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.
It looks much better
Is multiple building selection properly implemented or did you make buildings selectable along with units?
Either way I like this change as it lets you focus on the battles and not have to click on every building to use it and set its rallypoint separately.
I think he means that proving this, once multiple building selection is possible if it is smartcast then you press the button once for every building.
How is it a problem if it resembles?
It's not the same?
Not sure if it's a pulsar or a Gamma Ray Burst
How did you understand him if you did?
Please share this plugin for multiple building selection
I think some not exactly idle workers are necessary to maintain barricades some times. you can have auto repair and patrol
Half life 2 Headcrab attack
I was also wondering what to do, hopefully the Remastered will be with less limits and if moddable higher quality graphics could finally be introduced.
Needs the original game and expansion.
A good idea, I never thought about selection with condition based buttons in the command card as burrow Lurkers.
As I undertsand it many mods wont work with this patch version, if that's true, do you think there should either be soem kind of alternative patch that does the same thing or almost the same thing as this patch but that'd keep the game compatible with 16.1 mods.
Or do you think every mod should be adaptedt o work with this new official version?
No mentioned changes.
DId you photoshop to get it?
Just thought about what if you can collect and install lightballs but that's probably unnecessary. I really like the fusebox mechanics you implemented, seems like it will be very useful for certain things. I also wonder if the player would be able to stack up a bit on fuses before the next place that requires them or if you'd need to find some new ones on every place? Still think you should be able to find some on every place but maybe you shouldn't need to.
I'm wondering weather your save routine actually recreate the map exactly as it was with all new objects that spawned maybe due to thedestruction of stuff.
Does it also save the state of things? vehicles not in full health? Maybe NPC position and what they were doing, remember playing Stalker and loading makes NPC do something else, like if they were patrolling and walked towards my direction, save loading made them change direction like if they patrol started from where they stood now.
Check if the unmodified devset has that problem.
And if you caused it it's probably as a side effect of something else you did.
Will your change allow grenades from the outside enter the car?
And you'll have a talking a Hazard suit.
Why would you use Wraiths under water?
Is it a true Protoss base under water?
Shouldn't the 4 corners with things sticking up be visible on the Nexus above the water just like the one in our direction?
Are those 4 thing buoys or what are they?
Didn't think you needed plugins for certain beta mechanics.
You aren't explaining everything of the recreated behaviors, some things aren't clear with gifs and no explanation.
Also please tell us the differences, helps estimating what you will be changing.
I just thought up something, you said in an earlier artricle that you had a storywriter that quit and you weren't gonna use his story, that story could be a VR story.
I personally like how shields work in Dark Souls, different shields are different in how much of the damage they block, in that game's case it's percentage wise.
How does dodging work in this game?, Can you roll as in Dark Souls too? I didn't really notice how it works in the video above.
Though your current setup of shields protecting against all damage might be a good design desision based on how the other things in this game works.
Have you thought of having several skill trees? The class one could be a thing but I think some basic weapon handling could be cross class available if you want.
It's cool with destroyable man made structures, but I wonder if you'll make physics calculations with the flying pieces against other destroyable objects?
At the start of your video I saw that pieces blown away from the shot clipped trough other destroyable objects.
I'd be interested in having Alien Swarm more developed but I don't think that's your goal even close, if you're interested I'd be glad to share ideas, many ideas are based on the game Shadow Grounds Survivor and ideas of crafting and scavenging weapon parts to make better weapons and have a working level up system along with a skill system with skills you can level up too.
Keep in mind that in some cases it's not likely that certain groups use weapons in worse conditions and below. Any faction with good money and well equipped members should likely not have their main weapon in too bad condition like Soldiers having at least their main weapons i very good conditions. But I don't know if you can make it depend on faction and maybe vary the condition with small arms too.
Basically the likelihood if these conditions should be different depending on factions, some never dropping weapons of destroyed condition.