I am Raygoza and keep contact with mod developers of mods I like, I like to help my offering suggestion and ideas. When it comes to modding I am not good at it, I am only able to change a few things in StarCraft and Homeworld 2.
You can just use AP, I take it there wont be many shortenings and people would learn this fast.
Really good, do you think you'd want that with research too?
I wonder if there's any use to get units queued at the reactor too, it does create a problem with not being able to see all the queued units simultaneously and might be problematic when cancelling units. What are your thoughts on this?
Though since it's only basic units being produced in the reactor it might not matter and you'd be able to see the number of queued units trough the Overlay.
I'm worried that Roaches and Ravagers together will leave the Hydralisk out of use the same way you choose between getting either a sunken Colony or a Spore Colony.
With this in mind I do think it'd be good if Ravagers were to be fewer with real supporting skills, Terran has Ghost as their Infantry support too, Protoss has Sentries, Zerg only get Infestors later on.
Just asking not to render the Hydralisk unused not even to the level of SC2 which makes it rarely useful.
The way the building is lit up isn't very realistic to the angle of where the sun is. I don't know how much better it can be, also the edges may have been too sharp on what's a shadow, maybe it could be more blurred the darker it is.
Before playing the video you can see the building, in this case the outside might also look too bright.
The way the fake light comes in is at the wrong angle too.
Technically an older version would likely be more limited, maybe only one portal in the gun for a while, maybe having a limited number of charges for Portal uses or cooldown if too many uses in short amount of time like overheat.
Great feature. Consider Cloaked building look too as the preview.
Have you thought of making a mod that aplies most of your features to the original game?
I think it'd be interresting since you're also fixing a lot of existing bugs.
One thing that bothers one a lot is refining how enemeis find you a bit because in some strange situations they know where you are when they don't seem like they should.
I think you should go for it if you got the dedication, just hope you'll finish this mod too.
You could allow options for several possibilities, static, sliding, fading and possibly some more.
By the way seems you may be the only one who implemented bump or normal mapping in FarCry, thanks for also featuring that in the 2010 mod.
Was it a grass you made or was it already in the game?
Will there be Shuttle engine animations so it looks like they stabilize the ship?
I get the feel that Archons are pure energy, they don't use physical objects, their archon body, what's visible of it I think is materialized energy, their shields the amount of mental damage resistance they can put up as such shouldn't be affected by EMP, their attack is channeling their energy into a bolt or wave or a spell effect.
What's the idea? Single Protoss Archon?
But what I see seems to b Artanis prior to Zeratul's death, next comes an Archon without it's energy ball and then a mix between both models along with Artanis having Zeratul's warp blade in one hand.
If the gameinfo.txt needs a general fix I think you could get it along with this download.
By chance will some maps be historically correct with the areas in the mod, layout wise?
I'm sure there's a guide on how to fix it despite the steampipe update.
Nice, remember that in campaign maps this should possibly not be used.
I see no reason to do it in WC3 because it's now a dated engine, pretty much everyone can play the Arcade maps with starter edition so I see no reason to use WC3, also doubt you'll get the full quality of the new models and textures ported into that engine.
Nice looking changes
Actually I don't agree with myself on this one, just thought laser span over distance, so does the flame.
If you'd get the SC2 Diamondback, even color adapted to fit among SC1 units, would you think the design is too different?
Number wise seems shield does very little vs damage dealt, as far as the upgrade goes, not liking the reduced damage for more hull, but may be a balancing thing you wanted out of this mechanic.
It actually looks cool and resembles the SC2 DiamondBack in the overall look.
Potentially Maybe give it a Helion attack flame.
Maybe you could have a few of those arm variations in the game if you'll be able to mod or upgrade your suit, could be something like different modules if you'll have such things.
Also consider picking up sieged tanks and drop them sieged.
You're finally back, I've missed you man, I almost bursted into tears.
Do you mean that you will make a mod in Deserts of Kharak as well?
Can you use energy drain on enemy spell casters?