I have decided to come out of retirement for one project not the WOW too much time needed to do that one the new one will be a surprise who knows if i learn enough about warcraft i might even get to finish that wow project
I am sorry to all but due to my studies i won't have the time for hiveworkshop nor any warcraft sorry good luck fellow map developers sorry to you modelers that have supported my future projects but this is farewell maybe one day ill return to reboot the projects
For starters let me apologize for now ever responding to you're comments for some reason I must have not noticed them.
Now on to the map. I once again am sorry because the fact is my computer had to reboot itself because of outdated it is and I have lost most of the progress on up to the last WIP I showed you. Now the next part is a douche move on my part but I sadly cannot spend more time on you're request, once again I am sorry but I am just to busy for most of it or I don't care enough at times. Once again sorry for wasting most of you're time.
listen this is what you can do and its easy - go to UTM (the one that you used to export these textures that you gave me ) and go to Object Editor and the go -File-Export all Object Data - and export it into a file and then open this map and go Object Editor and Import All Object Data ( you will select the file where you Exported the files before) and there you go they are all on thear right path but now you need to reinport the models and textures and save the map ... I GUES THIS WORKS BUT TRY PLS IT SHOULD BE LIKE THIS !? =)
In the editor, definatly a you just change the time field for the unit in the appropiate ability which creates the unit. You can even have 2 different build abilities making the same unit with different times.
Ingame, I am not sure offhand but I do also believe it possible. You should be able to change the build time fields via eithor upgrades or catalogs (as both have the same scope of making modifications).
There should also be various behaviours that modify the rate of construction. An example is a buff behaviour that increases the unit time scale should results in anything the unit is producing being built faster (maybe for training and morphing only).
The coding was mostly done from scratch by triggerers/coders who weren't me. Because I do not do triggers or coding. Therefore, I have no clue! The campaign is single-player, but I'm pretty sure we made a trigger with a dozen variables and whatnot that basically make it so that when Player 1 selects a hero owned by Player 2 (heroes-that-aren't-in-your-party player slot), a dialog will appear asking if you would want to "Join their party" or whatever and then we'd move that hero's ownership to Player 3 (party-members-only player slot). It's complicated. Just look at the triggers yourself in the 1.5 version and you can get a better idea of how it works.