- The miners are aberrantly slow. Give them the speed of a SCV.
- Neither the miners nor the builders are selectable as workers.
- The mechanical units are not selectable as an army.
- You have two buttons for building sentry towers.
- Dogs are also not selectable as an army.
- There is a specter that does nothing.
- When you win, messages from your allies keep coming.
- Try to put tips on what your new units do.
Place the feedback link on your home page.
Okay so the link should be there now ;) for the win thingy, sentry's, dogs, mechanical units and workers/builders I've either uploaded the fixed version or i've yet to upload (if i haven't uploaded with fixes listed pls give heads up). the miners are suppose ta be slow but yeah might make it a tiny bit faster, and the specter is suppose ta do nothing they're more there for aethstetics. and for the tips i'm making a tutorial map to help explain units/structures.
The stuff like atmosphere, and seeing edge of map i'll try to improve, but i'm not so great with the artistic side of things so i can't make any promises for pretty stuff
Opacity does not work with lights, only changing the scale. Even 0 opacity models still emit if they have a light source (useful in that you can have a hidden floodlight model as a light source and make custom composite visuals). LOTV has added actor events that are meant to adjust the falloff properties of lights but I have yet to find time to test them.
I would have to see what you are doing with the query response to know what is going on.
How about adding a custom skill or custom triggers, which allow you (player) to turn on / off the light source if they think the room is too dark / bright.
Problem with that though is that in the cave it's flatout too dark so having light is a must buuut tooo many units close together makes it difficult ta see cause it's so bright, would be a good idea fer an rpg style a map, might use that idea in a later map o.O
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
I considered that but i feel like i want more of a colonist sorta feel ta it ya know? i would use the colonist hut but that's already being used ya know?
Hey DrSuperEvil tried to do the response query stuff (your tutorial is really good, like really really good)) buuut no matter what i do (i've tried scaling the model, increasing opacity, plus some other things that i can no longer remember) it doesn't seem to improve the brightness problem I think that the actor might not be working in the response query stuff but i'm not sure o.O
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Personally, I think you should slow down ALL resource rates (including vespene collection) and reduce prices as well. Think about making units "less" efficient then their "real" counterparts.
Okay so i'm thinking i've halved the collection amounts for collectors, and i've reduced cost of ground based army units think that'll do the trick? (kept flying units cost the same as they're suppose to be like highest tech colonists can attain ya know?)
Welcome to custom campaign making!! I'm not around as much as I used to be, with graduate school and all, but I just want to encourage you to play/test and leave feedback for other folks' maps. hat's the best way to get people interested in your campaigns. Oh...by the way I'm one of three or four folks loosely in charge of the Custom Campaign Initiative!! :) Good luck with your map-making. It's a lot of fun!!
I'll add you to the Custom Campaign Initiative when your first map is mostly bug free!!
Hahah thx for the support yeah could be awhile but one step at a time ay?
Mining is really fast in this game. Why do colonists have better miners than the army?
Should I try and improve enemy mining or perhaps slow down further the colonists? suppose it's not well explained? (I figure that in most cases such as in an established colony the civilians would perform a better mining job?) Oh! i should reduce the miners ability to mine to just under an scv but make it quicker gather n make the truck gather less but sooooo much faster would that help?
You're not introduced to your units (didn't know the big tank has splash, for example) or your enemies main units, making what the enemy builds and your counters to their units a complete surprise.
So would a tutorial map prior to prologue be helpful to learn the new race?
You lost me at query response o.O so the way it currently works is i've just attached a light omni white large to all units via the actor of each unit, it's better when there's larger units, just not infantry so maybe increase their radius to space out the light reducing it's grouping and making it 'appear' less bright?
0
0
0
0
0
0
0
0
0
Hey DrSuperEvil tried to do the response query stuff (your tutorial is really good, like really really good)) buuut no matter what i do (i've tried scaling the model, increasing opacity, plus some other things that i can no longer remember) it doesn't seem to improve the brightness problem I think that the actor might not be working in the response query stuff but i'm not sure o.O
0
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
0
0
0
0
0
You lost me at query response o.O so the way it currently works is i've just attached a light omni white large to all units via the actor of each unit, it's better when there's larger units, just not infantry so maybe increase their radius to space out the light reducing it's grouping and making it 'appear' less bright?