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.
Can you use energy drain on enemy spell casters?
When walking in water streams maybe make the player move wth the stream a bit, so if you go along the stream you go faster and against you go slower both relative to your own speed on ground.
Looks like an one psi blade mecha zealot with a grip tool.
Will it work somewhat as I've imagined I wonder
Gotta love that too.
Really hope you'll find people to help out, haven't played other than WarCraft 3 and I have none of the qualifications you need.
By the way, any chance you may borrow things from other mods like assets while you do your own coding?
That looks great.
I really like CryEngine, think it's sad that the newer FarCry games didn't use the newer versions of it.
Though no game has continued the story of FarCry 1 as far as I know.
Normal maps has really made things a lot more realistic and now you notice things without normal maps to look odd together, I suppose you may even add a anormal map on the tree texture as well.
I suppose the game wasn't doing this before.
Still, does my point hold true or not?
Would the Taiidani abandon their designs?
AS memebers of the galactic council wouyldn't it have been possible to resist Makaans threat or do something at all?
As for the Taiidan being nonexistent in HW2 is not justified, joining the Vaygr would probably not make the Taiidan stop producing their ships completely, which is also something I want to point out, I'm sure they'd keep improving their ships and not just adopt the Vaygr ones and be completely fine with working under the Vaygr.
I expect some power struggles or plans on leaving the Vaygr at least.
Though it's like a 60 years at least between HW1 and HW2 if I recall correctly.
Could someone clarify this?
Maybe you'd like to keep in mind that if there are several shots making an impact at the same time that the noise is louder instead of having two markers ontop of each other.
Like having two trumpets playing identically, having two means it's louder.
Insytead of Larva inject each upgrade to the Hatchery could possibly add one more larva, that would be fine I think.
Though you didn't say why you wanted to remove the Baneling, Widow mine and Disruptor.
I'd guess at least the latter two change the identity too much.
Make a real diamondback, as it is a campaign unit it's also can be considered as an unusual unit, it's damage could be explosive as it seems to be stronger against buildings with it's powerful laser and against infantry it's good because of it's damage.
They practically deal twice the damage to armored targets, maybe this can be implemented.
I always like your work but I don't usually say anything unless I've got something to add that hasn't been said.
This is very cool, would it be economical to include more beam weapons such as the Colossus and Diamondback?
In terms of iscripts use.
Why not have some kind of bandit ranking system of some sort, a new bandit would be low ranked and only gets access to cheap stuff, wont get any special treatment and treated wth doubt until he proves himself.
This could eb taken further, maybe you are an agent and maybe be able to become a double agent a story could rise from there.
You've really gotten very far in development, keep going.
It's even big and detailed enough to make the Odin out of it too.
There's no reason for the Temple to block construction.
I hope this mod isn't dead yet, is there much wor left?
Would be nice with some more media showing these units.
Reminds me of a Micro SD card somehow.
I could help a bit with the bug hunting, can't do much more.