@rickmary: Go This is weird because the New Folsom doesnt use anything from the race assets. Did you try to redownload the race assets then open the data mod?
@rickmary: Go Can you review your steps so we can try to find a solution? If the mod doesn't add any units there's probably a dependency issue or a misplaced mod file. If you download all the 4 mod files to your Mods folder then add SC_Expanded.SC2Mod as the first dependency in your map's list I can't see a reason to experience the problems you have.
I downloaded all 4 mods (SC Expanded, and all 3 race assets). And Left 2 Die modfiles since it couldnt find them when I tried using them thru battle.net.
But now none of the custom units appear.
@rickmary: Go I mean you must add the mod for both local and battlenet to avoid problems. If you're already doing so I can't really tell why it isn't working. This is so frustrating. My EU publisher has problems all the time and people trying to use the mod on NA also have problems, and it's always a different problem so previous solutions wont work.
Also, good news. I am making the FIRST map for people to have a little more time to figure it out. I am currently creating: SC Expanded: Novice Blistering Sands.
Alright, now we have publishing issues. Since now the editor is upset about there being both a local, and a battle.net version of each dependancy, also the battle.net version of SC Expanded doesnt do anything whilst the local version does, this causes problems.
@rickmary: Go Please explain the problem. Now you can access the mod contents, change what you want and save it. But what then? The changes wont show up when you publish the map? How come this system was supposed to make things EASIER but it only gives us headaches?
I think you should post in Blizzard's forums asking for a solution.
You told me to import both local and Battle.net dependancies, resulting in two of every SC Expanded Dependancy, now the editor wont allow publishing due to the fact that there are duplicates. When I removed the local versions from dependancies, without derping the custom units, the editor still claimed there were duplicates.
@rickmary: Go No, that's not how it's done. Add the battlenet one, change the tab to local file, add the local version. Now that dependency will have both a battlenet and a local file to use. Remove the duplicated one.
I figured it out now, Thanks. Ruins of Tarsonis is uploaded. However I am still working wtih Blistering Sands to add "Hints" to the map, that tell players the basics.
@rickmary: Go This is weird because the New Folsom doesnt use anything from the race assets. Did you try to redownload the race assets then open the data mod?
I have a present for your zerg hybrid slaves faction,Hybrid Zerglings !
@DEFILERRULEZ: Go Sorry, I know that model, and those textures are far from good.
Well, now the dependancies arent working properly at all, they dont add any units.
@rickmary: Go Can you review your steps so we can try to find a solution? If the mod doesn't add any units there's probably a dependency issue or a misplaced mod file. If you download all the 4 mod files to your Mods folder then add SC_Expanded.SC2Mod as the first dependency in your map's list I can't see a reason to experience the problems you have.
I downloaded all 4 mods (SC Expanded, and all 3 race assets). And Left 2 Die modfiles since it couldnt find them when I tried using them thru battle.net. But now none of the custom units appear.
@rickmary: Go Ok, in the map's dependencies is the mod listed for both battlenet and local file fields?
@SoulFilcher: Go
Define "Listed" If you mean they show up, then yes. If you mean im using them, then only from local.
@rickmary: Go I mean you must add the mod for both local and battlenet to avoid problems. If you're already doing so I can't really tell why it isn't working. This is so frustrating. My EU publisher has problems all the time and people trying to use the mod on NA also have problems, and it's always a different problem so previous solutions wont work.
Alright I am just about ready to update. Where can I get the SC Expanded banner that you use on the maps you uploaded?
@rickmary: Go Great, you can find it in the assets/textures/ folder, the file name is Sc_Expanded_mapicon.dds or something like that.
@SoulFilcher: Go
Also, good news. I am making the FIRST map for people to have a little more time to figure it out. I am currently creating: SC Expanded: Novice Blistering Sands.
@rickmary: Go This is great, some players complain that its hard to learn the new mechanics, maybe some type of tutorial map can be a good thing.
Alright, now we have publishing issues. Since now the editor is upset about there being both a local, and a battle.net version of each dependancy, also the battle.net version of SC Expanded doesnt do anything whilst the local version does, this causes problems.
@rickmary: Go Please explain the problem. Now you can access the mod contents, change what you want and save it. But what then? The changes wont show up when you publish the map? How come this system was supposed to make things EASIER but it only gives us headaches?
I think you should post in Blizzard's forums asking for a solution.
You told me to import both local and Battle.net dependancies, resulting in two of every SC Expanded Dependancy, now the editor wont allow publishing due to the fact that there are duplicates. When I removed the local versions from dependancies, without derping the custom units, the editor still claimed there were duplicates.
@rickmary: Go No, that's not how it's done. Add the battlenet one, change the tab to local file, add the local version. Now that dependency will have both a battlenet and a local file to use. Remove the duplicated one.
@SoulFilcher: Go
I figured it out now, Thanks. Ruins of Tarsonis is uploaded. However I am still working wtih Blistering Sands to add "Hints" to the map, that tell players the basics.
@rickmary: Go I found your map but it doesn't use the map icon.
That's odd, I also came across a bug. The map decided that it now wants to auto-start when lobby is full. That can be annoying.