I've been doing some refining of the concept for the "Crusade" ability for Zealot, It is an ability with a 6 second cooldown(can be set to auto-cast) that when activated gives the Zealot 15 shield armor boost that decays over the course of 5 seconds, give one second of normal damage. This would cause the Zealot to lose 3 shield armor per second.
If anyone has any ideas to help polish this into something nicer, please help.
Ok, I'm going to update the mod this weekend. I have the Carrier optional upgrade in place and I'm going to fix and balance a few things. So protoss have 4 options right now. So we need to work on zerg.
Zerg has only a few units with specific upgrades. Zerglings, Overlords, Banelings, Roaches, Hydras, Infestors and Ultras. Banelings and Infestors are optional so they're out. The Hydra speed upgrade will be avaiable in HoTS so it lost it's optional status and can be upgraded as standard tech now. One of the zerg options is already for roaches and the other for Ultras. So the upgrades should go to Zerglings, Overlords or Hydras. This is bad because there aren't many options for air units.
On the contrary, one of those should go to Mutalisks (this upgrade wouldn't be available until you get Greater Spire). They're an amazing raid unit, yes, but the Zerg need the Mutalisk as a good aerial combat unit for its light armored air unit, and it's... alrightish. So I'mma toss some ideas around.
Double bouncing glaive - two bouncing glaives shoot off from each initial attack instead of one. Might be too strong, though it would matter little to heavily-armored units.
Enrage - gives an ability that causes the Mutalisk to have increased attack and movement speed for a short period of time. However, it takes 50% increased damage during this time.
Focused shot - Turns Mutalisk's standard glaive attack into a focused shot that doesn't bounce, dealing more damage to a single target. I... have no idea really.
Rapid Regeneration - Copying the reapers by doubling the mutalisks' standard health regeneration. *shot*
A tech option for the zergling isn't completely necessary seeing as there's one for the roach already. For Overlord... oh dear god, shoot me for this idea. This is just for kicks and giggles cause it's stupidly overpowered, but the ability to unload units.... that are stored into the Nydus Canal. Okay, seriously thinking, probably an upgrade that increases its storage capacity to carrying 10 or 12 slots. Other upgrades might be lingering presence - wherever the Overlord goes, the amount of time before fog-of-war covers the area is increased (no idea if that's possible).
Possible Overseer upgrades might be....... I have no idea really, lol. That's all I got on my end for now.
@Vultorask: Go But Mutas don't have a specific upgrade, so I can't actually add an option, like I did for all the others. For the Overlord the Ventral Sacs upgrade is there to allow them to carry units, it doesn't make sense adding an option to increase capacity (how could it be an option to the ability to carry units itself?) But you mentioned that "lingering presence" and it gave me the idea to make Optical Parasite an option to Changelings. Right now it sucks as an ability for Chokers, but it would make a lot more sense if it was used by Overseers.
No gameplay feedback (except how awesome this mod is), but where can I get the updated version as an EU player? All versions I found have a major bug with Zerg, in that the command card button to morph larvae to overlords isn't there, making them unplayable against anything except very easy AI. It is completely nonexistant in the editor even, not just a messed up prerequisite or something.
Versions I tried were the maps uploaded to the (EU) arcade, the mod download from this site, and the bnet download from within the SC2 editor. The latter lists as version 1.0, published 2.6.2012 by TheBoo.
@Photoloss: Go That's weird. I'll try to PM the EU publisher about it. We had several issues wit the EU version but I believe they're solved after 1.5. The download from Mapster is indeed older than NA or EU.
But the EU version was supposed to be published after 1.5 so 2.6.2012 means it wasn't.
Bile Duct upgrade will now give +4 damage vs light units. Inertial Barrier option added for Carriers (+2 shield amror). Corsairs replaced Scouts as the Phoenix option. Ocular Parasite option added for Overseers. Dragoon's speed reduced, damage vs. armored increased. Tauren cost raised, life raised. Rebel cost reduced.
so now that i finally have time update big game hunters, i decided to look through previous posts you made helping other people.
You said to save the dependency and add it to your local files, as well as loading the battlenet dependencies. How exactly do you save the dependency?
@morgoth780: Go Search for the mod files. You can find them in the Open File menu, Battlenet tab, by search for a word in the file name (expanded for my mods). Then open the files and save them to your mod folder with the same name they had. Now you can add the mod as a local file as well, but not as a new dependency. Check the attacjed image to see how it should be. There you can see the same dependency has both a battlenet file and a local file listed. This way you avoid several bugs that may happen when working with custom mod files.
i added left 2 die and the protoss, terran, and zerg assets as battle net dependencies as well as local files, but when i did the mod file creation for sc expanded, it said it couldn't find the assets, so it doesn't have a local file; should i have made one anyways?
also, the supply depot has lost all of its tech choices, possibly for this reason. (the submenu buttons aren't even there)
where do you get the map preview picture for the arcade?
@morgoth780: Go The map icon is in Assets/Textures when you add the mod, just search for expanded and you will find it.
By your description it seems you did something wrong. Does you dependency list look like the image I attached in my last post? You only need to add the main mod to your map, even though you need to download all mods (including left 2 die) so the editor wont spam messages for all the missing files.
EDIT: The EU publisher isn't around, so I can't say I will be able to update the EU version.
@morgoth780: Go There isn't much I can do. Have you tested the map through the editor? Does it happen in game? Can you find the custom files when edtiting data? (like the new custom icons when trying to change a button).
so i tested the map and everything is there, even though it doesn't show up in the editor...
published it though, just search SC Expanded Big Game Hunters.
I'm planning to add the Tempest to the mod, any suggestions? My idea was to make it an option to the Carrier. To keep the 4 choices limit I'd take away one of the current choices, most probably Dragoon/Stalker as I wanted to give Dragoons to khalai tribes and Stalkers to nerazim tribes.
Is there an open download location where I can get the mod without a NA SC2 license? Can you update the file here on SC2Mapster?
I'll stop asking after this, I'm mainly irritated that large companies feel the need to implement a region lock. It's understandable that private producers can't constantly maintain several mirrors all over the world.
I obviously can't talk about the latest version, but how should terran stop protoss Scouts? They own vikings and BCs, and with tempests the protoss can force engagements on his terms. Then again marine+medic should probably kill off the protoss before he can get tempests, just like 99% of the campaign...
@Photoloss: Go I think I'll update the mapster version. There's no way to know when I'll get the EU version updated.
Scouts are out right now as the Corsair replaced it as the option to Phoenixes, it makes much more sense as both are anti-air only with an ability that targets ground units. The Scout will come back when we define a new place for it. The version I'm going to update has Tempests unlocked by default, so it can be tested, tweaked and then fix the selection for it.
I haven't gotten a chance to try it, but I came up with yet another variant on the shield buff idea for Zealot as an alternative to charge, in this variant, When the Zealot detects a target(Like with charge) He buffs his shield armor to something like 20, negating large ammounts of damage.
Another ability idea for Zealot I came up with, is when the zealot chooses a target, that target and any enemy units in a small radius around the target, recieve an attackspeed decrease, letting zealots get closer due to enemies having lower DPS.
@SoulFilcher: Go
I've been doing some refining of the concept for the "Crusade" ability for Zealot, It is an ability with a 6 second cooldown(can be set to auto-cast) that when activated gives the Zealot 15 shield armor boost that decays over the course of 5 seconds, give one second of normal damage. This would cause the Zealot to lose 3 shield armor per second.
If anyone has any ideas to help polish this into something nicer, please help.
Ok, I'm going to update the mod this weekend. I have the Carrier optional upgrade in place and I'm going to fix and balance a few things. So protoss have 4 options right now. So we need to work on zerg.
Zerg has only a few units with specific upgrades. Zerglings, Overlords, Banelings, Roaches, Hydras, Infestors and Ultras. Banelings and Infestors are optional so they're out. The Hydra speed upgrade will be avaiable in HoTS so it lost it's optional status and can be upgraded as standard tech now. One of the zerg options is already for roaches and the other for Ultras. So the upgrades should go to Zerglings, Overlords or Hydras. This is bad because there aren't many options for air units.
On the contrary, one of those should go to Mutalisks (this upgrade wouldn't be available until you get Greater Spire). They're an amazing raid unit, yes, but the Zerg need the Mutalisk as a good aerial combat unit for its light armored air unit, and it's... alrightish. So I'mma toss some ideas around.
Double bouncing glaive - two bouncing glaives shoot off from each initial attack instead of one. Might be too strong, though it would matter little to heavily-armored units.
Enrage - gives an ability that causes the Mutalisk to have increased attack and movement speed for a short period of time. However, it takes 50% increased damage during this time.
Focused shot - Turns Mutalisk's standard glaive attack into a focused shot that doesn't bounce, dealing more damage to a single target. I... have no idea really.
Rapid Regeneration - Copying the reapers by doubling the mutalisks' standard health regeneration. *shot*
A tech option for the zergling isn't completely necessary seeing as there's one for the roach already. For Overlord... oh dear god, shoot me for this idea. This is just for kicks and giggles cause it's stupidly overpowered, but the ability to unload units.... that are stored into the Nydus Canal. Okay, seriously thinking, probably an upgrade that increases its storage capacity to carrying 10 or 12 slots. Other upgrades might be lingering presence - wherever the Overlord goes, the amount of time before fog-of-war covers the area is increased (no idea if that's possible).
Possible Overseer upgrades might be....... I have no idea really, lol. That's all I got on my end for now.
@Vultorask: Go But Mutas don't have a specific upgrade, so I can't actually add an option, like I did for all the others. For the Overlord the Ventral Sacs upgrade is there to allow them to carry units, it doesn't make sense adding an option to increase capacity (how could it be an option to the ability to carry units itself?) But you mentioned that "lingering presence" and it gave me the idea to make Optical Parasite an option to Changelings. Right now it sucks as an ability for Chokers, but it would make a lot more sense if it was used by Overseers.
No gameplay feedback (except how awesome this mod is), but where can I get the updated version as an EU player? All versions I found have a major bug with Zerg, in that the command card button to morph larvae to overlords isn't there, making them unplayable against anything except very easy AI. It is completely nonexistant in the editor even, not just a messed up prerequisite or something.
Versions I tried were the maps uploaded to the (EU) arcade, the mod download from this site, and the bnet download from within the SC2 editor. The latter lists as version 1.0, published 2.6.2012 by TheBoo.
@Photoloss: Go That's weird. I'll try to PM the EU publisher about it. We had several issues wit the EU version but I believe they're solved after 1.5. The download from Mapster is indeed older than NA or EU.
But the EU version was supposed to be published after 1.5 so 2.6.2012 means it wasn't.
I just updated the mod and maps on NA.
Bile Duct upgrade will now give +4 damage vs light units. Inertial Barrier option added for Carriers (+2 shield amror). Corsairs replaced Scouts as the Phoenix option. Ocular Parasite option added for Overseers. Dragoon's speed reduced, damage vs. armored increased. Tauren cost raised, life raised. Rebel cost reduced.
@SoulFilcher: Go
so now that i finally have time update big game hunters, i decided to look through previous posts you made helping other people. You said to save the dependency and add it to your local files, as well as loading the battlenet dependencies. How exactly do you save the dependency?
@morgoth780: Go Search for the mod files. You can find them in the Open File menu, Battlenet tab, by search for a word in the file name (expanded for my mods). Then open the files and save them to your mod folder with the same name they had. Now you can add the mod as a local file as well, but not as a new dependency. Check the attacjed image to see how it should be. There you can see the same dependency has both a battlenet file and a local file listed. This way you avoid several bugs that may happen when working with custom mod files.
@SoulFilcher: Go
i added left 2 die and the protoss, terran, and zerg assets as battle net dependencies as well as local files, but when i did the mod file creation for sc expanded, it said it couldn't find the assets, so it doesn't have a local file; should i have made one anyways? also, the supply depot has lost all of its tech choices, possibly for this reason. (the submenu buttons aren't even there) where do you get the map preview picture for the arcade?
@morgoth780: Go The map icon is in Assets/Textures when you add the mod, just search for expanded and you will find it.
By your description it seems you did something wrong. Does you dependency list look like the image I attached in my last post? You only need to add the main mod to your map, even though you need to download all mods (including left 2 die) so the editor wont spam messages for all the missing files.
EDIT: The EU publisher isn't around, so I can't say I will be able to update the EU version.
@SoulFilcher: Go
I fixed the dependencies so they're the way they were in the picture, but the supply depot still doesn't have any of the tech options.
@morgoth780: Go There isn't much I can do. Have you tested the map through the editor? Does it happen in game? Can you find the custom files when edtiting data? (like the new custom icons when trying to change a button).
@SoulFilcher: Go
so i tested the map and everything is there, even though it doesn't show up in the editor... published it though, just search SC Expanded Big Game Hunters.
@morgoth780: Go Good, now whenever I update the mod you just need to update the battlenet dependency on your map and publish it again.
So, how's the Carrier doing now? Skytoss op? lol.
I'm planning to add the Tempest to the mod, any suggestions? My idea was to make it an option to the Carrier. To keep the 4 choices limit I'd take away one of the current choices, most probably Dragoon/Stalker as I wanted to give Dragoons to khalai tribes and Stalkers to nerazim tribes.
@SoulFilcher: Go
Is there an open download location where I can get the mod without a NA SC2 license? Can you update the file here on SC2Mapster?
I'll stop asking after this, I'm mainly irritated that large companies feel the need to implement a region lock. It's understandable that private producers can't constantly maintain several mirrors all over the world.
I obviously can't talk about the latest version, but how should terran stop protoss Scouts? They own vikings and BCs, and with tempests the protoss can force engagements on his terms. Then again marine+medic should probably kill off the protoss before he can get tempests, just like 99% of the campaign...
@Photoloss: Go I think I'll update the mapster version. There's no way to know when I'll get the EU version updated.
Scouts are out right now as the Corsair replaced it as the option to Phoenixes, it makes much more sense as both are anti-air only with an ability that targets ground units. The Scout will come back when we define a new place for it. The version I'm going to update has Tempests unlocked by default, so it can be tested, tweaked and then fix the selection for it.
I haven't gotten a chance to try it, but I came up with yet another variant on the shield buff idea for Zealot as an alternative to charge, in this variant, When the Zealot detects a target(Like with charge) He buffs his shield armor to something like 20, negating large ammounts of damage.
Another ability idea for Zealot I came up with, is when the zealot chooses a target, that target and any enemy units in a small radius around the target, recieve an attackspeed decrease, letting zealots get closer due to enemies having lower DPS.
The US verison I play STILL isn't updated.