Cool, I'd love to have a tester later on. I'll PM you or something when I need trigger testing. Since the testing I'm doing now is really small.
I DO like the idea of one bulk payment... HOWEVER, it'll be harder to run like that. Especially giving the hero to player 12, with player 12 you can't tell who is who (I guess I could manage, like.... give a burrowed-unburrowable AT the hero then give to player instantly, so they can't unburrow, then center location over that) - and prompting the user, just a lot more work than intended. I DO like the idea, but it complicates things a little more.
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As for an imbalance between minerals and gas in bases, just set the geyser setting lower.
Yea I thought about that... it doesn't change the RATE of gas income, and setting gas gyser to 2 (so they only mine 2 each time) - is way TOO slow ;op. We'll see after more testing how it goes...
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How exactly do you "build" heroes? How long does it take? Is it instaneous? Where do they pop up? Is it possible to cancel a hero training and receive your money back?
If you take a look at the top of the map in game-play, with usemap settings, you'll see a set up of like... a "Hero Control Panel".
To build heroes, bring your civilian (doesn't take up supply) to the beacon to summon him, INSTANTLY - There are requirements first though.... You need the money, the building requirements, you have to satisfy the respawn timer, and you can only have one. They will spawn at any CommandCenter/Nexus/Hatchery-Lair-Hive owned by yourself.
The only way to "cancel" hero training is for your hero to die... you can always suicide him...
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How are abilities activated?
Is there a cooldown time before you can activate an ability again?
Abilities are activated at the "Hero Control Panel" at the top. I DID NOT want to make it [a civilian go to beacon] because that's a pain in the a** when you're busy meleeing. Instead, I'm using a Hero Seige Tank on seige mode. This way you can hotkey it forever - with 3 heroes, 2 spells each (2 tanks) - that's 9 hotkeys, fits perfectly (plus '0' for personal use).
If you're asking HOW, I'm using seige tanks as a TOGGLE system, if it's seiged and switch is set, etc... Every time you 'O' (for seige) no matter what it converts to, it will activate the spell.
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Do the heroes use the stats that their base unit has (Hydra=Hunter Killer, Scout=Mojo)?
If not, how will these stats be dealt with in a balanced manner?
This is still under construction, I'll deal with it more after more triggering is made. I have unit Hp/Sp written all out on a piece of paper, but I really can't tell how that'll go until gameplay.
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How will you handle Mind Control of heroes?
How will you handle Spawn Broodling of heroes?
This is something I just thought of recently and I'm like "oh shiet".
Mind Control is much easier than say.. Broodling. Mindcontrol - if player has a hero they shouldn't have, or two of one hero, or a hero without having the switch set that they BOUGHT the hero, then penalize the mind controller, I suppose, and respawn the hero back at their base (with full hp).
Or instead, of he's mind controled, I can center location on the mind controled unit, kill it, then recreate the same hero BACK for the player at FULLl HP (which would make mind controling heroes BAD instead of good).
This is a very difficult thing to over come, I'd be very happy if anyone can thing of some way to detect BROODLING - or if there's a better way for mind control.
Thanks for your interest! That rocked.