Definitely agree, I'm happy to pay a few dollars for a commander but if they're priced anything like WoW store mounts I'm not even going to consider it.
Though I'm not sure if they are going to create art assets for Co-Op specifically, I think because they're making them for a campaign already, they will use them in Co-Op, but that was not the reason they were created. If they did end up creating art assets for Co-Op I'd likely buy it to support moar stuffz for the Galaxy Editor.
You can choose a units border color by going to the respective units actor, and changing the field 'UI: Unit Border Normal Color' and 'UI: Unit Border Subgroup Color'.
Subgroup Color refers to the color of the frame when the unit is the primary unit type selected when you've selected multiple unit types. Example for this using your picture, you have your marine, zealot, medic and high templar selected, but you press tab whilst the units are selected to be actively controlling the medics abilities rather than the high templars.
Normal Color refers to the opposite, the color of the units frame when not the primary selection.
Edit: Sorry if that doesn't make any sense, it's a bit long winded :p
Not entirely sure to be honest, I feel that it's just a way to allow custom animations that don't, like this example, have a Galaxy Editor recognised name. If anyone knows any better I'd not mind knowing either :p
I don't think you're insane Malpheus, I was really appalled at Blizzards stance in this whole situation - I know they're a business just trying to make a living but that whole situation with the SotIS team reeks of commercialism. I've always held Blizzard in high-regard having played their games since Warcraft 1, but this really is an eye-opener. Good luck trying to reason with them here, they've got themselves in a hole and will probably try to avoid the situation till it dies down.
Perhaps try making a dummy weapon, with no damage, hidden and doesn't play animations with the range of the spell you want?
I'm not sure what exactly is causing it, but if the unit will function properly if it has a weapon target maybe that could be a temporary solution - also this solution should make the unit face its target.
I voted for both character development and other. This is because I also believe that re-playability is a crucial factor - I've seen quite a few RPGs rise to the front page or near but then drop back down in a couple days which I think is attributed towards the lack of long-term goals. The map 'Mineralz', even though not really an RPG, it maintained to stay on the front pages for a long time because of its long-term goals (slow hero leveling to obtain unlocks); I believe that was an effective use of character development, but only subjectively high-quality - the downfall here was that the character development involved a large sum of afk farming.
Personally I enjoy a map with events that have multiple paths, not necessarily random (that can still be fun) - but choices that impact the long-term outcome. A relevant reason would be that in an RPG, different paths would have different loot that you could mix and match to maximise your characters efficiency; different paths providing different loot could allow a method to reflect on a characters role in a team environment (tank, healer, dps, ect).
The supply issue is easy. In the data editor under the units tab, select the unit you want to change and you should find the field 'Stats:Supplies:' or 'Supplies'. If you give it a positive number, it will increase your supply cap, if you give it a negative number it will take up supply and if you give it a 0 then it will do nothing.
What type of map is the scorched haven? I can't recall. Unless it's a standard melee map the AI won't GG and you will have to set victory conditions VIA trigger.
I'm using a dummy unit because that's just the method I knew how to do. I have made it so the alert doesn't show and the unit is removed instantly however.
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@SoulFilcher: Go
Didn't even notice that until now haha, heres to hoping they continue adding in a couple here and there.
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Definitely agree, I'm happy to pay a few dollars for a commander but if they're priced anything like WoW store mounts I'm not even going to consider it.
Though I'm not sure if they are going to create art assets for Co-Op specifically, I think because they're making them for a campaign already, they will use them in Co-Op, but that was not the reason they were created. If they did end up creating art assets for Co-Op I'd likely buy it to support moar stuffz for the Galaxy Editor.
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@EDHRIANO: Go
You can choose a units border color by going to the respective units actor, and changing the field 'UI: Unit Border Normal Color' and 'UI: Unit Border Subgroup Color'.
Subgroup Color refers to the color of the frame when the unit is the primary unit type selected when you've selected multiple unit types. Example for this using your picture, you have your marine, zealot, medic and high templar selected, but you press tab whilst the units are selected to be actively controlling the medics abilities rather than the high templars.
Normal Color refers to the opposite, the color of the units frame when not the primary selection.
Edit: Sorry if that doesn't make any sense, it's a bit long winded :p
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@AirFlareSC2: Go
Not entirely sure to be honest, I feel that it's just a way to allow custom animations that don't, like this example, have a Galaxy Editor recognised name. If anyone knows any better I'd not mind knowing either :p
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To use that Marauder animation, rather than an 'Animation Play' you want 'Play Sequence' and then type into the 'Sequence Name' field 'Attak0ld'
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Nice work Terminator :)
Really look foward to your next additions.
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I don't think you're insane Malpheus, I was really appalled at Blizzards stance in this whole situation - I know they're a business just trying to make a living but that whole situation with the SotIS team reeks of commercialism. I've always held Blizzard in high-regard having played their games since Warcraft 1, but this really is an eye-opener. Good luck trying to reason with them here, they've got themselves in a hole and will probably try to avoid the situation till it dies down.
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@Roflpwninator: Go
Perhaps try making a dummy weapon, with no damage, hidden and doesn't play animations with the range of the spell you want? I'm not sure what exactly is causing it, but if the unit will function properly if it has a weapon target maybe that could be a temporary solution - also this solution should make the unit face its target.
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Are you able to provide a screenshot of each of the effects you have used for this ability?
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I'm quite the newb around here myself, so welcome from a fellow newb :)
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I voted for both character development and other. This is because I also believe that re-playability is a crucial factor - I've seen quite a few RPGs rise to the front page or near but then drop back down in a couple days which I think is attributed towards the lack of long-term goals. The map 'Mineralz', even though not really an RPG, it maintained to stay on the front pages for a long time because of its long-term goals (slow hero leveling to obtain unlocks); I believe that was an effective use of character development, but only subjectively high-quality - the downfall here was that the character development involved a large sum of afk farming.
Personally I enjoy a map with events that have multiple paths, not necessarily random (that can still be fun) - but choices that impact the long-term outcome. A relevant reason would be that in an RPG, different paths would have different loot that you could mix and match to maximise your characters efficiency; different paths providing different loot could allow a method to reflect on a characters role in a team environment (tank, healer, dps, ect).
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Best domino effect ever.
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The supply issue is easy. In the data editor under the units tab, select the unit you want to change and you should find the field 'Stats:Supplies:' or 'Supplies'. If you give it a positive number, it will increase your supply cap, if you give it a negative number it will take up supply and if you give it a 0 then it will do nothing.
What type of map is the scorched haven? I can't recall. Unless it's a standard melee map the AI won't GG and you will have to set victory conditions VIA trigger.
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What's the map about?
Just for the creep spreading factor, I vote zerg :p
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That worked, thank you both very much.
I'm using a dummy unit because that's just the method I knew how to do. I have made it so the alert doesn't show and the unit is removed instantly however.