- Joined
- Mar 9, 2012
- Messages
- 1,557
For the nerubians i am using a modified scarab spell, which summons a cocoon out of a nearby corpse, which is also generated by the building. The Cocoon can later morph into a plethora of different units.
The thing is i have to limit their production, and the whole cocoon thing started as a means of that. So the production structure would have this ability on auto-cast and maintain only 3 Cocoons at a time. (blatantly inspired by zerg hatchery mechanic in SC)
Now i must find a way to discount the cocoon from the spell's max units at a time after it has morphed into any of those units, so the auto-cast can continue, for otherwise still 'detects' those morphed units as still living summons and ability stops auto-casting till any unit that have evolved from a cocoon ever summoned by this spell belonging to that production building, have died for good. However you can still cast manually(generate new cocoons) and ability functions as intended otherwise.
The thing is i have to limit their production, and the whole cocoon thing started as a means of that. So the production structure would have this ability on auto-cast and maintain only 3 Cocoons at a time. (blatantly inspired by zerg hatchery mechanic in SC)
Now i must find a way to discount the cocoon from the spell's max units at a time after it has morphed into any of those units, so the auto-cast can continue, for otherwise still 'detects' those morphed units as still living summons and ability stops auto-casting till any unit that have evolved from a cocoon ever summoned by this spell belonging to that production building, have died for good. However you can still cast manually(generate new cocoons) and ability functions as intended otherwise.