Well, for those from maplantis, you know what this is, if not, just post your modding ideas and concepts.
Ill start with something that I am already using:
In my SMC Entry mod, I made an upgrade point system. What it does, is it takes the basic weapon\armor upgrades, and makes them all cost 1 vespane gas point. Then, I got rid of the vespane geysers, and made everyone start out with 10 vespane gas to use on upgrades. Obviously, you cant upgrade everything with 10 gas points. So now, instead of just upgrading everything, you have to upgrade your units based on your strategies and play style. Not really exciting, but its different.
Post yours!
If anything cool is ever going on Skype me up under the name "blarghle"
I'm going to mirror the whole thread when it gets ressed. Know now that I am capable of making teleport systems, though.
None.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Everything crazy I did is passé and basic now. My Pyro unit setting guys on fire and switching between different weapons made waves at Camelot Systems. I feel so old. =oP
Well, not sure if this is possible, but at one point I had the idea of trying to modify the regenerating skill (where all zerg auto regen health, not sure if I got the name right), and modifying it (or preferibly making a modified copy of it that could override one of the other flags for unit skills) and making it so that instead of healing, it would cast a specified spell on the unit at the set intervals. The idea was something I tried looking into for a mod idea I had (in which certain units would auto cast lockdow no themselves if a condition I would give lockdown was not met), but due to my lack of advanced modding knowledge I was unable to determine how to modify such things as regenerating or spells of even if they could be modified. But is this is possible it could be useful in some mods possibly.
Owrtho
None.
I;m sure if you had an EUD Action Enabler you could do it by changing the unit ID's flag for being lockdowned.
While we're waiting for the ported thread *cough*, I'll explain my new idea: take the medic heal, and make it heal a set amount every time cast, such as 25 (.exe edits), then modify the orders so that medics do not auto heal, then modify the energy cost to say 50. Bam, medics have a medpack spell
.
I have tested this myself, it's not that hard
**This is being used in Brink Of Oblivion**
None.
Quote from name:Deathman101
While we're waiting for the ported thread *cough*, I'll explain my new idea: take the medic heal, and make it heal a set amount every time cast, such as 25 (.exe edits), then modify the orders so that medics do not auto heal, then modify the energy cost to say 50. Bam, medics have a medpack spell
.
I have tested this myself, it's not that hard
**This is being used in Brink Of Oblivion**
That's sort of a reverse stimpack, only that you don't gain a burst of speed.
None.
Quote from name:Deathman101
While we're waiting for the ported thread *cough*, I'll explain my new idea: take the medic heal, and make it heal a set amount every time cast, such as 25 (.exe edits), then modify the orders so that medics do not auto heal, then modify the energy cost to say 50. Bam, medics have a medpack spell
.
I have tested this myself, it's not that hard
**This is being used in Brink Of Oblivion**
That's sort of a reverse stimpack, only that you don't gain a burst of speed.
Yet, it hasn't been done before.
None.
I beg to differ on that. >_>
None.
Pretty much everything that is possible has been tried or tested with our current tools... once we get the ability to use locations, everything will change.
I beg to differ on that. >_>
Really, where else have you seen this?
None.
Pretty much everything that is possible has been tried or tested with our current tools... once we get the ability to use locations, everything will change.
Just ask farty for his plugin ;o
None.