Staredit Network > Forums > Modding Assistance > Topic: Lack of energy
Lack of energy
Jan 24 2009, 12:00 am
By: Yawgmoth  

Jan 24 2009, 12:00 am Yawgmoth Post #1



The thing is... Starcraft heroes like Tassadar, Kerrigan, and others like those have 200 energy. Normal Units have 150 energy, upgradeable up to 200 energy.

Is there a way to ingrease the energy of units in Starcraft?? I've used a lot of modding tools, but no one can do that. The only tool almost near to do this is Firegraft (DoA rulz), but it only have a maximun of 255. It is some programming code limit?

I wanna do that change because i think is a little unfair that heroes (who are grater than normal units) only have 50 more energy than the units. This is because the spells they cast are the same for both, same cost, same power (and just diferent requirements).

I wonder how much power Tassadar spent when he obliterate the Overmind....... 3000?



None.

Jan 24 2009, 12:11 am bajadulce Post #2



One workaround would be to reduce the amount of energy needed for spells + fiddle around with increasing the energy regain. Make every spellcaster a hero too if you don't miss the mana upgrade buttons.



None.

Jan 24 2009, 12:27 am Yawgmoth Post #3



Quote from bajadulce
One workaround would be to reduce the amount of energy needed for spells + fiddle around with increasing the energy regain. Make every spellcaster a hero too if you don't miss the mana upgrade buttons.

I've already tried that.... the negative of the firts alternative is that the units has also that advantage, so the unbalance keeps unchanged...

the second alternative also is for both type of untis, hero and no-hero....... thanks to Firegraft.....!!

Mana upgrade buttons are the only thing that separate the heroes from the cannon fodder, so i don't mind to do the last alternative....


Thank you for you answer!!



None.

Jan 24 2009, 9:19 am NightKev Post #4



Um, don't you mean units start with 200 and heroes 250, and units can upgrade energy capacity to 250?



None.

Jan 24 2009, 2:21 pm Hercanic Post #5

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Unless they don't work, FireGraft has EXE Edits for the base caster energy and how much all of the energy upgrades give to their respective units.

Also, unless a spell is used by multiple units, the energy cost of a spell is only relavant to how many times you want them able to use said ability.




Jan 25 2009, 6:41 pm EzDay281 Post #6



Quote
It is some programming code limit?
Fairly certainly. It won't go higher than 250.
Quote
I've already tried that.... the negative of the firts alternative is that the units has also that advantage, so the unbalance keeps unchanged...
It's the exact same, in effect, as increasing how much energy a hero has...
If Psionic Storm is given half the cost, and normal units are given half the energy, then heros will be able to cast it more than twice as many times as normal units. This is the same effect as if you make heros have 500 energy, instead.



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Jan 25 2009, 6:59 pm Yawgmoth Post #7



Quote from EzDay281
Quote
It is some programming code limit?
Fairly certainly. It won't go higher than 250.
Quote
I've already tried that.... the negative of the firts alternative is that the units has also that advantage, so the unbalance keeps unchanged...
It's the exact same, in effect, as increasing how much energy a hero has...
If Psionic Storm is given half the cost, and normal units are given half the energy, then heros will be able to cast it more than twice as many times as normal units. This is the same effect as if you make heros have 500 energy, instead.

Indeed....The problem comes now with one of the energy upgrades.....i don't remember if it is Caduceus Reactor or another, but in Firegraft it appears the option "Caduceus Reactor + ALL HEROES" (don't remember if it is that upgrade but there appear like this), so if I say "ok, then units will have just 80 energy, in the moment I execute the upgrade the unit will be at the same 250 energy than heroes.....

Anyway you got it, I didn't realized that detail, thank you!

At least I can change that unit's upgrade to other thing, or just eliminate it.



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