I never thought of using it for a balance tweaker. If you got that idea from it's name then that is understandable, Soul. And I have noticed that this thread has gotten fairly quiet lately, maybe add in a message to check out the thread and suggest balance during loading times? The only balance problem I can recall off the top of my head is Raptors, they are a nightmare to counter and can easily destroy someone who doesn't know the enemy is making them, since it could just as easily be Banelings.
The zombies mod causes units killed to revive as hostile units a while later, creating armies of wandering hostiles from battle-fields. Structures do the same thing, which is kinda scary, especially when it's things like defensive structures.
Hey, been a while since I've lurked around SC2mapster since I have been busy with other things. As for other extension mods, me and my friends absolutely love FLUB. If you could incorporate that one in SC Expanded somehow that would be great. The biggest problem I can see is it applying stats to unimplemented units or scattering them across different factions. Though given the way FLUB works it wont matter too much.
I got an idea for the Choker, why not make it something similar to a zerg Sentry? Allow it to 'choke' by creating masses of flesh or something that serve as destructible forcefields. And then give it and ability that creates a pool of acid similarly to Slivan. It will need tweaking, but it might work, turning the Choker into a great Area denial unit.
I don't think that the Arcade maps are important anymore, I feel it's better to abandon them and stick with just extension mods, that way its one update for everyone, no more updating maps.
Soul, I think that Swarm Guardians could function as a possible AvA Guardian? A reworked Guardian concept that simply fires at air rather than land. This would cause the faction choice to make air vulnerable to land while optimal vs aircraft. It would need testing, and I feel that it may overlap with the corruptor hower.
Another idea would be to have it evolve from Muta rather than Corruptor, and be a kind of fragile unit that hits hard vs land armored.
He is working on it, the army selection is a newer feature, so the mod wasnt designed with it in mind originally.
I dont see a problem with the showbar upgrade being where it is at all.
Some quick bugs:
-Infested can create marines and lowered depots before choosing faction.
-Reaver Scarab's get targetted by enemy units.
-Colonists can make Hellbats, either remove them or replace them, I will check lore and toy in Cortex to perhaps find a solution.
Dominion Garrison can be seen through Fog of War, and for some reason Ultralisks with Monarch blades will attack friendlies if right-clicked instead of moving to them.
I lost quite a few Nydus networks before I realized what was happening.
I suggest using GhostNova's Dark Archon model, tinting works only so well because it isnt visible at lower settings, and makes it harder to tell team color.
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Man, Soul, SC Expanded is losing what makes it unique, more and more mods like this keep coming out.
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Looks a bit like SC Expanded, you didn't take any influnce from SoulFilcher's mod did you?....
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@SoulFilcher: Go
I never thought of using it for a balance tweaker. If you got that idea from it's name then that is understandable, Soul. And I have noticed that this thread has gotten fairly quiet lately, maybe add in a message to check out the thread and suggest balance during loading times? The only balance problem I can recall off the top of my head is Raptors, they are a nightmare to counter and can easily destroy someone who doesn't know the enemy is making them, since it could just as easily be Banelings.
@FreezingAcidRain: Go
The zombies mod causes units killed to revive as hostile units a while later, creating armies of wandering hostiles from battle-fields. Structures do the same thing, which is kinda scary, especially when it's things like defensive structures.
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@SoulFilcher: Go
Hey, been a while since I've lurked around SC2mapster since I have been busy with other things. As for other extension mods, me and my friends absolutely love FLUB. If you could incorporate that one in SC Expanded somehow that would be great. The biggest problem I can see is it applying stats to unimplemented units or scattering them across different factions. Though given the way FLUB works it wont matter too much.
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@SoulFilcher: Go
I got an idea for the Choker, why not make it something similar to a zerg Sentry? Allow it to 'choke' by creating masses of flesh or something that serve as destructible forcefields. And then give it and ability that creates a pool of acid similarly to Slivan. It will need tweaking, but it might work, turning the Choker into a great Area denial unit.
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@SoulFilcher: Go
I know you don't have the time for it. But I think it would be cool, Starbow is pretty fun IMO, deathballs were so bland. Siegetank drops ahoy.
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@SoulFilcher: Go
Hey, Soul, I don't think you have the time or patience to do this at all. But what do you think of the idea of SC Expanded merged with StarBow?
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@SoulFilcher: Go
I don't think that the Arcade maps are important anymore, I feel it's better to abandon them and stick with just extension mods, that way its one update for everyone, no more updating maps.
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Soul, I think that Swarm Guardians could function as a possible AvA Guardian? A reworked Guardian concept that simply fires at air rather than land. This would cause the faction choice to make air vulnerable to land while optimal vs aircraft. It would need testing, and I feel that it may overlap with the corruptor hower.
Another idea would be to have it evolve from Muta rather than Corruptor, and be a kind of fragile unit that hits hard vs land armored.
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@alfx01: Go
He is working on it, the army selection is a newer feature, so the mod wasnt designed with it in mind originally.
I dont see a problem with the showbar upgrade being where it is at all.
Some quick bugs:
-Infested can create marines and lowered depots before choosing faction. -Reaver Scarab's get targetted by enemy units. -Colonists can make Hellbats, either remove them or replace them, I will check lore and toy in Cortex to perhaps find a solution.
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@FreezingAcidRain: Go
Since when is it missing?
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@SoulFilcher: Go
Hopefully we get that Ultralisk bug worked out soon, its really annoying.
Perhaps increase the duration of Maelstrom? Or maybe create a new spell?
Mind-Melt: Deals 50 damage over 5 seconds, unit's can stop the effect early by moving(?) I am thinking of something to work alongside Maelstrom.
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@FreezingAcidRain: Go
Maybe you should play it vs Zerg then? And dont forget about Maelstrom Freezing, it can RUIN clustered units badly.
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Dominion Garrison can be seen through Fog of War, and for some reason Ultralisks with Monarch blades will attack friendlies if right-clicked instead of moving to them.
I lost quite a few Nydus networks before I realized what was happening.
EDIT: dumbest typo ever fix'd
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I suggest using GhostNova's Dark Archon model, tinting works only so well because it isnt visible at lower settings, and makes it harder to tell team color.