QUOTE(BoyScout @ Oct 15 2005, 07:07 PM)
why did you make all the units change like that??? just wondering...
[right][snapback]334589[/snapback][/right]
To make it have a different feel, kinda like Age of Emires. Some units just seem more like what I want them to be. Example: A hydralisk seems more archer-like than a marine, in my opinion. A zergling seems more like a swordsman than a firebat, since bats have splash damage, real swords do not.
QUOTE(ShizTheresABear @ Oct 16 2005)
If you truly want to get rid of Unplace errors, use Hyper Triggers, so when a unit is walking towards the building that is converting, it will react a lot quicker and the building will be placed before the unit can walk into the area.
[right][snapback]334589[/snapback][/right]
I did use hyper triggers. It used to happen way more. I had to edit triggers to be compatible with hyper triggers. After I added hyper trigs for the first time, farms unplaced more than ever. I had to add a wait 250 to the end of farms and mines triggers. Now its considerd fixd. Archers and longbows rarely unplace if you build too many, since hydras are bigger than infantry.
QUOTE(Wrathlord7 @ Oct 16 2005)
Lol you could make it like Geyser = airport o.o and extractor name = Building Airplane or w/e. otherwise it would be really wierd cause you need geyser and everything to make an extractor o.o
[right][snapback]334589[/snapback][/right]
I ran out of units to use to make gliders, so I used the extractor, refinery, and assimilator. Requiring a hill also prevents huge amounts of air units early on.
Some units can't be replaced because the required buildings are removed to make something else, ex: physics lab becomes a Paladin=no battlecruiser. You get gas from farms, so you don't need extractors anyway.