Discussion in 'StarCraft II Modding' started by Sgt. Johnson, Jun 3, 2010.
It's so troublesome -_-
2nd post in the thread has been editted to include the Research Tech Trees for both the Protoss and Zerg. I will probably be working on the Terran tech tree tomorrow as I'm kinda burned out for the day (Probably gonna end up working on it again after a few games on BC2 though lol)
Feedback on the tech trees appreciated.
They look good so far, but what about new, custom units? Perhaps make naval units as well, or new multi-purpose units?
Lol have you tried working with SC2's water >_>
I'm a huge fan of SupCommander games (still playing both Forged Alliance and #2 now and then), and I have to say that this looks amazing.
I'd say, keep up the good work, and I'm definitely going to try this out once the beta continues / it's out for testing.
Heh thanks, I would post the terran tech tree but it's a bit of an annoyance to type out so much text including all the text tags for the researches.
The map definately plays alot more like SupCom 2 now that I've included the researches, before I implemented them it pretty much was all about which team could push the other back and expand to more mineral fields first, or put out an Experimental unit as quickly as possible.
Now there will be plenty of strategy involved in fact since my tech trees aren't quite the same scale as SupCom2's I kinda designed em to where there would be a certain strategy in going into different parts of the tech trees.
For example, the Zerg are able to add a weapon to the Drone (Their Engineer unit) allowing them to be used offensively. Coupled with the repair rate boost for land units if you combined them with other land units they would attack enemies and repair land units quickly.
*Bump* I will be publishing the map either tonight or tomorrow, depending on if I find anything I need to fix in the next 30 min or so.
if your on the NA one and wana play you can msg me Gallin.929
Alright so I did a quick in game test to check everything out..
Thanks to the new patch heres a list of what broke that I have to fix:
* Alot of icons in the research tech tree malfunctioned.
* 100% of all weapons for units reverted to normal or have malfunctioned.
* Abilities for many units have malfunctioned.
Edit: Omfg, that list doesn't even begin to show how much is broken thanks to the patch... By the time I get this sorted out the game is gonna be out. Every upgrades name was reverted to Protoss Ground Weapons (I copied the protoss ground weapon upgrade for the very first upgrade and just kept copying it when I started making the researches awhile ago) for one is going to take awhile to fix as I have to go through each one, figure out which upgrade it was and change the name back.
Ugh... this is not what I needed... Thanks blizz!
Lol, that sucks bad...Sorry dude . Here's a complimentary rep!
I got most of the weapons to work... but still soooo many things are messing up.
* For some reason the roaches missile goes straight down and doesn't actually hit the target.
* The Hydra's artillery style attack broke and after tinkering with it to fix it I can't get an impact effect to show up again which is slightly annoying.
I can't remember what else right this moment but it's still alot of annoying things I'm having issues fixing.
You'll be able to fix it, I'm sure. If you need any help, I've got a friend that might know =D
Alright so checked my map last night, it's still broken. So at this point I'll either go with the slightly redone map (If it didn't break now that the retail version is out vs. 2nd phase beta) or start from scratch now that theres also alot more units I could use from the campaign.
True, I'm sorry for what happened
I have discovered that if a map has been 'broken' by a patch, it is almost always easier to recreate the entire thing from scratch.
Most often, there will be strange errors forever after if you continue to use a map that has survived through breaking and being fixed.
Alright! So after pushing the whole day to finish fixing the map it's up and running! You can find it probably at the bottom of the list due to the crappy popularity system, or search for it when you create a game
Just an fyi on some issues from a test game with 2 friends and my brother though:
* SCV's can build Shield Generators and Fortfied Artillery without researching the proper tech, this will be fixed tomorrow.
* The revamped Brood Lord, which should now function as an airborne factory is completely imbalanced and will be tuned up tomorrow.
These were the only 2 issues I came across from that game due to my brother completely devastating everything with a single Brood Lord lol.
Bring it up in popularity my fellow hive members! Search for SC2 Commander when you goto create game and host it as often as possible!
Great concept personally i love the supreme commander series
If you REALLY want it to be like SupCom, then slow all the units down, create a mass energy storage system (probably not hard in the GE), and most of all make all of the units shoot projectiles that can hit anything (Even your own units). Also let units with turret heads attack while moving. And personally, I would make all the non experemental units have the same size comparison they had, but make make everything half as big. Also, make all the experimentalist twice as big. So, mothership, ultralisk, and thor are all massive. But, everything else is small. Even the buildings. D: Would be far more SupCom ish.
I actually haven't played the map, nor do I have SC2...so you may have done all this already. D:
Lol... ya thats all done... You really think I would have done all the units like that and had the normal sc resource gathering system? Also its based off Supcom 2, much easier to make compared to Supcom 1.
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