Joined: Sat May 23, 2009 9:51 am Posts: 218 Location: Toronto, Canada
The Earth shakes, and the sky breathes flame. The awakening is near...the last age of man. The Final War has begun.
Legends told of two empires, who were enemies of each other. They may have once been allied, but that was nothing but a story... They could never have succeeded. The Final War ripped both of the Empires to shreds, leaving only fragments, scattered throughout the world. But how exactly did it happen? What happened during the War? Enter, and see for yourself...
A little preview...
So yeah. This is what I'll be working on...
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x4Point Productions - StarCraft Mapping And Modding Community Status: Site Administrator & Unofficial x4Point Co-Leader
Joined: Sat May 23, 2009 9:51 am Posts: 218 Location: Toronto, Canada
[[UPDATE]] * Did a great deal more work on the mod. At this rate it'll be finished within the next month or so. Woot? * Myran Sword-Masters now have more health. * Increased the damage of the MP-X WarBot. * Added in the Myran Shadow Entity. * Transferred the Myran War Immortal. It is now built from the Shrine Of Legends rather then the gateway. * Added in the Myran Aetherweaver, the single most powerful unit in the game.
Joined: Sat May 23, 2009 9:51 am Posts: 218 Location: Toronto, Canada
[[UPDATE]] Wow, I really must be bored to be working on this so much. * Laser Troopers now deal much less damage. It still says 4 damage, but it's been lowered, trust me. * Black-Ops' lasers no longer pierce through targets. * Added in the Special Operations Center(human building). See description below. * Added in the music! Unfortunately it has beefed up the file size to 18x its original. * Various other small changes.
[SPECIAL OPERATIONS CENTER] The Human Legion has always had a streak of espionage and deceit. Even the most brutal and ruthless commanders always had spies to aid them. Although the Specialist Black-Ops unit can satisfy many of the needs of the Human Legion, sometimes greater power is required. Hence, a Special Operations Center can be built to satisfy this requirement. Units trained from the Special Operations center have a number of characteristics: * They are protected by an extremely thick energy shield. * They have very high armor. * They appear to be normal troopers at first glance but prove to be much stronger. * They have certain abilities(not implemented yet) that can wreak mass havoc if used correctly. * They can detect invisible units. * They regenerate health.
Units Availible: Special Operations Marine - An all-around trooper. In all ways, a huge improvement over the Laser Trooper. Armed with a single Gattling Gun. Special Operations Sniper - An incredibly potent unit, with armor-piercing energy rounds that can kill a trooper in a single hit. Armed with an Energy Burst Rifle. Special Operations Phantom - Even more potent then the Sniper, this unit has a thick energy shield that would not be out of place on a building. Its rounds are sufficient to cut through 5cm steel armor and still kill whatever is behind it. In addition, each Phantom wears a specialized suit that makes him permanently invisible. Armed with a Hypervelocity Laser Rifle.
EDIT: Quick fix. Turns out the Aetherweaver's new explosion graphic for its L2 couldn't be created via imgol. So instead, I have used sprol. It works fine now. I think. Link updated.
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x4Point Productions - StarCraft Mapping And Modding Community Status: Site Administrator & Unofficial x4Point Co-Leader
Joined: Sat May 23, 2009 9:51 am Posts: 218 Location: Toronto, Canada
[[UPDATE]] This update didn't add anything new, except the medic. * Gave the Field Medic a weapon. It is weak, and the medic is better suited to healing anyway. However, its attack orders are bugged, meaning you can't use attack-move or target your own units. It will also no longer auto-heal. Will be fixed in later versions, I hope. * Did some string changes. * Changed the Special Operations center to use the Covert Ops' graphic rather then the Psi Disrupter. * Some small balance changes.
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