Back after a prolonged hiatus to try and finish up the Zerg portion of this mod.
Here's what I haven't been able to figure out:
1) Thanks to JademusSreg, the creep tumors are no longer permanently active. However, they only show in the "exhausted" state while spawning their new creep tumor. Once the new tumor appears active, the old tumor also returns to looking active. I think it has something to do with the CreepTumorExhausted requirement, but I'm not sure.
2) I want to add an upgrade that just adds +8 damage versus armored to the main mutalisk shot. That's still not working.
3) Weird corner case with Baneling evolutions and Centrifugal Hooks. Hunters and Splitterlings don't roll when upgraded with Centrifugal Hooks IFF you morph them into Hunters/Splitterlings before Hooks is done. If you morph them into regular Banelings they roll once the upgrade is complete and also once morphed into Hunters/Splitterlings. If you morph Hunters/Splitterlings AFTER the upgrade is complete, these also roll.
4) Malignant creep is giving the tumors their bonuses, but isn't conveying the Attack Speed/Regen bonuses. Something with the validator, maybe? There was a weird validator that I fixed. This now works. Relevant: 3/3 Raptor Strain Zerglings with Adrenal Glands, Metabolic Boost, and Hardened Carapace that are on Malignant Creep are TERRIFYING.
1) Creep tumors are still using the campaign version. I tried resetting all the fields in the Creep Tumor unit and still no avail.
2) I tried creating my own unique effect for a Mutalisk upgrade that just adds +9 armored bonus damage to the Mutalisk Glave Damage (first hit), but it doesn't do anything.
3) Hunters and Splitterlings don't roll when upgraded with Centrifugal Hooks IFF you morph them into Hunters/Splitterlings before Hooks is done. If you morph them into regular Banelings they roll once the upgrade is complete and also once morphed into Hunters/Splitterlings. If you morph Hunters/Splitterlings AFTER the upgrade is complete, these also roll.
4) Malignant Creep is upgrading the creep tumor spread and build radius, but it's not granting the attack speed or HP regen bonuses
5) Larva aren't spawning the morphed Swarm Hosts/Ultralisks, but they do spawn the upgraded Roaches and Lings. Feels like a requirements issue, but I can't put a finger on it.
1) For the creep tumors, the mod only lets me edit the one from Swarm.SC2Campaign. How do you set them back to melee?
2) Did you change the "Roach Corpser Apply Behavior" effect to use the "Is Roach Corpser" Validator? That's why I did, and still no roachlings. Splitterlings work though.
A few more questions now that I'm working on the Zerg.
1) Creep Tumors aren't working properly when you spawn a new creep tumor. They build the tumor, and while the new tumor is burrowing, the old one is disabled. However, once the new tumor is burrowed, the old creep tumor can spawn another creep tumor. This leads to absolute creep insanity (think literal hundreds of active creep tumors) to the point where you literally have to nuke your way across the map to clear the creep tumors, kills FPS, etc.
2) The Corpser Strain roaches aren't spawning the roachlings when they kill a target.
3) I wanted to modify the Sundering Glave upgrade to only give the bonus armored damage on the first hit, but not disallow the bouncing effect. Instead, it still disables the bounce and the particle for the Glave Wurm is all screwy.
4) My Swarm Hosts can't seem to manually spawn Locusts without having the Swarm host Burrow upgrade researched.
5) Malignant Creep's life regen and attack speed bonuses don't appear to be working, but the creep tumors are. This is confusing.
6) Splitterling Banelings also aren't working. EDIT: They work, but not for the burrowed ones. I tried to add the "Is Splitterling Burrowed (Big)" Validator to the effect and that treated it like an AND condition instead of an OR one. How do you set the OR condition?
7) I'm having difficulty getting my evolutions to spawn. -=-For example, when I research Noxious Ultralisks, I still can only spawn regular Ultras. For some reason, Raptors and Hunter Banelings work, but none of the other ones do. All right, so really what my question is, is how do I change the Train Larva ability to supersede the previous ability when an upgrade is completed?
I'm sure I'll have more questions, but this'll do to start! Mod attached!
With some help from Necromoni, I was able to get a workaround for Shaped Blast. Similar to what I did with the Banshee, I replaced the Crucio Shock Cannon weapon and effects with the Arclite weapon and effects from the Merc unit. I suspect there's some kind of conflict between the SP and MP versions of the banshee/tank effects and they don't play nice together. So I simply used the Arclite and Screecher Missile weapons, toning down the damage to compensate.
In the future, if I decide to add the Mercs in, I'll just copy their weapons and rebuff them accordingly.
All right, so does anyone know how to get Shaped Blast working? Currently, once I research it, the Siege Tank can no longer fire on any target in Siege Mode, it gives me an error and says I must target an enemy.
I've tried a few things: Swapping the Effect on the Weapon Siege Tank - Crucio Shock Cannon from Crucio Shock Cannon Switch to Crucio Shock Cannon Set. That allowed me to fire while Sieged, but the damage was doubled and Shaped Blast still didn't work.
I've tried resetting all the Crucio-related weapons and effects. That did nothing.
I've tried removing the TargetRadiusSmall and TargetRadiusLarge validators from the Crucio effects. That did nothing.
While I'm at it, anyone know how to make the "duration bar" appear? My Emergency Thrusters upgrade isn't showing the gray bar under the unit's health bar when I boost my Medivacs.
It's not so much that I missed Snipe (it's fairly redundant with EMP against casters). It's that I was excited for the shadowguard to have something different and unique about it to set it apart from the Ghost and Spectre. Instead, I got a guy that looks like a Spectre and has the skillset of a Ghost minus the Snipe. Kind of a letdown. :S
EDIT: Also, you might check your tooltip on the Supply Depot option between Thors and Goliaths. I think there's a typo on the Goliath one.
I tested out the Banshee/Vikings/Thor ingame and they're not using the upgrades. I'm so close on these, but there are 6 upgrades that I haven't been able to figure out.
I have buttons on the command cards that satisfy the "Use X" requirement for all the units, and those all light up correctly, so the "Use X" requirement tied to the passive button think it's working. The research clears off the Tech Lab/Armory command cards as well.
1) Shockwave Missile Battery seems to set a validator called "Banshee Cluster Warheads Purchased" based on the Requirement "Banshee Cluster Warheads Researched". That validator enables an effect called "Banshee - Screecher Missiles (Create Carpet Bomb Persistent)" which in turn seems to add the effects "Screecher Missiles (Carpet Bomb Damage)" and "Screecher Missiles (Carpet Bomb Search Area)". My understanding is that those two effects are what apply the damage/pattern for the added AOE damage. However, my Banshees are still using normal Backlash rockets without the AOE even with this research requirement satisfied. I have no idea why this works, but based on some info I found online, changing the Banshee weapon to Screecher Missile fixed this. I don't see anything in the code that switches the Banshee weapon when you get that upgrade, but I could totally be wrong.
2) Ripwave Missiles sets a validator called "HALO Rockets Researched" which ties to an effect called "Viking - Halo Rockets (Damage)". On the search tab for this effect, I see a series of 3 radii with decaying fractions that use the validator, presumably so the missile does less damage farther from the center of the AOE. Still can't seem to get this to work. The Viking Rocket Damage effect was missing the search area information with the attached validator.
3) Researching Shaped Blast satisfies the "Use Shaped Blast" requirement, which enables the validator "Has Shaped Blast". This in theory changes the Siege Tank Shock Cannon from using the "Shock Cannon Blast" effect to using "Shock Cannon Friendly Target Damage" or "Shock Cannon Friendly Damage" on allied/neutral targets and "Shock Cannon Enemy Damage" on enemy targets. Currently, Shaped Blast is disabling the Siege Tank attack altogether, but the data structure seems identical to what I've seen in the campaign maps.
4) 330mm Barrage Cannon should be straightforward. The ability is enabled if "Use 330mm Barrage Cannon" requirement is satisfied. I have it set on the command card, over top of the 250mm barrage button. Yet for whatever reason, only the 250mm Strike Cannon button/effect shows up. Figured this out. Didn't have the button correctly mapped to the ability.
5) I have no idea how Immortality Protocol works. Somehow, the effect "Thor Dont Die" needs to be enabled, which is set by the Requirement "Mechanical Rebirth Complete." This one has me completely flummoxed. The effects/behaviors were missing from the Thor, probably a difference between the SP and MP versions.
6) Automated Refinery should also be straightforward. I have the "Refinery to Automated Refinery" ability set on the Refinery, enabled by satisfying the "Use Automated Refinery - Hide Refinery" requirement. This in theory should morph the refineries upon completion of the research. At the moment, I can build Automated Refineries once the upgrade is complete, but existing ones remain the way they are. I have a suspicion I'll need to build a custom ability to actually make them transform. The requirement for the Refinery Morph needed to be "Use Automated Refinery" not "Use Automated Refinery - Hide Refinery"
I'll upload the latest version of the mod if there's anything glaringly obvious I'm missing on these.
I've been making good progress, but ran into a couple of issues. There's two types of upgrades that I'm struggling to enable.
1) Upgrades that "replace" the weapon or significantly modify the weapon. For example, Shockwave Missile Battery or Ripwave Missiles. I also suspect that Shaped Blast isn't working either.
2) Upgrades that transform the unit. Immortality Protocol is the big one. The Immortality Protocol upgrade doesn't have any effects associated with it. Automated Refinery also seems to fall into the same bucket.
My biggest issue with the Shadowguard is that it's like "Wow, it's a Ghost without Snipe." The biggest reasons for playing Umojan IMO are the UltraVan upgrades, scan, and Shadowguards. Sprinkler system and anything else I missed are nice, but the high-tech/intelligence-gathering aspect is what I look for when I choose Umojan.
A couple suggestions (admittedly, I don't have the Tech Tree in front of me and I don't remember what all factions have what). Maybe give Shadowguards the perma-cloak upgrade? Fits with the high-tech/shadowy part of their lore. That might be too much for multiplayer balance, but it's a thought.
Recalling the short story "Collateral Damage" about a Shadowguard and the nano-spies she used, would it be possible to give them some kind of "reveal-on-hit" ability? Would that be valuable? You could mark a target and it could reveal them for a certain duration ala Revelation. That's less powerful, but it does make them more spy than assassin.
I think I was playing on an outdated version. It was on Shattered Temple. I played a different version of the game yesterday on Ohana and can give you that feedback.
The Umojan Vehicle/Ship plating upgrades don't work due to Blizzard combining the upgrades, so you miss out on Vanadium/Ultra-Capacitors.
Shadowguards felt like inferior versions of Ghosts. Was expecting more out of them.
Oh wow, haha. I didn't even think about doing that. Setting it to arcade fixed pretty much all the problems I was having, though now I get to debug all the new HotS abilities that aren't preloaded anymore! (much prefer that over stuff just not showing up)
Will setting it to Arcade have any impact on the standard AI?
0
Back after a prolonged hiatus to try and finish up the Zerg portion of this mod.
Here's what I haven't been able to figure out:
1) Thanks to JademusSreg, the creep tumors are no longer permanently active. However, they only show in the "exhausted" state while spawning their new creep tumor. Once the new tumor appears active, the old tumor also returns to looking active. I think it has something to do with the CreepTumorExhausted requirement, but I'm not sure.
2) I want to add an upgrade that just adds +8 damage versus armored to the main mutalisk shot. That's still not working.
3) Weird corner case with Baneling evolutions and Centrifugal Hooks. Hunters and Splitterlings don't roll when upgraded with Centrifugal Hooks IFF you morph them into Hunters/Splitterlings before Hooks is done. If you morph them into regular Banelings they roll once the upgrade is complete and also once morphed into Hunters/Splitterlings. If you morph Hunters/Splitterlings AFTER the upgrade is complete, these also roll.
4) Malignant creep is giving the tumors their bonuses, but isn't conveying the Attack Speed/Regen bonuses. Something with the validator, maybe?There was a weird validator that I fixed. This now works. Relevant: 3/3 Raptor Strain Zerglings with Adrenal Glands, Metabolic Boost, and Hardened Carapace that are on Malignant Creep are TERRIFYING.0
Current issues:
1) Creep tumors are still using the campaign version. I tried resetting all the fields in the Creep Tumor unit and still no avail.
2) I tried creating my own unique effect for a Mutalisk upgrade that just adds +9 armored bonus damage to the Mutalisk Glave Damage (first hit), but it doesn't do anything.
3) Hunters and Splitterlings don't roll when upgraded with Centrifugal Hooks IFF you morph them into Hunters/Splitterlings before Hooks is done. If you morph them into regular Banelings they roll once the upgrade is complete and also once morphed into Hunters/Splitterlings. If you morph Hunters/Splitterlings AFTER the upgrade is complete, these also roll.
4) Malignant Creep is upgrading the creep tumor spread and build radius, but it's not granting the attack speed or HP regen bonuses
5) Larva aren't spawning the morphed Swarm Hosts/Ultralisks, but they do spawn the upgraded Roaches and Lings. Feels like a requirements issue, but I can't put a finger on it.0
Updated Post #28 with current issues. Otherwise, things seem to be progressing nicely.
0
@SoulFilcher: Go
1) For the creep tumors, the mod only lets me edit the one from Swarm.SC2Campaign. How do you set them back to melee?
2) Did you change the "Roach Corpser Apply Behavior" effect to use the "Is Roach Corpser" Validator? That's why I did, and still no roachlings. Splitterlings work though.
0
A few more questions now that I'm working on the Zerg.
1) Creep Tumors aren't working properly when you spawn a new creep tumor. They build the tumor, and while the new tumor is burrowing, the old one is disabled. However, once the new tumor is burrowed, the old creep tumor can spawn another creep tumor. This leads to absolute creep insanity (think literal hundreds of active creep tumors) to the point where you literally have to nuke your way across the map to clear the creep tumors, kills FPS, etc.
2) The Corpser Strain roaches aren't spawning the roachlings when they kill a target.
3) I wanted to modify the Sundering Glave upgrade to only give the bonus armored damage on the first hit, but not disallow the bouncing effect. Instead, it still disables the bounce and the particle for the Glave Wurm is all screwy.
4) My Swarm Hosts can't seem to manually spawn Locusts without having the Swarm host Burrow upgrade researched.5) Malignant Creep's life regen and attack speed bonuses don't appear to be working, but the creep tumors are. This is confusing.
6) Splitterling Banelings also aren't working. EDIT: They work, but not for the burrowed ones. I tried to add the "Is Splitterling Burrowed (Big)" Validator to the effect and that treated it like an AND condition instead of an OR one. How do you set the OR condition?
7) I'm having difficulty getting my evolutions to spawn. -=-For example, when I research Noxious Ultralisks, I still can only spawn regular Ultras. For some reason, Raptors and Hunter Banelings work, but none of the other ones do.
All right, so really what my question is, is how do I change the Train Larva ability to supersede the previous ability when an upgrade is completed?I'm sure I'll have more questions, but this'll do to start! Mod attached!
0
With some help from Necromoni, I was able to get a workaround for Shaped Blast. Similar to what I did with the Banshee, I replaced the Crucio Shock Cannon weapon and effects with the Arclite weapon and effects from the Merc unit. I suspect there's some kind of conflict between the SP and MP versions of the banshee/tank effects and they don't play nice together. So I simply used the Arclite and Screecher Missile weapons, toning down the damage to compensate.
In the future, if I decide to add the Mercs in, I'll just copy their weapons and rebuff them accordingly.
0
@DrSuperEvil: Go
The Crucio Shock Cannon damage effects show me the following Search Filters: Required: Ground
Excluded: Self, Player, Ally, Neutral, Missile, Stasis, Dead, Hidden, Invulnerable. (For Enemy Damage) for Enemy Targets
Excluded: Self, Enemy, Missile, Stasis, Dead, Hidden, Invulnerable (For Friendly Damage) for Ally, Neutral and Player Targets.
Are you saying to remove the "Self" exclusion?
0
All right, so does anyone know how to get Shaped Blast working? Currently, once I research it, the Siege Tank can no longer fire on any target in Siege Mode, it gives me an error and says I must target an enemy.
I've tried a few things: Swapping the Effect on the Weapon Siege Tank - Crucio Shock Cannon from Crucio Shock Cannon Switch to Crucio Shock Cannon Set. That allowed me to fire while Sieged, but the damage was doubled and Shaped Blast still didn't work.
I've tried resetting all the Crucio-related weapons and effects. That did nothing.
I've tried removing the TargetRadiusSmall and TargetRadiusLarge validators from the Crucio effects. That did nothing.
Anyone know?
0
While I'm at it, anyone know how to make the "duration bar" appear? My Emergency Thrusters upgrade isn't showing the gray bar under the unit's health bar when I boost my Medivacs.
0
@SoulFilcher: Go
It's not so much that I missed Snipe (it's fairly redundant with EMP against casters). It's that I was excited for the shadowguard to have something different and unique about it to set it apart from the Ghost and Spectre. Instead, I got a guy that looks like a Spectre and has the skillset of a Ghost minus the Snipe. Kind of a letdown. :S
EDIT: Also, you might check your tooltip on the Supply Depot option between Thors and Goliaths. I think there's a typo on the Goliath one.
0
@SoulFilcher: Go
I tested out the Banshee/Vikings/Thor ingame and they're not using the upgrades. I'm so close on these, but there are 6 upgrades that I haven't been able to figure out.
I have buttons on the command cards that satisfy the "Use X" requirement for all the units, and those all light up correctly, so the "Use X" requirement tied to the passive button think it's working. The research clears off the Tech Lab/Armory command cards as well.
1)
Shockwave Missile Battery seems to set a validator called "Banshee Cluster Warheads Purchased" based on the Requirement "Banshee Cluster Warheads Researched". That validator enables an effect called "Banshee - Screecher Missiles (Create Carpet Bomb Persistent)" which in turn seems to add the effects "Screecher Missiles (Carpet Bomb Damage)" and "Screecher Missiles (Carpet Bomb Search Area)". My understanding is that those two effects are what apply the damage/pattern for the added AOE damage. However, my Banshees are still using normal Backlash rockets without the AOE even with this research requirement satisfied.I have no idea why this works, but based on some info I found online, changing the Banshee weapon to Screecher Missile fixed this. I don't see anything in the code that switches the Banshee weapon when you get that upgrade, but I could totally be wrong.2) Ripwave Missiles sets a validator called "HALO Rockets Researched" which ties to an effect called "Viking - Halo Rockets (Damage)". On the search tab for this effect, I see a series of 3 radii with decaying fractions that use the validator, presumably so the missile does less damage farther from the center of the AOE. Still can't seem to get this to work.The Viking Rocket Damage effect was missing the search area information with the attached validator.3) Researching Shaped Blast satisfies the "Use Shaped Blast" requirement, which enables the validator "Has Shaped Blast". This in theory changes the Siege Tank Shock Cannon from using the "Shock Cannon Blast" effect to using "Shock Cannon Friendly Target Damage" or "Shock Cannon Friendly Damage" on allied/neutral targets and "Shock Cannon Enemy Damage" on enemy targets. Currently, Shaped Blast is disabling the Siege Tank attack altogether, but the data structure seems identical to what I've seen in the campaign maps.
4) 330mm Barrage Cannon should be straightforward. The ability is enabled if "Use 330mm Barrage Cannon" requirement is satisfied. I have it set on the command card, over top of the 250mm barrage button. Yet for whatever reason, only the 250mm Strike Cannon button/effect shows up.Figured this out. Didn't have the button correctly mapped to the ability.5) I have no idea how Immortality Protocol works. Somehow, the effect "Thor Dont Die" needs to be enabled, which is set by the Requirement "Mechanical Rebirth Complete." This one has me completely flummoxed.The effects/behaviors were missing from the Thor, probably a difference between the SP and MP versions.6) Automated Refinery should also be straightforward. I have the "Refinery to Automated Refinery" ability set on the Refinery, enabled by satisfying the "Use Automated Refinery - Hide Refinery" requirement. This in theory should morph the refineries upon completion of the research. At the moment, I can build Automated Refineries once the upgrade is complete, but existing ones remain the way they are. I have a suspicion I'll need to build a custom ability to actually make them transform.The requirement for the Refinery Morph needed to be "Use Automated Refinery" not "Use Automated Refinery - Hide Refinery"I'll upload the latest version of the mod if there's anything glaringly obvious I'm missing on these.
0
@SoulFilcher: Go
Great!
I've been making good progress, but ran into a couple of issues. There's two types of upgrades that I'm struggling to enable.
1) Upgrades that "replace" the weapon or significantly modify the weapon. For example, Shockwave Missile Battery or Ripwave Missiles. I also suspect that Shaped Blast isn't working either.
2) Upgrades that transform the unit. Immortality Protocol is the big one. The Immortality Protocol upgrade doesn't have any effects associated with it. Automated Refinery also seems to fall into the same bucket.
0
@SoulFilcher: Go
My biggest issue with the Shadowguard is that it's like "Wow, it's a Ghost without Snipe." The biggest reasons for playing Umojan IMO are the UltraVan upgrades, scan, and Shadowguards. Sprinkler system and anything else I missed are nice, but the high-tech/intelligence-gathering aspect is what I look for when I choose Umojan.
A couple suggestions (admittedly, I don't have the Tech Tree in front of me and I don't remember what all factions have what). Maybe give Shadowguards the perma-cloak upgrade? Fits with the high-tech/shadowy part of their lore. That might be too much for multiplayer balance, but it's a thought.
Recalling the short story "Collateral Damage" about a Shadowguard and the nano-spies she used, would it be possible to give them some kind of "reveal-on-hit" ability? Would that be valuable? You could mark a target and it could reveal them for a certain duration ala Revelation. That's less powerful, but it does make them more spy than assassin.
0
@SoulFilcher: Go
I think I was playing on an outdated version. It was on Shattered Temple. I played a different version of the game yesterday on Ohana and can give you that feedback.
The Umojan Vehicle/Ship plating upgrades don't work due to Blizzard combining the upgrades, so you miss out on Vanadium/Ultra-Capacitors.
Shadowguards felt like inferior versions of Ghosts. Was expecting more out of them.
0
@SoulFilcher: Go
Oh wow, haha. I didn't even think about doing that. Setting it to arcade fixed pretty much all the problems I was having, though now I get to debug all the new HotS abilities that aren't preloaded anymore! (much prefer that over stuff just not showing up)
Will setting it to Arcade have any impact on the standard AI?