrades. It says they spawn in threes. They spawn in fours.
Prowlers have no increase in damage compared to their lesser cousins, unlike their brothers.
Torrasque has no limit, and doesn't receive the armor upgrade (I don't think they get the speed upgrade either) Idea: Replace model with Stank?
Speaking of the Breeding Mount, when you start building it, it has the "No model" ball. and two health bars.
Idea: Lurker Mercenary: Guardian
Jormungand: The Health+armor/Damage+attack speed upgrades for them, my opinion. Maybe some new unit?
Choker receives no ranged damage upgrade.
Ultralisks' Burrow-Charge doesn't work, and they can't burrow.
Baelrog Overlords don't have Frenzy and it says their queens have ensare.
Speaking of more things with no upgrades, Warfield's ship has 3 armor upgrades yet not weapon upgrades. Air upgrades do not upgrade that in the slightest either, thus making Warfield's ship more durable than a standard battlecruiser but with less firepower. Dunno if that's actually intended or not.
Also, is the Purifier supposed to be able to move while it's using Planet Cracker? I understand it's supposed to be used in conjunction with another Mothership using Vortex, but considering how long it takes to charge up, I figured it'd be appropriate if it could move.
Regarding the bone wasps, it wouldn't be too broken. Any large fleet or army would overrun the base anyways - this would give a greater defense against smaller attacks, which I feel Zerg don't have as well as Terrans/Protoss (superior scanning abilities like Sensor Towers and Observers for one). However, if it is something that's permanent, the ability should probably cost 125 or 150, so that it can only really be spammed with lots of queens, which most people aren't going to get that many. Could prove to be a new strategy with the Zerg (I am familiar of the Queen spam strategy right off the bat; this would make it more viable).
@rickmary: Go What do you mean by "dont exist"? If they aren't visible in the map, believe me they are still there.
@Muspelli: Go To me it sounds too much like Swarm Infestation ability suggested by Nolanstar, I wouldn't add both.
@ARMofORION: Go Thanks man, I'll fix those errors.
@Vultorask: Go The Planet Cracker was based on the campaign version used by this Purifier, that's why I didn't allow it to move. I'm still balancing it I don't know if its a good idea to allow movement right now. And it's not suppsoed to be used with another Mothership because in theory you only have 1 mothership at a time.
for protoss, i think you should make it colossus or reaver, not reaver or immortal, since colossus and reaver have very similar roles, while the immortal's role is very different.
also, for firebats, i think you should replace the current upgrade with juggernaut plating, to make them more of a tank , though maybe nerf their base armor to 1 and have the upgrade give only 1 armor, since i don't think they should have more armor than an ultralisk.
@morgoth780: Go People have suggested to make Reavers' option vs Colossi, but can Reavers compete with Colossi mobility? Also Colossi are more expensive, to make Reavers an option I think I'd have to change the Reaver's cost and stats. I fear this change could cause a series of consequences and those must be planned before doing such a change.
If I'd have no nerf them in order to add an armor upgrade, why add the armor upgrade? And why should Firebats have an armor upgrade when Marauders don't? They use the same fekkin' armor with different weapons. I think Incinerator Gauntlets are good for the Firebat's role to fight light melee units, but your opinion is important, I haven't had enough feedback about the Firebat so I can't really make any changes to this unit.
@rickmary: Go Ok, have you tried anything? Can you place new cannons in the map? I'll have to check that later I'm not using my PC right now.
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.
The version of the reaver you have in the expanded mod is considerably different from SC1. It does little splash and serves better versus bringing down large targets now over smaller targets. I had a base razed by 6 reavers in under a minute. So reavers would be great against Thor, Marauders even, Ultralisks, everything the Immortal was good against. It's actually better than the Immortal versus these units, but it sacrifices durability and mobility for it. So I agree with its current position as the alternative to the Immortal.
The Firebat is an iffy unit. Great against Zealot swarm, great against Zergling swarm.... that's about it. It won't hit a baneling before it gets close enough to explode, and it can't do crap to an Ultralisk. With the addition of the Battlemode Hellion coming in, the Firebat will essentially be obsoleted. If you get Firebats and the enemy Terran force gets Marauders, you're screwed. Stalkers/Dragoons, you're screwed. It eliminates your ability to take care of armored units right off the bat, making it such that you pretty much specialize against light. It can work, especially in team situations, but it's not very likely. The issue is that it's short-ranged and usually dies before it's able to fulfill its purpose. A zealot is more durable than a firebat. An armor upgrade does seem more suitable for the firebat as opposed to a damage upgrade. I don't know if the Firebat should stay or not honestly. I always get Marauders every time, and it usually does better. Trying to do Terran infantry ball without Marauders is pretty much impossible.
the point of the firebat armor changes is to make them more tanky, while you use other units such as marines are siege tanks to deal the actual damage.
maybe you could have incinerator gauntlets also increase their range? that way they'd be better vs things other than lings and zealots
also, where can i find downloads for those files i need to update? i know where to get left 2 die, but what about the terran, zerg, and protoss assets?
@rickmary: Go Ok, when I get back to my computer I'll check that (probably on Sunday).
@Vultorask: Go Poor Firebat, will be replaced by a lame Transformers unit. and the wrost is the Battle Hellion may as well be a lame and weak unit. I guess I'll increase the base range/area of the flamethrower and make the upgrade add damage vs light just like the Hellion's upgrade.
@morgoth780: Go You can download them from the editor too. Just search Battlenet for the file names and you will find them.
The problem appears to be related to the Zerg Assets, since they refuses to save properly. Giving this error:
[8/14/2012 11:28:05 AM] USER: [ ce 2] CActorUnit[NewFolsomTurret] Cannot create a CActorUnit outside of an underlying CUnit's CActorScope. Try creating the actor inside of a live unit's CActorScope or create a CActorModel instead.
Edit: the error appeared when I was saving the mod to overwrite an empty sc2mod.
Edit2: Apparently something is wrong, because the mod files arent working right, the modded units are nowhere to be found.
The 3 models are fungalswarm.m3 ( the missile launched) shriekercallmissile.m3 (the model that appears on buildings that the behavior is on) and something else I think swarminfestation or fungalswarm( the model where you cast)
The ability: a queen targets an area, the cast model appears there for 1 anim play , then the players building in the area get th model that appears on the. Buildings and a missile attack that targets only bio units and deals 5 damage per attack ( missile model said above) the attack cool down is 1 second, the ability and the attack work for 15 seconds. (total of 45 damage a building can give)
I used shorts for the models above the description in the description
Zerg need more air, I suggest u use the bone wasp as a antiair unit for 2 broods, it should latch on to a enemy air unit ( anImation stand cover) and drain 5 hp per second and leech 1 , the unit it latches onto will not automatically target it, but can. Use ghostnovas model
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 Thanks for the heads up. I don't feel like adding Bone Wasp to this mod, I don't see a good role for it. Zerg already have Scourges and possibly Devourers (if we ever get a Devourer model). I'm waiting to add the Viper, I already have all the abilities set up and working, again I'm only waiting for a good model, that may never come until it's too late.
Alright, now I have a new problem. Now that the new dependancies are loaded, New Folsom Cannons dont exist.
I actually have it as a base defense unit spawned by the queen. The queen will create a wasp clutch by casting said ability on a single building, giving it a permanent wasp clutch attached to the structure that spawns bone wasps the same way a carrier spawns interceptors. They cost nothing but time, although that may be imbalanced. Maybe an ability like that would work?
Ok, I'm gunna focus on Zerg things cause, well, Zerg ftw. Also, keep an eye on this post, as I will update it a couple of times.
Mercenary Brood: In the Breeding Mount, it says:
It says Devouring Ones spawn in sixes. They spawn in fours. They cost minerals to burrow.
Hunter Killers cost only supply, and don't receive speed and range upgrades. It says they spawn in threes. They spawn in fours.
Prowlers have no increase in damage compared to their lesser cousins, unlike their brothers.
Torrasque has no limit, and doesn't receive the armor upgrade (I don't think they get the speed upgrade either) Idea: Replace model with Stank?
Speaking of the Breeding Mount, when you start building it, it has the "No model" ball. and two health bars.
Idea: Lurker Mercenary: Guardian
Jormungand: The Health+armor/Damage+attack speed upgrades for them, my opinion. Maybe some new unit?
Choker receives no ranged damage upgrade.
Ultralisks' Burrow-Charge doesn't work, and they can't burrow.
Baelrog Overlords don't have Frenzy and it says their queens have ensare.
Speaking of more things with no upgrades, Warfield's ship has 3 armor upgrades yet not weapon upgrades. Air upgrades do not upgrade that in the slightest either, thus making Warfield's ship more durable than a standard battlecruiser but with less firepower. Dunno if that's actually intended or not.
Also, is the Purifier supposed to be able to move while it's using Planet Cracker? I understand it's supposed to be used in conjunction with another Mothership using Vortex, but considering how long it takes to charge up, I figured it'd be appropriate if it could move.
Regarding the bone wasps, it wouldn't be too broken. Any large fleet or army would overrun the base anyways - this would give a greater defense against smaller attacks, which I feel Zerg don't have as well as Terrans/Protoss (superior scanning abilities like Sensor Towers and Observers for one). However, if it is something that's permanent, the ability should probably cost 125 or 150, so that it can only really be spammed with lots of queens, which most people aren't going to get that many. Could prove to be a new strategy with the Zerg (I am familiar of the Queen spam strategy right off the bat; this would make it more viable).
@rickmary: Go What do you mean by "dont exist"? If they aren't visible in the map, believe me they are still there.
@Muspelli: Go To me it sounds too much like Swarm Infestation ability suggested by Nolanstar, I wouldn't add both.
@ARMofORION: Go Thanks man, I'll fix those errors.
@Vultorask: Go The Planet Cracker was based on the campaign version used by this Purifier, that's why I didn't allow it to move. I'm still balancing it I don't know if its a good idea to allow movement right now. And it's not suppsoed to be used with another Mothership because in theory you only have 1 mothership at a time.
for protoss, i think you should make it colossus or reaver, not reaver or immortal, since colossus and reaver have very similar roles, while the immortal's role is very different. also, for firebats, i think you should replace the current upgrade with juggernaut plating, to make them more of a tank , though maybe nerf their base armor to 1 and have the upgrade give only 1 armor, since i don't think they should have more armor than an ultralisk.
They arent visible through actors, nor vissible through mini-map. They vanished after an error.
@morgoth780: Go People have suggested to make Reavers' option vs Colossi, but can Reavers compete with Colossi mobility? Also Colossi are more expensive, to make Reavers an option I think I'd have to change the Reaver's cost and stats. I fear this change could cause a series of consequences and those must be planned before doing such a change.
If I'd have no nerf them in order to add an armor upgrade, why add the armor upgrade? And why should Firebats have an armor upgrade when Marauders don't? They use the same fekkin' armor with different weapons. I think Incinerator Gauntlets are good for the Firebat's role to fight light melee units, but your opinion is important, I haven't had enough feedback about the Firebat so I can't really make any changes to this unit.
@rickmary: Go Ok, have you tried anything? Can you place new cannons in the map? I'll have to check that later I'm not using my PC right now.
@SoulFilcher: Go
No I cant, the entire unit seems non-existant, I havent checked the data yet though.
Swarm infestation was a blizzard ability in alpha
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.
@SoulFilcher: Go
The version of the reaver you have in the expanded mod is considerably different from SC1. It does little splash and serves better versus bringing down large targets now over smaller targets. I had a base razed by 6 reavers in under a minute. So reavers would be great against Thor, Marauders even, Ultralisks, everything the Immortal was good against. It's actually better than the Immortal versus these units, but it sacrifices durability and mobility for it. So I agree with its current position as the alternative to the Immortal.
The Firebat is an iffy unit. Great against Zealot swarm, great against Zergling swarm.... that's about it. It won't hit a baneling before it gets close enough to explode, and it can't do crap to an Ultralisk. With the addition of the Battlemode Hellion coming in, the Firebat will essentially be obsoleted. If you get Firebats and the enemy Terran force gets Marauders, you're screwed. Stalkers/Dragoons, you're screwed. It eliminates your ability to take care of armored units right off the bat, making it such that you pretty much specialize against light. It can work, especially in team situations, but it's not very likely. The issue is that it's short-ranged and usually dies before it's able to fulfill its purpose. A zealot is more durable than a firebat. An armor upgrade does seem more suitable for the firebat as opposed to a damage upgrade. I don't know if the Firebat should stay or not honestly. I always get Marauders every time, and it usually does better. Trying to do Terran infantry ball without Marauders is pretty much impossible.
@SoulFilcher: Go
the point of the firebat armor changes is to make them more tanky, while you use other units such as marines are siege tanks to deal the actual damage. maybe you could have incinerator gauntlets also increase their range? that way they'd be better vs things other than lings and zealots
also, where can i find downloads for those files i need to update? i know where to get left 2 die, but what about the terran, zerg, and protoss assets?
@rickmary: Go Ok, when I get back to my computer I'll check that (probably on Sunday).
@Vultorask: Go Poor Firebat, will be replaced by a lame Transformers unit. and the wrost is the Battle Hellion may as well be a lame and weak unit. I guess I'll increase the base range/area of the flamethrower and make the upgrade add damage vs light just like the Hellion's upgrade.
@morgoth780: Go You can download them from the editor too. Just search Battlenet for the file names and you will find them.
@SoulFilcher: Go
i find them in the editor when i search for them, but it sitll says it can't find the files.
@morgoth780: Go open them and save them to your mod folder, that *should* solve it.
Any update on why I dont have any New Folsom Cannons? I'll try re-adding the dependancies. real quick
@rickmary: Go I haven't found a solution. It works just fine in my own maps.
The problem appears to be related to the Zerg Assets, since they refuses to save properly. Giving this error:
[8/14/2012 11:28:05 AM] USER: [ ce 2] CActorUnit[NewFolsomTurret] Cannot create a CActorUnit outside of an underlying CUnit's CActorScope. Try creating the actor inside of a live unit's CActorScope or create a CActorModel instead. Edit: the error appeared when I was saving the mod to overwrite an empty sc2mod.
Edit2: Apparently something is wrong, because the mod files arent working right, the modded units are nowhere to be found.