This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.
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|Feb 9 2013, 11:43am Anchor|
Raygoza I don't understand what you want to say (maybe its my english or maybe I am stupid).
Agree with your view about different style, but Zerg produce unit in Hatchery (liar/hive). Hatchery can be build anywhere.
However its not so important. Its already great mod/game.
|Feb 9 2013, 12:17pm Anchor|
Making sunken colony cheaper (without having it stats reduced) would have a lot of balance issues, consider taht you can easily defend from a zealot rush with 2-3 sunken colony and a few zerglings. And if I cant get to make morphing cost cheap wuldnt make sense to morph from spore to sunken as it would cost a lot more than make a new one.
As for the drone command card wond be a problem, as the creep tumor wont cost any resource I can put it outside the building tab, like it was an ability instead of a building.
|Feb 9 2013, 3:04pm Anchor|
I never said that Creep tumor to be a unit and a building is what I meant, with 1 tile I was referring to the size of the tumor and I don't think the tumor's range need to be changed, about the Nydus Canal I meant it to generate just enough Creep around it so that a tumor could be placed by it.
Also I was experimenting with the idea of Overlords probably not being able to spread Creep because how it would be made to stop after the Overlord is gone, that's why I suggested that maybe when the Overlord could spawn a tumor and that when the Overlord spawns it it wouldn't need Creep.
Also when I meant no collision I meant not colliding with units meaning that it could be walked over, maybe only your team and your allies could walk over it but not enemies could be a good feature but would be strange too considering that tumors die fast.
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