Wow, This is an epic concept, and if i was not away from my home computer, I would have difficulty not getting on and trying it out right now. I think that the ability to save a build is an excellent idea, but is it one per race, or one total? I thought initially that it would be too easy to buff a single unit significantly, however that is clearly not intended to be the case. The manual adjustment of the point values seems like it is impossible to balance correctly, however blizzard does the same AFAIK. (and so many people complain about that too) I had thought of a similar (probably infeasible idea) where the tech trees and unit balance would be totally randomized each game, hence making any known builds completely useless, due to the fresh setup each game. I think it may be possible here, unless the upgrades make it impossible to buff certain cheese drastically. (remove the whole zerg tech tree other than what is required for zerglings, and buff those units used for it as much as possible) but I expect that that is accounted for simply by the limits to the upgrades for any particular unit.
Currently I'm experiencing difficulty with my bank system, an update will be coming soon to fix this, as well as more bugs that I discovered (mostly with terran)
Well I feel stupid, it's my first time using banks and apparently I forgot to put the "Save Bank" action in there, no wonder my banks weren't saving.
Next update this will be fixed, sorry about that folks.
Sounds like an issue with the Thor's immortality protocol, assuming any of the pieces of that are enabled, especially if the attack you were using deals more than 9 damage.
I know, that's why I took the behavior off until I have more time to thoroughly test it, I'm a little too preoccupied at the moment. But I still want the mod to at least be playable, there's already tons of other content that needs testing and some things are just tacked on and unnecessary.
So they could die but not from those things? Well regardless the behavior which was causing it is gone now, it might come back later when I get around to the thor again.
Also I would still like to see the replay, it could help me find some bugs I may have overlooked.
I am having trouble getting the void ray's purification beam to work in solo (no enemy, no computer, so if it is a passive-non-displayed auto-attack, it makes sense)
Also, quite a few of the tooltips are missing/incorrect for tech selection.
if your refering to the "faction upgrade" void ray alternate attack, it's basically a more exaggerated version of the prismatic beam.
What it does it instead of gaining strength after 3 seconds, it gains strength after like 10 seconds (a decade I know)
However after it reaches max charge it's damage skyrockets tremendously, however the charge can return back down to level 1 almost instantly as well, making it effective as a stationary death machine, though it's effectiveness would probably be near impossible to utilize if the enemy simply kills it before it can charge. (it's on my list of soon to be replaced)
However I shall look into the purifier beam to see if there is anything faulty (including the tooltips)
@Frunck: Go
I'll see what I can do as soon as I get the mod well polished enough.
Wow, This is an epic concept, and if i was not away from my home computer, I would have difficulty not getting on and trying it out right now. I think that the ability to save a build is an excellent idea, but is it one per race, or one total? I thought initially that it would be too easy to buff a single unit significantly, however that is clearly not intended to be the case. The manual adjustment of the point values seems like it is impossible to balance correctly, however blizzard does the same AFAIK. (and so many people complain about that too) I had thought of a similar (probably infeasible idea) where the tech trees and unit balance would be totally randomized each game, hence making any known builds completely useless, due to the fresh setup each game. I think it may be possible here, unless the upgrades make it impossible to buff certain cheese drastically. (remove the whole zerg tech tree other than what is required for zerglings, and buff those units used for it as much as possible) but I expect that that is accounted for simply by the limits to the upgrades for any particular unit.
Currently I'm experiencing difficulty with my bank system, an update will be coming soon to fix this, as well as more bugs that I discovered (mostly with terran)
Well I feel stupid, it's my first time using banks and apparently I forgot to put the "Save Bank" action in there, no wonder my banks weren't saving.
Next update this will be fixed, sorry about that folks.
Thors are invincible, they get stuck at 9 hp :(
@Frunck: Go
I'll look into it immediately.
Edit: Ok I released a new update that should remove that bug with the thor's as well as clear up some of the UI errors.
I can provide a replay incase you need one.
Sounds like an issue with the Thor's immortality protocol, assuming any of the pieces of that are enabled, especially if the attack you were using deals more than 9 damage.
@Ranakastrasz: Go
Yeah, I disabled it until I have more time to thoroughly test it.
@Zackreaver: Go
No, I mean I think that the reason the Thors are immortal is a result of the immortality protocol damage response behavior.
@Ranakastrasz: Go
I know, that's why I took the behavior off until I have more time to thoroughly test it, I'm a little too preoccupied at the moment. But I still want the mod to at least be playable, there's already tons of other content that needs testing and some things are just tacked on and unnecessary.
The units which couldn't kill them were void rays, carriers and scouts if it helps.
Looks good, keep up the good work :D Will try to play it when I get a chance.
@Frunck: Go
So they could die but not from those things? Well regardless the behavior which was causing it is gone now, it might come back later when I get around to the thor again.
Also I would still like to see the replay, it could help me find some bugs I may have overlooked.
@Zackreaver: Go
http://www.2shared.com/file/aeXbnvlt/Scrap_Station_Faction_Mode.html
@Frunck: Go
Thor invulnerability fixed, they can now die properly, planning on replacing immortality protocol with something else, suggestions are open.
For that matter, suggestions for any unit belonging to terran are completely open.
I am having trouble getting the void ray's purification beam to work in solo (no enemy, no computer, so if it is a passive-non-displayed auto-attack, it makes sense)
Also, quite a few of the tooltips are missing/incorrect for tech selection.
@Ranakastrasz: Go Purifier beam doesn't work for me either.
@Frunck: Go
if your refering to the "faction upgrade" void ray alternate attack, it's basically a more exaggerated version of the prismatic beam. What it does it instead of gaining strength after 3 seconds, it gains strength after like 10 seconds (a decade I know) However after it reaches max charge it's damage skyrockets tremendously, however the charge can return back down to level 1 almost instantly as well, making it effective as a stationary death machine, though it's effectiveness would probably be near impossible to utilize if the enemy simply kills it before it can charge. (it's on my list of soon to be replaced)
However I shall look into the purifier beam to see if there is anything faulty (including the tooltips)
@Zackreaver: Go
When I used the ability to change beams, the void ray wasn't able to attack anymore until I switched back to original beam.
@Frunck: Go
This is the behavior I am experiencing.