Yes its possible, you can play in LAN, or LAN emulators, Also on ICCup or Tunngle
Yes its possible, you can play in LAN, or LAN emulators, Also on ICCup or Tunngle
Unfortunately it only works with 1.16.1 so ist compatible with remastered.
The campaigns aren also compatible with the changes
You need to have broodwar version 1.16.1 installed, to play the mod run the exe of the mod and select your installed starcraft.exe
Love those new units :).
Excelent work!
Oh i wasnt aware of that. Thanks for reporting!
Not really... many heroes, campaing buildings and items, (like cristals) where used to add new graphics, and units.
I would like to make this compatible with campaings, so i will give it a try
Nope, Changes are incompatible with campaings
Yups, it seems that wasnt fixed..
Thankjs for the report. will be uploading a new version with some more minor fixes
Excellent work!
Remastered its is a different game, so mods arent compatible. And probably wont be possible to mod it like BW, as plugins basically rewrite internal code of the game... Blizzard also released the 1.18 patch for BW. This mod is only compatible with 1.16.1. Updating the modding tool to be compatible with 1.18 is possible but very time consuming as it requires to update every memory offset. So the mayor of the modding community will have to stick to 1.16.1 for a wihle...
Yes, but you can click spam to make a similar effect selecting the exact position of every storm
I could check if some recolor could do the job
Thanks
I will check that, but still there are some limitations as upgrades and techs.
It does affect upgrades speed. And it can be made to affect carrier and reaver
Hi Alfa350, thanks for your suggestion.
Main problem of adding so many units are limitations of the engine. I almost spend all the available slots for graphics and upgrades, meaning there are a small amount of units that i can add to the game at this point.
Also im not aiming to make this mod a SC2 mod. Is mostly an expansion to BW with some concept and units inspired by SC2. Some of your suggestion may feet in the mod but i need to finish some other planned stuff before adding in new units
Hey thanks for the suggestions. Some form of creep spawning is already plenned for future versions
Yeah is not actually a bug, it is stated in the changelog that work like this. I have to see if i can fix it
Dragoons are somewhat balanced with their collision size and clumsy movement. The +2 range is a must to make this unit useful.
Moving dragoons to robotics is not as bad idea. I often build sentries early game because they deal better against tier 1 units (that are mostly small/medium). But that also would limit the dragoon production, as robotic is more expensive and comes later(not necessarily a bad thing as it can foment different builds) and limits options early game (only two units to choose)
Im considering giving medics some offensive skill. Returning their old spell could be an option
For Ravagers, Im also considering giving two different attacks for ground and air (with different ranges), and range upgrade only affect air weapon (kind of goliath)
It doesnt have a energy upgrade because it wasn't planned as a spell caster. They get only fungal bomb originally but i ended giving it also spore cloud to see how the spell could work and complement anti air
Queen was made accessible without queen nest to give zerg early access to detector, Zergs have the most expensive static defences (means less area covered with detection than other races) so the need detection to be available early. Else, you should always rush for queen nest after Lair.
Science Facility was turned into Bio last tier building (unlocking ghost and advanced infantry upgrades), having nothing to do with science vessels (only the name...). If they come too early (which i dont think is the case) coul require Fusion Core. The drawback of science vessel is their high gas cost compared with other mobile detectors.
Wow! that looks great
Hey, thanks for the bug reports. Will be fixed for the next version
afaik it is working, i will chek it again. But take in mind that the splash is not too big. It can affect some marines if are grouped.
Thanks again for your reports. Im still trying to find the cause of those random crashes...
AI have some improvements, and I do some tweaks with every update. But AI scripting is not one of my current priorities
Hi Lillybou, Thanks for reporting those issues will be fixed for the next version
Shields take full damage from conc, and burst, but no in the previos version.
No other difference than dmg moddifiers
Thanks! will fix those bugs
Due to banelings, firebat could not remain as small unit, as they would not stand a chance against bane/ling.
With larger HP pool and medium size they could stand more banelings hits.
Damage may be an issue. But there is a thing that makes firebats hard to balance: they actually make 3 attacks with splash in a line. dependant on the target size and distance, how many of they hit (most buildings ans some large units take 3 hits, and small units mostly take 2 hits), but also also each hit have splash areas individually of 100 50 and 25% damage. So damage its sometimes "random"
An additional bonus to buildings could be a nice buff.
I could try base damage type to burst and normal after upgrade. (like prev version). But then, shileds didnt take full damage from conc. So some protoss units may get **** off to easyly from firebats...
Great! I recently return from my vacations and found those releases :)
Some bugs to add:
-Selecting a high and a dark templar cause the game to crash
-Warp in works on any buildable terrain (do not require a power field)
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