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 good but I think it looks too stiff, gun recoil should be compensated with the whole body and the turret, the guns in the back that is.
Just a personal opinion but I understand that this is work in progress
Very good, but sure that Kushan need to research hyperspace for balance between the races?
I think their ships maybe should be more expensive and or have longer production time because they already come with hyperspace capabilities and have no use of production modules.
Does that mean a release soon?
Will the Rebirth mod be played like complex?
I suggest calling it Power Station or Reactor.
My idea is that maybe have infested Terrans that come with the Zerg.
Never seen a Bentusi ship with the arc shape in vertical position.
If you still plan to do it I hope you'll make it feel like the Bentusi.
Tho whole race in general too.
Is this a view from the top or bottom or of a side?
I agree with KYSD.
By the way do ships regenerate their shields faster after damage if they are deactivated?
Example being the BC 304.
By the way if the Extended supply depot is the power generator, what is the regular sypply depot doing on this race?
Looks interesting, by the way what was the main reason to not include the Protoss?
I don't get it?
Is it a third Terran faction now?
WHat he says in spanish is that these three mods allow you tpo play the original campaigns and then he explains a little of each mod.
Lie Burning Ground allowing you to play as the Dominion and the KMC and one of them is very high tech.
The SUM mod which allows you to play with Super units and the Dawn of change that lets you play as teh Imperial or something and that it is a total conversion etc.
Your Progenitors Rock.
Maybe the Coalition because of their mobile construction vehicle should be able to get automated Reffinaries or would that be too much of an edge?
Also are they abvle to build more mobile construction vehicles?
Otherwise leaving resource depots could be a good idea.
Tell me is the tech sssembler a resource depot as well?
Glad to see that you got most of this planned.
There's one more thing I think you can accomplish, the Complex mod has an armor module for the Pride of Hiigara I wonder if you could add a such module slot for every capturable ship for the Progenitors, this way when the Progenitors capture a ship, that ship will get that module slot filed with a module called Progenitor enhancements or tech which would boost the stats percentage wise (this way no different armor modules for different ships), all captured ships will get better in every way and capturing these to non Progenitor ships will get you to keep the armor, retiring it should grant some additional research for enhancements with general upgrades or new abilities, like regenerative hull with the help of nanites, the armor would also add that ability and the ships with the armor module could have an other texture to show that it's upgraded.
By the way Dark Sajuuk knows how to make production ships able to build stuff when captured by other races, I suggest this to be applied on all but the Progenitor production ships.
I also think that most ships should have the phase shield, also the PTV 0.04 has a Drone upgrade that allows it to act as a bomber please take a look at that version, I especially liked the timing on the Gateway effect in that version, I'm hosting it at my account.
How true will you stay to the races original concepts?
If I may suggest
We know the HIigarans are many different Kiths, I really liked the way PTV made you select your combination of Kiths, could we expect something like this?
How different is the Taiidan compared to HW1? Do you use Chassis research instead of production modules?
I like how you races looked in the last English version of the mod.
If I may share my opinion.
The Progenitors are cool but I feel that they don't give me the same mysterious feeling I got from facing them in the campaign, I feel that a way to make them is to make them different from other races and not have a strike craft for every role as scout interceptor and bomber etc.
I believe they should be a race of a few ships that they heavily upgrade with awekening dormant ship systems and possibly lacking modules completely.
I suppose that apart from this you have to pick how they are going to be built, from debris or from complete ships. I suggest having some kind of Carrier ship and have the Gate as a shipyard.
I'm also sure you would rather use your ocreated Progenitor ships instead of borrowing from an other mod.
Anyway as the Carrier ship in my suggestion I always preferred the Sleeper from the PTV v0.04 bt might be irrelevant in your case as I don't think you'd like to use it.
I agree with Templarfreak, when moving the upper body should move more and when firing the kickback effect should be noticed on the upper body too.
StarCraft was very successfull because you got to play every race.
I guess it sort of depends on the Lore, you'd like to be in the best moments of the story.
Kerrigan would be interresting because no one has ever playedt he Queen of Blades after SC1.
Boh Raynor and Zeratul are very interresting in SC2, could depend on if you can recreate their abilities.
Tank you for telling us this.
We will wait patiently.
What is the best way to learn how to play this mod for the campaign?
Is this mod dead?
I wont be able to participate much I think but we'll see what happens.
I am so sorry.