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.
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.
I agree with Templarfreak
It sounded very interresting.
I hope it will work well in the end.
Reminds me of a Halo Grunt
Are you modifying the animation?
I'm glad it's going better and that you are optimistic.
In the ling run doing the hard right things end well although there are many difficulties on the way.
By the way is it only this mod or the Universe mod too that is on hold?
So what will you do?
At first glance it would be very hard to tell this image apart from the series.
Just confirming if the case still is that StarCRaft V is being based on StarCraft shortly after the Broodwar and these Hots units may or may not be used?
I have a suggestion, what about converting StarCraft 2 Broodwar units, basically units not found in SC2 that are found in SC1 recreated by people, here's a link to their project.
Looks like a Defense platform with the shape resembling a Hiigaran destroyer, seems to be good to fire towards the sides.
Pink becomes team color in game.
Though I think a Dark Templar version of it should have the colors of the Oracle.
The undead look awesome
yes, I did that, still wont work...
I wouldn´t come in contact with you if it was that simple, but nevermind, the game is atleast playable. and It feels kind of offensive to ask you do more.
But i whould appriciate if you atleast give it another go.
By the way I found this fix by accident, it whould be nice if you upload your fix to other webites so it reach to more people. This GOG (good old game) game deserve it.
Slmething I would really call a Battlecruiser.
Another way to make the HW1 races more attractive in this mod in the mean time would be to remove the buildable modules and instead have chassi upgrades snd sensor ships +the advanced drive research of cataclysm upgrading thf speed of entire ship classes, armor upgrades up to 3, should probablh be class wise too and the energy canons upgrade as well.
Additional research ships could be built as in HWC being focused at a research area at the time, as in the PTV mod these modules would then link and mantain the research area each one provides, for each linking the total health of the research ship should increase.
What do you think?
Although this is early WIP it still looks awesome, I love your work guys.
Yea, add some variety, some tree types could also make gatherers return more lumber per trip as the high yield minerals in SC2