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StarCraft X, StarCraft Mod for SC v.1.16.1

Creator: phantommaelstrom
Time: May 12 2012, 10:16 am

Post #1     phantommaelstrom May 12 2012, 10:16 am

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Hi I'm currently working on a mod and has been making progress thus far...

This mod is called Starcraft X. Unlike other mods, I preserve all the units and their graphics, and added a few as I intended this to be some kind of an expansion instead of a modification... OK, I kinda lied... I sacrifice a few units although they are not really useful in the maps... (ie. data discs)

I have modified the heroes and changed their weapons and stats so to give them unique attributes, and I have change the Protoss name for Xion.

Link to the video:
http://www.youtube.com/watch?v=ZspOUXpes6Y

Units added:

Protoss side

1. Xion Praetor - Fenix (Zealot) can be built on Incubator.
2. Xion Anubis - Fenix (Dragoon) can be built on Incubator.
3. Xion Ra - Mojo. Can be built on Warp Gate.
4. Xion Gorgon - Warbringer (Reaver), can be built on Robotics Bay
5. Xion Assassin - Exploding Dark Templar. Can be built on Incubator.
6. Xion Predator - Zeratul. Can be built on Incubator.
7. Xion Prometheus - New Carrier. From Warp Gate.
8. Xion Dreadnought - New Arbiter. From Warp Gate.
9. Xion Warlock - Tassadar (High Templar) - Incubator.
10. Xion High Priest - Aldaris. From Incubator.
11. Xion Druid - Raszagal. Also from incubator.
12. Xion Quetzalcoatl - Artanis. From Warp Gate.
13. Xion Fortress - Mothership. It can be built at the Nexus.
14. Xion Temple - Protoss Temple (now buildable)
15. Xion Ziggurat - Xel' Naga Temple. Built by Probe.
16. Khaydarin Crystal Formation - Now warpable.
17. Xion Warp Gate - now warpable.

It now supports multiplayer...

You can download this mod from my blog at http://starcraftx.phantommaelstrom.com

I will add more updates soon...

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Post #2     xAngelSpiritx May 15 2012, 10:25 pm

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So I had to dig around your blog a bit before I could find a download link. For anyone else interested, his blog has a link to here.

* First thing's first, don't use ICE, use IceCC. ICE was replaced years ago, and is buggy as hell. I'm not surprised that it corrupted your iscript.

* Second, your "Super Structure" build menu doesn't have the resource cost icons shown properly. You can fix that in TBLPad.

* Third, your Incubator and Warp Gate don't have Set Rally Point buttons. Fix that in FireGraft; don't forget the "Allow all buildings to rally" EXE edit. If you need an updated FireGraft, look around the modding discussion forum.

* Fourth, your Xion Druid is bugged. You cannot make anything except Hunters due to supply problems. Not to mention that the required supply isn't even shown.

* Fifth, Xion's Astral Influence spell causes all 800 of his shields to instantly disappear. Unless this is intentional behavior (which would be rather stupid imo, since it's most of his health), you can fix that via the FireGraft EXE edit "Mind Control -> Remove shield loss".

* Sixth, Zerg Batalisk causes the game to crash when it dies. Didn't get the chance to test other units.

* Seventh, Xion Ra is massively overpowered. 70 damage, super long range, that deals Normal type damage and inflicts Acid Spores. And he costs, what, 250 minerals and gas?

* Eighth, the Xion AI is retarded and doesn't build any of your custom units. At all.

* Lastly, I see you used a great many custom GRPs. However, I don't see any kind of credits given to their authors, either on your blog, or included with your mod download (which would be the sensible choice). That's borderline theft, and at the very least a violation of the author's wishes.

Other than that, it's not that shabby. Not many large glaring bugs, and the few bugs that are present are acceptable considering this is an early version. Look forward to seeing more!

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Post #3     phantommaelstrom May 16 2012, 2:20 am

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Hi, thanks for the feedback... it is very much appreciated...

Quote from xAngelSpiritx
* Second, your "Super Structure" build menu doesn't have the resource cost icons shown properly. You can fix that in TBLPad.

I noticed that the resource cost is hardcoded, it's only displaying icons within a certain range of the table. I am using a part of the table that's outside of the boundary so I had to find some other ways to display it. In the upcoming 0.4 beta release, it should display properly.

Quote from xAngelSpiritx
* Third, your Incubator and Warp Gate don't have Set Rally Point buttons. Fix that in FireGraft; don't forget the "Allow all buildings to rally" EXE edit. If you need an updated FireGraft, look around the modding discussion forum.

Unfortunately, this was the part I forgot about, only to realize later that I missed something. As of now, I am conserving card menus since "Change button" on FG consumes units in order to provide a subcard menu. Maybe, when everything's completed, I may add rally points, which could be added in later versions.

Quote from xAngelSpiritx
* Fourth, your Xion Druid is bugged. You cannot make anything except Hunters due to supply problems. Not to mention that the required supply isn't even shown.

Yup, it is... it will be fixed once I finished modifying the Zerg.

Quote from xAngelSpiritx
* Fifth, Xion's Astral Influence spell causes all 800 of his shields to instantly disappear. Unless this is intentional behavior (which would be rather stupid imo, since it's most of his health), you can fix that via the FireGraft EXE edit "Mind Control -> Remove shield loss".

Yes... Mind control controls a unit permanently so it comes at a price. But Xion can regenerate his HP even if he gets hit so he has no problem with it. But I am going to weight this at the end and see whichever fits. I am considering your suggestion on this matter though.

Quote from xAngelSpiritx
* Sixth, Zerg Batalisk causes the game to crash when it dies. Didn't get the chance to test other units.

This is bad... looks like an Iscript error... I will look into this... Thank for informing me...

Quote from xAngelSpiritx
* Seventh, Xion Ra is massively overpowered. 70 damage, super long range, that deals Normal type damage and inflicts Acid Spores. And he costs, what, 250 minerals and gas?

It was adjusted to 400 Minerals and Gas. But I'm not sure if it's still too much... I'm going to rebalance this one...

Quote from xAngelSpiritx
* Eighth, the Xion AI is retarded and doesn't build any of your custom units. At all.

I haven't yet edited the AI. It should be on the last part of modification since I'm still adding more units and I haven't decided as to what to do with them yet.

Quote from xAngelSpiritx
* Lastly, I see you used a great many custom GRPs. However, I don't see any kind of credits given to their authors, either on your blog, or included with your mod download (which would be the sensible choice). That's borderline theft, and at the very least a violation of the author's wishes.

The author's will be credited in the upcoming or final versions. I will see to it... Thanks for reminding me. Unfortunately, some sprites were taken from a decease SC resource site so I dunno who was the original author. The SC II units on the other hand was taken from Fenix's SC SC II mod. See here

Quote from xAngelSpiritx
Other than that, it's not that shabby. Not many large glaring bugs, and the few bugs that are present are acceptable considering this is an early version. Look forward to seeing more!

Thanks... the insights you provided are very helpful... I wish people could give more feedbacks. It is critical to the development of the mod.

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Post #4     phantommaelstrom May 24 2012, 7:21 am

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UPDATE:

SCX 0.4 beta is now downloadable. You can download it here:
http://starcraftx.phantommaelstrom.com/starcraft-x-v-0-4-beta-is-now-downloadable/

It now contains the Protoss and Terran updates. Unfortunately, I am yet to fix some crashing issues with the Druid, and the rally point, but you can expect to find this features in the upcoming version, which includes the Zerg updates.

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Post #5     matefkr Jun 15 2012, 1:02 pm

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neat stuff, but i thinkg the redundancy of spells within races should be reduced, super units shouldnt be too super, some superunits with much ckick should be large in apearance. Or maybe you could unify the thre races into two distinct races, and the third would be a reduced race which should only be there as a story element (if story ever would be possilbe) and it might still have some chance in early game though (in case of multiplayer).

there is a tank called gatling tank with a double gatling gun turret somewhere, it should replace the goliath turret.

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Post #6     TF- Jun 15 2012, 1:44 pm

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Quote from matefkr
there is a tank called gatling tank with a double gatling gun turret somewhere, it should replace the goliath turret.

Is this a fan-made sprite or something in the original MPQs?

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Post #7     phantommaelstrom Jun 15 2012, 4:20 pm

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Thanks for your interest. I made StarCraft X exactly for a story I have in mind so expect it to include stories in future versions. Stories, in fact, are currently in the making.

I already have a Gattling Tank like unit in SCX 0.4 beta. It's called a Wanzer. It sprays bullets at ground enemies, and shoots 4 fenrir missiles at air units. Unfortunately, I have no more sprites left. So adding a new design is impossible without assembly hacking.

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Post #8     matefkr Jun 16 2012, 12:47 pm

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you can create an interesting effect if you play around randoms and giving die commands in iscript so that projectiles would diy, or give do damage and such, replicate the cycle of doing dmage and animation so it stays on ground and such, combine this with valkyrie effect and it still a newer feat. Firebat could be like using two weapons, one is go for max range, and do damage on weapon projectile, the other is for the one you hit (so like stock lurker). Someone done some turn some angle thing, and apparently it seems that its possible to launch projectiles into different angles (make sure its not seek target) and make the projectiles explode on random places. however, dont put wait and such, because it would then play the animation of turning. uflunstable might be also usefull command. also only use icecc, its easy, and its flawless (as far as i recall). use turn command's, i think its only the wait command and something else which would return to the game cycle. Wells, an example (for a weapon which spreads differently) would be to have a weapon set up which will define the auto attack range for the unit, and another which has longer range, and this would be called by useweapon, and when it moves, it would be randomly destroyed (calling the hit part where it does the damage), however, you have to have multiple weapons used for this, for different ranges (there is jump which would jump if target is within some range)

EDIT: btw, the gatling tank with a propper gatling turret can be found in some mod where there are a lot of sprite changes, and i think there are only two races.

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Post #9     Biophysicist Jun 16 2012, 2:10 pm

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So adding a new design is impossible without assembly hacking.
Not true. First, there are probably some unused sprites you can use, or sprites for campaign-only units, like the various powerups or a few heroes. Second, there is in fact a trick to use the same sprite for two different units with different GRPs and stuff... Up to 32 units, in fact. In units.dat, in the Graphics tab, you can set the direction a unit starts facing in; this is typically 32, which indicates a random direction. So, have an invisible sprite that imgols a different image depending on the direction it is facing in its init block, and you can use it for multiple units, with the direction indicating which graphic to use.

EDIT: The turning thing he was trying to explain is actually pretty cool. First, you give a unit a weapon set to Go To Max Range. Then, in the unit's attack animation, you make it turn, fire, and turn back, with no wait commands in between. This causes the projectile to launch at an angle.

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #10     phantommaelstrom Jun 17 2012, 2:37 pm

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I have already made use of all the unused sprites including the Unused projectile sprites, which includes the beta lockdown, the unused gas, etc. There are some power ups left but they are needed in the story.

The 2 races plan seems to be a good idea but I need 3 races in this one. Maybe in future mods I could create more but I am losing interest on SC as there seems to be less people who cares about it anymore.

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Post #11     matefkr Jun 18 2012, 2:53 pm

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i was impliing to reduce in unit number and features one reace (probably a zerg like), and the other two would have more features. It could fit a story where the numbers are already preset. In multiplayer it would be tuned so that they would only stande a chance in very early and early game, and perhaps in lower mid as well, if they happen to outresource others very much, no chance for late game (except even more outresourcing).

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