So, apparently when you give transport units (medivacs, warp prisms, etc.) veterancy, the info pane on what units are inside the transport is replaced with experience info and such.
Is there any way to keep the cargo info instead? I tried to "hide" the veterancy attribute, and while it no longer shows the experience info it STILL doesn't reinstate the cargo info. Thoughts? =/
I was *JUST* having this issue. You can use a trigger action to disable the relevant setting. It's "Melee - Enable/Disable Melee Option For Player", with settings (1, XP Gain Disabled, Disable). Looks like you'd have to run it for each player separately. I set it to "wait 2 seconds" after map initialization (just incase so it doesn't get overridden by the original one).
Just to resolve this, I was able to achieve what I was looking for with the triggers suggested above. Basically, I set a trigger that fired when a unit had a level-change, and the action then Set Unit Property [Bounty (XP)] to the initial XP value + the added XP value.
Wait, to be clear, what I'm looking for is a playable "Extension Mod" - not just something I can apply when making a map, but something that players can apply to melee maps in battle.net. Seems like I can manipulate triggers though after adding my own library, so this might work? ^_^
Is this confirmed? info seems scattered, but when I try to use triggers in my mod file nothing actually works or is editable. To be fair though, I haven't used triggers before so I could just be missing something simple? =/
Just tested it: percentage buff is percentage of damage value - there's no adjustment for cooldown. =/
10% setting gives +0.6 to marine (6 damage normally), and +3 to Thor (30 damage normally). That's 500% more damage for the Thor even though the marine only has a 50% faster firing rate.
Buffing attack speed has the same problem: a 10% faster cooldown for a Thor increases DPS by way more than a 10% faster cooldown for a marine. For illustration, If you take extremes:
10 damage every 1 second (A), vs 1000 damage every 2 seconds [effectively 500 DPS] (B). Cut attack speed in half for both. The first now does 10 damage every .5 seconds, which is 20 damage per second; this is 10DPS more than before. The second now does 1000 damage every second, which is 500DPS more than before.
For the same mod as the other map, I'm also not sure how to go about solving this point: I'm looking to have a given stackable buff produce different damage increases depending on what unit it is.
Neither 'percentage' nor 'flat' damage buffs work here, since what I'm looking for is a damage buff that would provide the same effective damage (DPS) buff to every unit. This gets messed up because of cooldown. Flat-rate doesn't work: a +1 buff on a marine is worth way more than a +1 buff on a thor, for example. Percentage also doesn't work: a +10% buff on a Thor is worth way more than a 10% buff on a marine (even if we account for its slower cooldown).
Given the differential in cooldown, what I'd need would be, for example, +1 for the marine, but +1.5 for the thor (since the Thor has approximately 50% slower firing rate). Seems like I'd need to plug these values in manually, which I don't mind, but I just don't know how to do this. It doesn't seem like there's a way for buffs to just have different effects on different weapons - which, if I could, would be great (though you can add and remove weapons?).
No clue on how to do this. I thought I had a couple of ways to go about it but they all seem to fall flat... =/
So, basically, I'm playing with a mod that gives units buffs based on kills, but when it comes to Swarm Hosts and Brood Lords this gets a bit tricky since the units themselves aren't the ones getting the kills/doing the killing.
I've found solutions on how to transfer buffs from the Swarm Host to the locusts, but I'm not sure how to go the other way. In other words, I need the swarm host itself to be buffed when locusts kill something, and then the locusts to be buffed when a buffed swarm host creates them.
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So, apparently when you give transport units (medivacs, warp prisms, etc.) veterancy, the info pane on what units are inside the transport is replaced with experience info and such.
Is there any way to keep the cargo info instead? I tried to "hide" the veterancy attribute, and while it no longer shows the experience info it STILL doesn't reinstate the cargo info. Thoughts? =/
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@T0ssWarr1or: Go
Yup! You can even see for yourself on the "Essence Stacking BGH" mod! =)
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@T0ssWarr1or: Go
I was *JUST* having this issue. You can use a trigger action to disable the relevant setting. It's "Melee - Enable/Disable Melee Option For Player", with settings (1, XP Gain Disabled, Disable). Looks like you'd have to run it for each player separately. I set it to "wait 2 seconds" after map initialization (just incase so it doesn't get overridden by the original one).
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Just to resolve this, I was able to achieve what I was looking for with the triggers suggested above. Basically, I set a trigger that fired when a unit had a level-change, and the action then Set Unit Property [Bounty (XP)] to the initial XP value + the added XP value.
Thanks for the help!
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@AlphaTiberius: Go
Wait, to be clear, what I'm looking for is a playable "Extension Mod" - not just something I can apply when making a map, but something that players can apply to melee maps in battle.net. Seems like I can manipulate triggers though after adding my own library, so this might work? ^_^
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@FunkyUserName: Go
Is this confirmed? info seems scattered, but when I try to use triggers in my mod file nothing actually works or is editable. To be fair though, I haven't used triggers before so I could just be missing something simple? =/
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@FunkyUserName: Go
Aah; any way to do this in the data? This'd be for a mod... =/
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Basically, as the title says... ^_^
I want higher level (veterancy) units to be worth more experience when they're killed - is this doable in any way? =/
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@Photoloss: Go
Just tested it: percentage buff is percentage of damage value - there's no adjustment for cooldown. =/
10% setting gives +0.6 to marine (6 damage normally), and +3 to Thor (30 damage normally). That's 500% more damage for the Thor even though the marine only has a 50% faster firing rate.
Buffing attack speed has the same problem: a 10% faster cooldown for a Thor increases DPS by way more than a 10% faster cooldown for a marine. For illustration, If you take extremes:
10 damage every 1 second (A), vs 1000 damage every 2 seconds [effectively 500 DPS] (B). Cut attack speed in half for both. The first now does 10 damage every .5 seconds, which is 20 damage per second; this is 10DPS more than before. The second now does 1000 damage every second, which is 500DPS more than before.
0
For the same mod as the other map, I'm also not sure how to go about solving this point: I'm looking to have a given stackable buff produce different damage increases depending on what unit it is.
Neither 'percentage' nor 'flat' damage buffs work here, since what I'm looking for is a damage buff that would provide the same effective damage (DPS) buff to every unit. This gets messed up because of cooldown. Flat-rate doesn't work: a +1 buff on a marine is worth way more than a +1 buff on a thor, for example. Percentage also doesn't work: a +10% buff on a Thor is worth way more than a 10% buff on a marine (even if we account for its slower cooldown).
Given the differential in cooldown, what I'd need would be, for example, +1 for the marine, but +1.5 for the thor (since the Thor has approximately 50% slower firing rate). Seems like I'd need to plug these values in manually, which I don't mind, but I just don't know how to do this. It doesn't seem like there's a way for buffs to just have different effects on different weapons - which, if I could, would be great (though you can add and remove weapons?).
No clue on how to do this. I thought I had a couple of ways to go about it but they all seem to fall flat... =/
0
So, basically, I'm playing with a mod that gives units buffs based on kills, but when it comes to Swarm Hosts and Brood Lords this gets a bit tricky since the units themselves aren't the ones getting the kills/doing the killing.
I've found solutions on how to transfer buffs from the Swarm Host to the locusts, but I'm not sure how to go the other way. In other words, I need the swarm host itself to be buffed when locusts kill something, and then the locusts to be buffed when a buffed swarm host creates them.
Thoughts? =/