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Re: [MOD][WIP] Starcraft Total Conversion
Posted: Thu Sep 27, 2012 11:24 pm
by Tuesday
Whale Cancer wrote:Tuesday wrote:I haven't even looked at Groganks mod manager yet.
If not I may be able to make the UI health bar longer, and then have special lines on the bar to designate the maximum for a ship.
You can't make the bar longer, but you can edit the sprite that has the lines on it. I did this for my 15 hull point ships (filled in every other line).
I see that, thats really strange, is it coded so that it snaps into place?
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Thu Sep 27, 2012 11:31 pm
by Whale Cancer
Tuesday wrote:Whale Cancer wrote:Tuesday wrote:I haven't even looked at Groganks mod manager yet.
If not I may be able to make the UI health bar longer, and then have special lines on the bar to designate the maximum for a ship.
You can't make the bar longer, but you can edit the sprite that has the lines on it. I did this for my 15 hull point ships (filled in every other line).
I see that, thats really strange, is it coded so that it snaps into place?
Well, both sprites have the same origin. So, basically. You just shouldn't mess with the actual dimensions of either the health bar or the hud element that surrounds it.
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 12:12 am
by Drasha
I think you should just balance the weapons to the point where lasers aren't as op. Up the power cost and possibly reduce the weapon fire rate.
Zerg should have almost exclusively missile weapons so they won't care as much about shields. Terrans should have a mix of missiles on some ships and bust lasers on others. Protos should have beam weapons and maybe ion weapons with a couple speciality missiles/bombs like the ion bomb.
I would give evasion mainly to terrans with maybe 1-2 protos ships with it and I would give zerg higher starting crew and teleporters from the start.
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 12:20 am
by Tuesday
Drasha wrote:I think you should just balance the weapons to the point where lasers aren't as op. Up the power cost and possibly reduce the weapon fire rate.
Zerg should have almost exclusively missile weapons so they won't care as much about shields. Terrans should have a mix of missiles on some ships and bust lasers on others. Protos should have beam weapons and maybe ion weapons with a couple speciality missiles/bombs like the ion bomb.
I would give evasion mainly to terrans with maybe 1-2 protos ships with it and I would give zerg higher starting crew and teleporters from the start.
I plan on giving the ships weapon load-outs similar to the units in Starcraft. For instance, the Banshee will get missiles for the start, and cloak. The Wraith will have lasers and cloak. The Broodlord will be mostly crew teleport based or maybe drone based, etc.
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 4:07 pm
by Tuesday
Update:
http://i596.photobucket.com/albums/tt44 ... gesftl.png
Made some Icon changes to feel more 'Starcraft'.
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 9:42 pm
by Whale Cancer
That's the cinematic model for the Battlecruiser, right? Wouldn't it make more sense to use the ingame model for each ship, so they have the same level of detail?
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 9:47 pm
by Tuesday
Yeah, But the ingame battlecruiser model is missing the middle section (the neck) and It looks odd and wouldn't make sense for the space.
(
http://i697.photobucket.com/albums/vv33 ... ruiser.png)
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 10:27 pm
by Whale Cancer
Ahh, yeah. I see the problem now. It would be possible to add the interior, but I'm not sure how well it would turn out.
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 10:41 pm
by Tuesday
Add the interior?
Re: [MOD][WIP] Starcraft Total Conversion
Posted: Fri Sep 28, 2012 10:44 pm
by Whale Cancer
Something like this:
BCINSIDEZ.png