1. How exactly do you create a new "build unit" button? eg. A button to build Artanis, morph to Infested Kerrigan, or construct a Psi Distruptor?
2. Can you increase map max with a mod, and would that make it laggy if people hit the raised map max?
3. Can you make a spell cost different amount of mana for different units?
4. What would happen if I made a weapon that had the "Can only target organic units" flag (eg. Maelstrom, Healing) AND the "Can only target mechanical units" flag (eg. Lockdown) set? Would the weapon only be able to target units with BOTH the "Organic" and "Mechanical" flags set (eg. the SCV)? The reason I'm asking is that then I can make ship-ship only weapons by marking all ships as both Organic and Mechanical. The problem is then that the ships can be hit by all spells, which I DOES NOT WANT. I was considering setting the "Building" flag on the ships and shortening the Medic's healing range so there is no way for it to hit the ships. Of course, this would mean that the ships can't be hit by most spells. I could probably come up with some kind of workaround, but it wouldn't be perfect. Or, I could scrap ship-ship only weapons. (The only unit I had been planning to be ship-to-ship only was the Terran Submarine, which I could easily scrap or modify.) Which do you guys think would be better? Or do you have another idea?
5. What system would you recommend I use for ship construction? Should I use the WarCraft 3 model where ship construction facilities are pre-placed and capturable? (Well, sort of capturable...) Or set it so that a player builds a ship-construction building and I remove it and refund the cost if it's not close enough to water? Or make ships build from some sort of "Mothership"?
6. How would I prevent people from Recalling ships onto land?
7. Would naval units actually be cool, or would it be one of those things someone looks at, maybe plays once, and then forgets about?
Post has been edited 1 time(s), last time on Dec 4 2008, 9:24 pm by TassadarZeratul.
None.