Hmm, is anyone else having problems with the mod? If it's universal, that miht be due to mod loader version incompatibilities. Some methods may have changed in the recent builds, I'll retest with the latest one. Stay tuned!
Sometimes i just can't stand this, so many people have created some of the most awesome mods, like you Stepeffect, and like kerik who made Slappy Mckrackens 200+ ocean mobs mod, and the fish are so detailed it looks like they should be in like Skyrim. And nobody knows about the mods! it's just Crazy!
Sometimes i just can't stand this, so many people have created some of the most awesome mods, like you Stepeffect, and like kerik who made Slappy Mckrackens 200+ ocean mobs mod, and the fish are so detailed it looks like they should be in like Skyrim. And nobody knows about the mods! it's just Crazy!
I must say, this is rather well done for what it is thus far. I do however, have a few issues and suggestions:
1. On Zergling limbs, i have notice some minor clipping. This could easily be resolved my making the sections slightly different sizes (it would also make it slightly more aesthetically pleasing on the model level. Oh, and excellent modeling by the way, very well done)
2. Zerglings are FAR larger than ever shown in cannon. This makes them far easier target than they should be. Zerglings have been shown to be about the size of a medium-large sized dog.
3. Zerglings are FAR too resistant to damage. Zerglings are meant to swarm in massive numbers, compensating for the lack of resistance in shear numbers. While they do have shear numbers, their resistance is a bit too high for them to fit into their role. If they were a tad bit tougher, they would have a resistance that Hydralisks should have.
4.. Infestors can simply convert most organic material or soil into its infested variant, with little to no time in between conversions. What they should be doing is creating Creep tumors, which spread the creep from the tumor outward within a certain range (30 - 40 blocks seems reasonable). I would suggest the Infestors should have to wait about five minutes in between tumor creation, and only create a tumor on uninfested ground, as to ensure creep spread at a reasonable rate. Furthermore, the chance of an infestor spawning on creep should be relatively low, as to prevent constant tumor spam.
5. Creep really should act differently. Creep should be able to spread through cobblestone, and stone bricks, as it does. I suggest that creep should be removable temporarily by setting it on fire, converting it back to the normal block. I also suggest that creep speads up the Zerg's movement speed, and lowers yours, similar to how soul sand works.
6. I know that you are not wearing the proper power armor, and even if you were you would still be damaged, I think that the flame thrower should still not set you on fire when you use it.
7. The guass rifle has been shown have an effective range of at least 30 meters, where as in this it appears to be only five. You may want to fix that, and up the damage a bit. Right now, i might as well just use a bow.
Also, i put myself in creative mode to check things out, what is the arc welder item and the nydus warm block supposed to do?
I must say, this is rather well done for what it is thus far. I do however, have a few issues and suggestions:
1. On Zergling limbs, i have notice some minor clipping. This could easily be resolved my making the sections slightly different sizes (it would also make it slightly more aesthetically pleasing on the model level. Oh, and excellent modeling by the way, very well done)
2. Zerglings are FAR larger than ever shown in cannon. This makes them far easier target than they should be. Zerglings have been shown to be about the size of a medium-large sized dog.
3. Zerglings are FAR too resistant to damage. Zerglings are meant to swarm in massive numbers, compensating for the lack of resistance in shear numbers. While they do have shear numbers, their resistance is a bit too high for them to fit into their role. If they were a tad bit tougher, they would have a resistance that Hydralisks should have.
4.. Infestors can simply convert most organic material or soil into its infested variant, with little to no time in between conversions. What they should be doing is creating Creep tumors, which spread the creep from the tumor outward within a certain range (30 - 40 blocks seems reasonable). I would suggest the Infestors should have to wait about five minutes in between tumor creation, and only create a tumor on uninfested ground, as to ensure creep spread at a reasonable rate. Furthermore, the chance of an infestor spawning on creep should be relatively low, as to prevent constant tumor spam.
5. Creep really should act differently. Creep should be able to spread through cobblestone, and stone bricks, as it does. I suggest that creep should be removable temporarily by setting it on fire, converting it back to the normal block. I also suggest that creep speads up the Zerg's movement speed, and lowers yours, similar to how soul sand works.
6. I know that you are not wearing the proper power armor, and even if you were you would still be damaged, I think that the flame thrower should still not set you on fire when you use it.
7. The guass rifle has been shown have an effective range of at least 30 meters, where as in this it appears to be only five. You may want to fix that, and up the damage a bit. Right now, i might as well just use a bow.
Also, i put myself in creative mode to check things out, what is the arc welder item and the nydus warm block supposed to do?
1. I strive for perfection with my models. Zerglings will likely be entirely redone to accommodate the as-yet unimplemented movement animations. I will have another look at the infestor.
2. I will make a smaller Zergling in my new model then. I did mean for them to be about small-tiger size, going off IG Starcraft screenshots.
3. Zerglings are intentionally overpowered. I found on my play-tests that the mod, without variety, was far too easy, so I buffed the existing mutations. When Hydras and Banelings are added in the next update, the Zerglings will definitely be nerfed.
4. This was how it was originally planned out, to have creep tumors. Unfortunately, I found that due to various reasons, it was near impossible to get the process started in a new world. I tried the straight, never-ending creep next, and that had less issues but was still buggy. It evolved into the Infestor system, where Infestors spawn on the surface and implement the creep at runtime. The Infestor infestation process is still undergoing development, so perhaps creep tumors will be added at some point.
5. Yes, fire killing creep will be a feature in the next update. As for entity effects, perhaps. If the creep covers the entire world, having it slow you down would make the mod tedious. I was thinking perhaps more of a slippery effect, such as ice.
6. Noticed the golem-esque player model, eh? That will eventually be stitched together into marine armour. There will be many more terran technology pieces in versions to come, and the firebat armour will protect you from fire. My plan is to give players bonuses for using a weapon with its associated armour.
ok im playing on normal.. the Zergs i think their zergs small fast, can swarm.. the gun takes awhile to kill 1. but a stone sword 1 shots them?? doesnt make sense.. and im standing inside a small bunket just 1 shotting them.. do they even drop anything useful? also im thinking of throwing the igniter in the garbage.. because it burns me...
--update--
i made a world and made a base itself...
once i turned the mode to hard.. as they spawned my farm and such got taken over by the changes...
There needs to be a means to protect your land from the creep..
also Nydos worm as far as i can tell is a Mob spawner. Dont go near them. they are indestructable.. well via dia pick. but im still expirmenting.
... the point of the creep, or so ive gathered, is that it is impossible to stop. If you really want to stop it, make a floating base. Or make it underground, creep doesn't spread on stone.
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
Oh and you never explained the arc welder and the nydus worm. Care to go into detail about that, or is it supposed to be secret?
Nydus worm has a small chance of spreading from creep. They spawn infestors every 150000 ticks. The arc welder is something I'm working on; it's the accompanying tool with the SCV suit. Eventually Zerg creatures will smash stone blocks to get to you (since stone is the way to make a creep-proof base), so the arc welder will allow you to weld neosteel plates to the side of blocks. These plates would be more resistant to Zerg creatures, so you can use them to reinforce your dwellings.
ok im playing on normal.. the Zergs i think their zergs small fast, can swarm.. the gun takes awhile to kill 1. but a stone sword 1 shots them?? doesnt make sense.. and im standing inside a small bunket just 1 shotting them.. do they even drop anything useful? also im thinking of throwing the igniter in the garbage.. because it burns me...
--update--
i made a world and made a base itself...
once i turned the mode to hard.. as they spawned my farm and such got taken over by the changes...
There needs to be a means to protect your land from the creep..
also Nydos worm as far as i can tell is a Mob spawner. Dont go near them. they are indestructable.. well via dia pick. but im still expirmenting.
Vanilla weapons will eventually be removed. Zerg creatures will eventually drop biomass, which will be used to develop new equipment for yourself. The flamethrower is supposed to light you on fire unless you're wearing the firebat armour (which is under developement).
Here is a thought that might help with the creep tumors:
Get rid of the infestors, and replace them with drones. Those drones can go to a spot, and transform into a creep tumor. Technically it is still the drone, just with a change of model. That should fix the issue, assuming i understood what was wrong.
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
Here is a thought that might help with the creep tumors:
Get rid of the infestors, and replace them with drones. Those drones can go to a spot, and transform into a creep tumor. Technically it is still the drone, just with a change of model. That should fix the issue, assuming i understood what was wrong.
Good idea. I think I'll replace the creep-spreading function of infestors with that, but keep the infestors for spawning enemies.
Good idea. I think I'll replace the creep-spreading function of infestors with that, but keep the infestors for spawning enemies.
Perhaps you could use the infestors for spawning temporary creep, and infesting normal mobs like pigs, sheep, cows, villagers, so fourth, into a infested variant with a little less health than what a zergling is going to have eventually. When you create overlords, perhaps they too could spawn temporary creep. Now that i think about, marines didn't seem to be slowed by the creep, but the zerg could move faster on it. You may want to keep that in mind.
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
Your support is much appreciated.
Marine Armour will be the default model in the next update, other variations and modifications will be available to customize your suit.
Me thinks something be borked.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TRe-dev with new modloader update in progress. Stay tuned.
1. On Zergling limbs, i have notice some minor clipping. This could easily be resolved my making the sections slightly different sizes (it would also make it slightly more aesthetically pleasing on the model level. Oh, and excellent modeling by the way, very well done)
2. Zerglings are FAR larger than ever shown in cannon. This makes them far easier target than they should be. Zerglings have been shown to be about the size of a medium-large sized dog.
3. Zerglings are FAR too resistant to damage. Zerglings are meant to swarm in massive numbers, compensating for the lack of resistance in shear numbers. While they do have shear numbers, their resistance is a bit too high for them to fit into their role. If they were a tad bit tougher, they would have a resistance that Hydralisks should have.
4.. Infestors can simply convert most organic material or soil into its infested variant, with little to no time in between conversions. What they should be doing is creating Creep tumors, which spread the creep from the tumor outward within a certain range (30 - 40 blocks seems reasonable). I would suggest the Infestors should have to wait about five minutes in between tumor creation, and only create a tumor on uninfested ground, as to ensure creep spread at a reasonable rate. Furthermore, the chance of an infestor spawning on creep should be relatively low, as to prevent constant tumor spam.
5. Creep really should act differently. Creep should be able to spread through cobblestone, and stone bricks, as it does. I suggest that creep should be removable temporarily by setting it on fire, converting it back to the normal block. I also suggest that creep speads up the Zerg's movement speed, and lowers yours, similar to how soul sand works.
6. I know that you are not wearing the proper power armor, and even if you were you would still be damaged, I think that the flame thrower should still not set you on fire when you use it.
7. The guass rifle has been shown have an effective range of at least 30 meters, where as in this it appears to be only five. You may want to fix that, and up the damage a bit. Right now, i might as well just use a bow.
Also, i put myself in creative mode to check things out, what is the arc welder item and the nydus warm block supposed to do?
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.T1. I strive for perfection with my models. Zerglings will likely be entirely redone to accommodate the as-yet unimplemented movement animations. I will have another look at the infestor.
2. I will make a smaller Zergling in my new model then. I did mean for them to be about small-tiger size, going off IG Starcraft screenshots.
3. Zerglings are intentionally overpowered. I found on my play-tests that the mod, without variety, was far too easy, so I buffed the existing mutations. When Hydras and Banelings are added in the next update, the Zerglings will definitely be nerfed.
4. This was how it was originally planned out, to have creep tumors. Unfortunately, I found that due to various reasons, it was near impossible to get the process started in a new world. I tried the straight, never-ending creep next, and that had less issues but was still buggy. It evolved into the Infestor system, where Infestors spawn on the surface and implement the creep at runtime. The Infestor infestation process is still undergoing development, so perhaps creep tumors will be added at some point.
5. Yes, fire killing creep will be a feature in the next update. As for entity effects, perhaps. If the creep covers the entire world, having it slow you down would make the mod tedious. I was thinking perhaps more of a slippery effect, such as ice.
6. Noticed the golem-esque player model, eh? That will eventually be stitched together into marine armour. There will be many more terran technology pieces in versions to come, and the firebat armour will protect you from fire. My plan is to give players bonuses for using a weapon with its associated armour.
7. Noted.
Thanks you for your feedback!
Oh and you never explained the arc welder and the nydus worm. Care to go into detail about that, or is it supposed to be secret?
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.T--update--
i made a world and made a base itself...
once i turned the mode to hard.. as they spawned my farm and such got taken over by the changes...
There needs to be a means to protect your land from the creep..
also Nydos worm as far as i can tell is a Mob spawner. Dont go near them. they are indestructable.. well via dia pick. but im still expirmenting.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TNydus worm has a small chance of spreading from creep. They spawn infestors every 150000 ticks. The arc welder is something I'm working on; it's the accompanying tool with the SCV suit. Eventually Zerg creatures will smash stone blocks to get to you (since stone is the way to make a creep-proof base), so the arc welder will allow you to weld neosteel plates to the side of blocks. These plates would be more resistant to Zerg creatures, so you can use them to reinforce your dwellings.
Vanilla weapons will eventually be removed. Zerg creatures will eventually drop biomass, which will be used to develop new equipment for yourself. The flamethrower is supposed to light you on fire unless you're wearing the firebat armour (which is under developement).
Get rid of the infestors, and replace them with drones. Those drones can go to a spot, and transform into a creep tumor. Technically it is still the drone, just with a change of model. That should fix the issue, assuming i understood what was wrong.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TGood idea. I think I'll replace the creep-spreading function of infestors with that, but keep the infestors for spawning enemies.
Perhaps you could use the infestors for spawning temporary creep, and infesting normal mobs like pigs, sheep, cows, villagers, so fourth, into a infested variant with a little less health than what a zergling is going to have eventually. When you create overlords, perhaps they too could spawn temporary creep. Now that i think about, marines didn't seem to be slowed by the creep, but the zerg could move faster on it. You may want to keep that in mind.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TLeadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.T