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Lol, that's probably because I used the existing buildings that are already unit-production to retain that role, and the AI identifies them as such. Hero-spawning is done through abilities which could be the computer's way of trying to defend itself.
Ah yes, the disappearing race names in the drop-down menu. Need to fix that :P
For the Black Legion that may have been a typo because the builders function the same way that overlords do in starcraft, in that you're supposed to make them to get more food. If you find the Priors are filling up your base you can send them in the Prayer Cairn and they'll just load up in the building and unclutter your base.
By mushroom ring, do you mean the Summoning Circle or the Mushroom Kingdom? (If it's the later then, yeah, it can be a bit hard to notice).
All the race have siege weapons actually, but yeah they are kinda hard to get to quickly and not all of them attack trees. I'll see to it in the next update that they do.
Thanks for the feedback! :D
Oh I completely forgot to mention the few things that are missing in the description >.<
I'll put something for the trees, probably use a spell based on Eat Tree and give them to the builders.
Awesome! Any feedback you have is greatly appreciated :)
NB: Unfortunately the mod doesn't have any AI so you'll have to test it with friends. I'll see if I can get AI to work for the next update.
Shouldn't something called 'Hurricane' belong to Futuretech, who's the most American faction of the 3? lol, you could call it 'Tempest'or something similar.
I see you're looking for a concept artist. I can make interface stuff for you (menues, health bars, icons, and even a map). Check my Deviant Art gallery if you want to gauge my skills. Spellbound7.deviantart.com
Spellbound7.deviantart.com <-- This is a map I made for a friend's DnD game. I also designed a custom UI for a StarCraft II mod but it was never used because the mod was abandoned, and I never uploaded it.
Reads more like WarCraft I than WarCraft IV. Maybe try placing the I to the right of the W and make the second 'v' of the W slightly different from the first to give the impression it reads WVI.
Well I'm not interested in making just another map with new units. I want to make a mod, and if StarCraft II won't offer this possibility, I'll just have to go look for another RTS that will allow it.
Also, to say the Sc2 Editor is just Wc3 editor spiffed up is just an ignorant claim. Sorry for being so blunt, but the Galaxy Editor is incomprehensible compared to the World Editor. There's an entirely new learning curve, and with what I know about Sc2 modding now, there really is no point for me to go and learn how to use the editor. Sure, it's a powerful tool, but it's useless to me.
We'll see how the situation evolves. If Blizzard decides to somehow allow MPQ edits or something that would allow similar, the mod could come back to life.
However, the inability to edit MPQs is not the only reason for this - the 10MB limit on maps is also a huge, huge deal-breaker. I was hoping Blizzard would up the cap, but that won't be happening anytime soon, it would seem.
We'll see what happens.
Just a little heads up, modifying MPQs will get your Sc2 account banned. How do you plan on making the mod for Sc2?
Glad you understand :)
Interesting change. Reminds me of the Chinese horoscope :)
Oh, I thought this project had been abandoned. Glad to see it's still under development :)
Thnx. The mod's in a hiatus right now because of unexpected circumstances, but expect an update by end of January next year. :)
Love what you did with the logo :)
I never said I wasn't re-skinning...
You can say what you want but as the Mod leader I can assure yo it's very much alive. I'm just having a very busy year. I'll try and get it done before HoTS (Very likely).
This one looks much, much, MUCH better.
Even if I could have new models for everything, it won't mean that the mod would be any good. It will just be some nice sugar-coating. And after all the development time is used up in making those wonderful models, the mod will have no soul.
MesoCosmos is NOT StarCraft II. Even if the forms are familiar, everything else is different.
Don't get over-excited, it won't be THAT much. The way you judge the quality of a mod depending on the presence of custom models is absolutely overrated. The MesoCosmos team isn't a powerhouse, and most of the ambitious mods never get finished because of the incredible 3D content that suck up ALL their time. Did you take a look at Blizzard's model? They're extraordinarily well animated. I don't know about you, but finding that kind of quality work for a fan-made project is hard enough, not to mention the amount of time needed to make one of these models. No-one is getting paid for this, not because I don't want to but because I have no money to give. I'm trying to make something with what I have, and it'll be a few custom models or none - and ones that are easily animated. Making a mod with half-assed animated custom models is a crime.
The existing models have extraordinary potential to be used in varied fashion. If you cannot perceive this then forgive me for saying you cruelly lack imagination. There will be some models which serve as doodads that will be used as units/buildings etc, adding in some way to the 'novelty' of it all. You cannot tell me a baneling-like creature spitting liquid fire or sending actual fire-flies to kill it's target is a carbon-copy of StarCraft II's baneling. You cannot tell me a siege tank firing ion beams and taking the brunt of an attack as a cannon fodder is a carbon-copy of the SC2 siege tank. They will only possess the same form (some will even be altered), but the visuals will be ultimately different - and the role. That is what skinning is all about - a person with a different face and a different role and skills and personality is different from another person. But the skeleton is the same, the limbs are in the same place. It's the same thing with the models.
Yes, trying to get someone to fix it :P
Now THAT'S a tripod. Awesome work!
Hey, played the mod and the amount of work that went in there must have been considerable! It looks very inspired from the game Jericho (design-wise especially, Knights Templar timeline ^^) or that could just be a huge coincidence! xD
I loved the video cutscenes and the immersion, and story ofc. Epic. Awaiting Ep03 if you plan on making it :)
That's a... dangerous bench...
No, not dead. The team's just insanely busy lately.
Not dead then?
I love the idea of the new colour scheme. Looks like the Scourge will be more ghost-based than corpse-based (well, maybe not, but that's what it looks like at first impression anyway). Really kick-*** concept artwork here!
Well I really like all of this - if you manage to get the realism right, the immersion will be very strong if you have all these coded in. I'll be watching your mod closely! Looks very promising :)
And good luck for everything!
This mod sounds very promising - I'll track it.
I'm curious though, what is this sanity system? Can you elaborate, please?
And also what other novelty will you bring to the game, like in the context of combat, or magic, or pc-to-npc interaction? (I'm just being curious there ^^)
A flying (well, it can't move, but it will be in the air and targetable by weapons that can attack air) defensive structure that is much more resistant than the Photon Cannon. It's essentially more powerful and more expensive too. The aim here is to make turtling a viable tactic and not something only pros can pull.