I can honestly say I didn't get any lag from the harvester.
The thing that bugged me was the lack of a protoss-like power grid when I was placing buildings..... I would assume that is somewhere in the settings of the power buildings themselves?
EDIT: Also, whatever validators you did for the vespian geyser? You need to do it for the proccessing plant also, as the auto harvester still tries to harvest from it.
Currently, for structures, I'm thinking that you start off with the Town Hall, Extractor, Security Node, Upgrade Structure, Turret, Supply Structure, and Auto-Harvester in the simple structures menu.
Then move the Starport to the higher tier menu, and we need some sort of factory to unlock the ground hybrids, and possibly build the hauler right from there? Then the Starport builds the repair flyer, and allows you to unlock the hybrid fliers.
And that leaves us with the Armory and Reactor core equivelents to decide on, and thus allow T3 units.
I, personnally, would like if we combined them into one structure that you build, and then research the 'blueprints' for the T3 units and then it allows the workers to build them. (The would probably be under the higher-tier build menu, or a third menu option?)
The auto harvester reached over and plucked blue minerals out of my extractor. It took away from the amount of vespian in the guyser, but didn't give any gas or minerals.
Also, why are the minerals clear? Was there something I missed regarding this? Was it just a test for something?
And if anyone want<sub> I would be willing to trey to add my placeholder units and tech tree ideas.....</sub>
The crazyhorse/drillbot seems to have a problem in that its attack doesn't seem to do any damage.
Also, a slight error that might only bug me, the auto-harvester was labeled under the terran units, instead of robot like the others.
I was also wondering if we should just go ahead and put placeholders in for planned units and structures, as to give an easier point of referance for what needs finishing...
My only complaint, looking at the map, is how 'jerky' it looks when the crane reaches down and then comes back up. But I have no idea if it can be helped...
And I don't want to try transferring, sorry. Last time I did that was with a traceline and nothing I did would make it work afterwards.
In that event, having them retract to the buildings they origonated from would be better.
What happens to its cables when a building is destroyed? Do they vanish? Or retract to the other building they hook too? (Not on my comp with SC2 right now, sorry.)
Near as I can tell from your system, all it needs is the death effect and we're good to go with it.
I really like the way it looks and works. All I can say is that I would like to have our power range extended more than the protoss have, as our system is a bit more limiting.
I can honestly say I didn't get any lag from the harvester.
The thing that bugged me was the lack of a protoss-like power grid when I was placing buildings..... I would assume that is somewhere in the settings of the power buildings themselves?
EDIT: Also, whatever validators you did for the vespian geyser? You need to do it for the proccessing plant also, as the auto harvester still tries to harvest from it.
Alright, looking good.
Currently, for structures, I'm thinking that you start off with the Town Hall, Extractor, Security Node, Upgrade Structure, Turret, Supply Structure, and Auto-Harvester in the simple structures menu.
Then move the Starport to the higher tier menu, and we need some sort of factory to unlock the ground hybrids, and possibly build the hauler right from there? Then the Starport builds the repair flyer, and allows you to unlock the hybrid fliers.
And that leaves us with the Armory and Reactor core equivelents to decide on, and thus allow T3 units.
I, personnally, would like if we combined them into one structure that you build, and then research the 'blueprints' for the T3 units and then it allows the workers to build them. (The would probably be under the higher-tier build menu, or a third menu option?)
Well, I play on the lowest possible settings.... so not sure....
Maybe they diid some sort of update? *shrug*
This is what I mean by clear minerals....
Just tried it, and noticed a very sudden problem.
The auto harvester reached over and plucked blue minerals out of my extractor. It took away from the amount of vespian in the guyser, but didn't give any gas or minerals.
Also, why are the minerals clear? Was there something I missed regarding this? Was it just a test for something?
And if anyone want<sub> I would be willing to trey to add my placeholder units and tech tree ideas.....</sub>
The crazyhorse/drillbot seems to have a problem in that its attack doesn't seem to do any damage.
Also, a slight error that might only bug me, the auto-harvester was labeled under the terran units, instead of robot like the others.
I was also wondering if we should just go ahead and put placeholders in for planned units and structures, as to give an easier point of referance for what needs finishing...
It also works really fast.
Looks like it could clear an expansion much faster than an equal-cost group of workers, but I guess that can be fine-tuned later.
My only complaint, looking at the map, is how 'jerky' it looks when the crane reaches down and then comes back up. But I have no idea if it can be helped...
And I don't want to try transferring, sorry. Last time I did that was with a traceline and nothing I did would make it work afterwards.
I can't even describe how cool that looks.
Yeah, that and the automated extractor should require power, but the normal extractor shouldn't imo.
I'm pretty sure the stats are placeholders until we are ready for alpha testing... lol...
In that event, having them retract to the buildings they origonated from would be better.
What happens to its cables when a building is destroyed? Do they vanish? Or retract to the other building they hook too? (Not on my comp with SC2 right now, sorry.)
Could you make them explode maybe? Just as an alternative idea to see which is better?
Near as I can tell from your system, all it needs is the death effect and we're good to go with it.
I really like the way it looks and works. All I can say is that I would like to have our power range extended more than the protoss have, as our system is a bit more limiting.
But the thing is that not only do the cables present less lag, they seem more robotic.
Look at terminator or the matrix. Those machines have cables everywhere.
I really prefer cables over beams, as cables seem more robot-like.