See, that is why you have the job you have. I like them quite a bit. Anyway, I can lend my knowledge about a couple of things that you might want to do. Obviously, you know what can and can't be implemented. Since you have only one thing that you aren't sure, I'll tell you.
Normal modding: I think repair can be given to other units, but I'm not sure what it can affect. If I remember right, it is hardcoded to terran mechanical units of your own control. But, adding it requires the use of Memgraft to change the AI/Orders Requirements. If you gave it to the Fleet Command, it would most likely be able to repair all Mechanical Units/Buildings
However, if I hurry and finish the program I want to work on, I can allow a little less restrictions on repair. I have, in the past, made it so a new unit has repair that can be used on any mechanical unit, not just Terran. I assume that there might be a way, if I focused just on that, to code(CASM) a change to the check that makes it so that, based on ID, the Fleet Command could target it's repair only on Flying Mechanical Units, even if it's just Terran. However, that would first require my program to be finished, which I have no time-table for. I'm learning how to program as I go, and it's difficult. I'm going to look at it it, and evaluate how I want it to do certain things.
QUOTE(Voyager7456(MM) @ Nov 16 2005, 05:51 PM)
Dang, what happened?
[right][snapback]357592[/snapback][/right]
Got pulled off the computer. I'll have to wait another six hours to get back on the computer in question, so I'll just fulfill any other sample requests from here.
New ideas, people?
Maybe a land transport unit?
You can make maybe a modified tank to transport it, it can attack and transport at the same time but if it dies the units inside die also.
or
A new unit that can transport over land and water.
Sure...
UPDATE: Managed to recreate the ion projectile.
Here it is: [attachmentid=15306]
ADDITION:
And here's a preliminary APC:
[attachmentid=15308]
QUOTE(Dr.Shotgun @ Nov 17 2005, 04:25 AM)
I've got a few ideas:
[attachmentid=15286]
Ph33r.
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I take it the new ships are replacements? We'd need some ideas for Protoss and Zerg also.Working on that.
Can't we just replace unused/extended units?
I don't think extended units can be replaced, because they don't have units.dat entries. They aren't even technically units.
Besides, one of the dreaded 1.13 series disabled extended units.
Why not make a interactive enviroment where we replace a race with animals and make them into waters falls, snow, rain, bees, birds, fish, clouds and so forth.
EDIT: All try to make a projectile for the ion cannon.
EDIT: Here it is, i didnt make my own but i edited his to make it a little better. I didnt have any time.
An additional Protoss building could be the Warp Gate, where you could build a multitude of advanced hero or non-hero units with various spells and the like.
For the Zerg, the overmind, capable of building powerful, yet expensive, hero units. With the addition of, say, a cerebrate to hold upgrades for them, you have a complete set.
I had a initial set of ideas I've submitted a few times, but as it seems they aren't quite what the team is looking for, I have a few other ideas to contribute. One of my favorite pet projects has been to include one of the more powerful hero units of each race and deck them out with unique spells, such as Tassadar having Iradiate, Psy Storm, Defense Matrix, and Yamato gun. At a higher cost and every buidling researched, they aren't easy to obtain.
Whichever and whatever works for the team.
What we need is a person to compile things. Tbl_Writers anyone?????? I can give a basic format if needed but am unwilling to do this part of the job as im on time restraint.
QUOTE(Dr.Shotgun @ Nov 17 2005, 05:12 PM)
Working on that.
Can't we just replace unused/extended units?
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Err where are you going to get the speed upgrades and such? I don't think it is very easy to add new upgrades.Its illegal to edit hard coded stuff right?? Also we should get the team rostered somehere.
Sorry, forgot about speed upgrades. I was letting myself go. I think I would rather drop the speed and energy upgrades rather than use replacement units.
About Protoss- could we use "factions"- Datk Templar and Khala?
You could wait for me to finish my program, and then I could do the upgrades. If you have no problem using Memgraft, then you shouldn't have any problem with the one I'm making. It does the same thing, editing the memory, not the actual exe.
And how long would we need to wait though?
Not long? Well i hope not long. An idea. We can make like heros in the game that level up like in WC3, each races will have 3 heros to choose from, then the can get to a higher level by the kills they get. Easyiest way to do this: Changes Kills: to Level:. =) OR every 25 kills you get 1 level. The terran hummans will come from a new building or the unused catina. The protoss will come from the... a new building. The zerg will come from the overmind cocoon.
Well, I say 9% done in my sig, but it's really a lot more than that. I've got it loading about 92% of all the data that I need it to. The hardest part is finding what needs to be done for upgrades. Right now, there's no GUI to create the patches(I hex edit them together to test), but I'm working on it. BroodKiller is going to be helping me with that. But, since I know how the patches are completely layed out, I'd guess I can have enough done to properly create a patch by the first part of December(about the 10th, maybe).
I think the projectile needs to be made a little larger.
Possibly 50x50.
That's great news!
Here's my idea for a new Zerg unit:
Zerg Arch-Queen:
HP: Low
Armor: Low
Attack (Ground Only): Psi-Parasite.
Using a modified Parasite, the Arch-Queen can project her psionic energies on to the target, damaging it as long as she remains focused on the target.
This would require some Iscripting. The ground attack would cast Parasite and the Repeat attack would loop without a gotorepeatattk, so that once the Queen has hit that target, she can hit it without moving until it dies or the Parasite is removed, until it gets a new order.
Here's the new, larger version of the Ion Cannon discharge.
Oops, wrong one.
Here:[attachmentid=15327]
I like... looks alot more destructive and fun when it's bigger.
QUOTE(Voyager7456(MM) @ Nov 18 2005, 04:25 PM)
I like... looks alot more destructive and fun when it's bigger.
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Yes, indeed.
I'm not going to be outdone easily in graphics >:D
I made something, 50 by 50 pixels, also good for the ion cannon. Sadly, I have to do my math and such, and I cant finish it. Ill make fancy effects later, here's a preview.
Model 2:
[attachmentid=15360]
Model 2 Blue Lightning:
[attachmentid=15361]
Model 2 Blue Lightning Special:
[attachmentid=15363]
Model 2 Blue Lightning Special 2:
[attachmentid=15364]
Model 2 Blue Lightning Special 3:
[attachmentid=15365]
I'm thinking of making electricity different color then the rest of the cannon.
Which color do u prefer the ion cannon attack be?
The special 1,2,3 was because I used a special effect of Jasc Paintshop Pro 9, i Didn't do it myself. It might by interesting to use in a mod though.
Very nice, but you obviously didn't play X-Wing or TIE Fighter. Ion discharges are a brilliant blue.
I just checked a bit on your technique, and used different colors. I can easily change the hue, but it will be harder to make the inside lighter instead of darker.
Are Ion Discharge attacks continuous or do they come in one fast blast?