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.
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
Why don't they do back ports as in Linux?
That way newer versions of programs would have been able to run on xp, like net framework.
I don't know how things are but about guns why not build them as modules for some of the large ships.
Smaller ships could either get a weapon upgrade that changes or adds a new weapon or you could have more than one version of some ships, each one having a different armament, these ships would show up in the build menu.
You can even do a mix of these options.
It just hit me that most of the miners in this picture remind me of StarCraft Marines.
You know in the WC3 campaign the a human leader said that the undead grow in numbers by every slain man, could this be implemented too?
I consider having an alternative resurrection spell that is more expensive but provides ermanent units. Could be overpowered.
Anyway when the Necromancers Resurrects corpses I think it would be a lot cooler if the resurrected corpses were something in line with what diead.
Footman becoming skeleton warriors, Gunmen becoming Ghouls, Grunts becoming Skeleton Grunts.
Sorcerers becoming Banshees or some other undead spell casting unit.
Mages becoming Skeleton mages or Necromancers, Priests becoming Necromancers or something else.
The point is that there are options.
Looks a bit funny when you base them on the zerg race but also quite obvious.
Finally an update.
By the way has any plans for the mod changed?
How are you going to see the amount of Mithril you collected?
Very nice idea.
This went fast.
Ok so facebook seems to make the deal to own and sell the Oculus Rift.
But what will happen with the games and mods Phoenix Interactive has made?
So much more meaningful a crate can become in a complex mod than in a normal game.
What will you do from now on?
What do you think of the SC2 engine as a candidate?
If you haven't heard you can now load mods and maps from battle net.
And if you decide to make the Protoss you could also split them in two factions, I suggest Khala and Void since this mod is about minor factions to be playable.
The Khala possibly Thal'darim do not accept the Dark Templars ways and thus are pure Khala.
The Dark templars do not say that wielding both energies is bad and thus could allow twilight units, they could also have their own High Templar with a bit different powers. Maybe add in Feedback, void would have Stalkers and maybe Oracle too.
Khala would have Dragoons and maybe the Replicant.
The choice is pretty much between going for brute force or tricks and abilities to beat the enemy.
I believe this would make your mod so much ritcher and quality is worth waiting for.
I'm really sorry you have to go TheBest, but we can wait a lot longer for the Protoss if we need to, have you really decided to not make them?
If it's the lack of units to make a new race I know you guys are qualified to make it work by merging the races.
My idea is you start as common ground Terran, having research that decides which faction you will pick, once you choose the other buttons should be locked and according to the faction things will have that faction requirement (research) done.
This way the Terran factions can share buildings like Command Center, Barracks, Factory, Starport etc.
I don't understand, you say the non demilitarized version is stronger and from the first war, later you say that it also has a CIWS too, so what does the demilitarized version have?