Re: Star Armada II
Posted: Mon Nov 03, 2014 12:19 pm
Done, radiation fields show up as small range markers where the nuke hit, and BH model shows ( even though it is blue )
https://www.campaigncreations.org/forum/
https://www.campaigncreations.org/forum/viewtopic.php?t=6905
Wow nice, will give it a tryXenon wrote:I may have found a way to fix the mis-warping problem. The issue appears to be the "lateral acceleration" field, which, if low, makes ships have a turn radius when moving. Unfortunately there isn't a field for behaviors to change it.
However, you can change it with triggers. TwoDie should be able to implement this rather easily:
Trigger 1: warp on
Events
Unit - Any Unit has WarpDriveTerranMedium change Create
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to "1000"
Trigger 2: warp off
Events
Unit - Any Unit has WarpDriveTerranMedium change Destroy
(repeat this event with any other types of active warp behavior here)
Actions
Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to (Value of Units (Unit type of (Triggering unit)) LateralAcceleration for player 0)
(The second trigger resets the lateral acceleration to the default, using player 0 as a reference since the neutral player should never get modified by these triggers.)
Edit: Don't include the warp behavior used by creep ships in these triggers. Editing the catalog affects all units of the same type owned by the player, like an upgrade does. That doesn't matter in the case of player ships but doing it to creep ships would make them all change their turning behavior when one is warping.
General:
-External Hangar Based Units ( Interceptor, Scourge, ect ) Now capable warp alongside parent unit
-Preformance Optimisation.
-Creep Warp now deals small AoE damage when exit from warp to enemy units.
-Linear Weapon and Ability Upgrades ( Top Row ) now increase bounty Twice as much as before.
Terran:
-Shiva Bomber now have Shield capacity
-Devastator:
---Reactor Overdrive now doubles spell recharge while active
---Nuclear Gattling Barrage reworked, now fires 20 small nuke warhead forward with randomised detonation delay
-Black Ops Cerberus:
---Syrex and DU Syrex Missile Weapons reworked, now firing whole salvos of 12 missiles every 4 Sec.
---Terran Missile Cloak now effects Hurricane Missiles as well, but increase ability iring cost fix 150 Gas
---Cloak Upgrades now Effect Missile Cloak durration with +0.05 Sec per upgrade
-Scavenger:
---MULE Pod replacing Laser targeting, it is a manually aimed support mine that can fix allies.
Protoss:
-Flagship Building now received unique FX
-Base Tower now have Cloak Aura with 20% chance of activation VS Heroic Units
-Base Tower Start Damage adjusted from 30 to 25
-All Protoss capital ships, while cloaked, have 50% Shield Armor.
-Mothership:
---Sanctuary Shield now grants 300% Shield Armor to all allied ships in it's range.
---Flagship Warp Storage range now 10+2 scale with Warp upgrades, both pick up and drop off, price increased and load is with delay of 5 sec
-Super Carrier:
---Planet Cracker Beam Cannon changed, now targets area instead single target and do AoE damage.
---Advanance Hangar now give only +25% bonus, price reduced.
---Reinforcements price reduced, cooldown reduced.
-Shadow oracle:
---Temporal Distortion Field now scales at +5% instead of +2%
---Temporal Charge added ( support mine, scales with ultimate )
-Tempest:
---Dark Mater Blast now cost hull to fire.
Zerg:
-Overseer Start life adjusted to 2000/1500 from 2500/1750
-Zerg Psi Power and Zerg Optical Perception reworked:
---Psi power effect energy reserves and -5% CD on spells
---Optical perception increase view range, detection and ranged spells and hangars range
-Grand Swarm Added ( TEST RUN / TWEAKING )
-Shreddelisk ( Finished )