On Fri, 28 Jun 2002 22:21:37 +0100, "**Scorched**" <scorched@hotmail.com> wrote: *snip snip* >> >> You can make new units for starcraft, it's just a royal pain in the >> ass :P >> >> Plus, they won't work in multiplayer, but oh well =) >> > >'xactly That's one of the best things about TA for me, you can just make >whatever you want and use it... easily too. Basically, the only limits are >your imagination, you can create what you want, dragons, demons, ghosts, >robots, aliens you name it..... it's a *very* good idea - pity games >developers don't often do this, they don't like people messing with their >code etc
??? I didn't think you could create 'spell units,' per se, as in status ailments and such. For starters, it would require either an addition to the basic unit stats to add 'energy/mana', or else an ungodly cooldown time. And even then, the most I know you can do to change an enemy unit's behavior is 'paralyze', via the spider laser. And maybe the 'decloak torpedo' in Uberhack, but that's just a low-level high-area damage thing, affecting a special unit, IIRC. Nothing as thorough and wide-ranging as the default SC units.
Correct me if I'm wrong, or else I'd imagine some nutcase would try to make an ungodly TA/SC hybrid. BTW, can the SC unit editor (or whatever it is) create new spells/attacks for units? And is it an 'official' product, or a fan-created one?
TA's genius was in making the unit files seperate enough and open enough that the fans could step in and make the tools for making the units in question. Heck, fans fixed the behavior of the Necro unit! (a resurrector bot) I think Chris Taylor was inspired by Quake in making the design decision, though I could be mistaken.
Jonathan Fisher ---------- paranormalized man, subnormalized otaku
ROT13 and then delete all instances of the letter after P to email Yeah, I've been getting my alphabet mixed up the past couple months. Sorry.
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