User talk:Shard/Galaxy

Burrowing Protoss/Terran? -- R I D DLE 03:31, 13 October 2009 (UTC)
 * Replace the Yamato Cannon ability with one that spawns a new battlecruiser that immediately uses the cannon, creating an infinite battlecruiser-spawning loop. –Jette [[Image:User_Jette_awesome.png|19px]] 03:39, 13 October 2009 (UTC)
 * Buildings with the Infestor burrow+move ability. Mr J 09:36, 13 October 2009 (UTC)
 * A Stygian Maw sunken colony. –Jette [[Image:User_Jette_awesome.png|19px]] 13:23, 13 October 2009 (UTC)
 * Set unit restrictions to Zergling-only, but give them psy storm. Mr J 13:28, 13 October 2009 (UTC)
 * Queen Spawn Broodlings effect creates one Drone and one Ultralisk. –Jette [[Image:User_Jette_awesome.png|19px]] 13:47, 13 October 2009 (UTC)
 * Yamato cannon turns units into Ursadons. Mr J 14:00, 13 October 2009 (UTC)
 * Carrier bay is filled with Carriers. –Jette [[Image:User_Jette_awesome.png|19px]] 14:21, 13 October 2009 (UTC)
 * Oh Jette. You and your recursion. What about nukes that mind control units instead of making them pop? Mr J 14:36, 13 October 2009 (UTC)
 * All this talk of starcraft makes me wanna play it again. Brb, making another windows 98 virtual machine.  Also: Dark Arbiter cloaks enemy units, making them impossible to select.  –Jette [[Image:User_Jette_awesome.png|19px]] 15:11, 13 October 2009 (UTC)
 * High Templars with Consume.
 * Zerglings with Archon-like attack.
 * Marines with Wraith Missiles.
 * Reavers that launch banelings.
 * Dark Templar with infest command center.
 * Firebats with siegetank range attack.
 * Zealots with shield batteries.
 * All I can think of atm. NuVII  [[Image:User NuclearVII signature 3.jpg|19x19px]] 15:35, 13 October 2009 (UTC)
 * Make the new Destructable Rocks into enemy units with mind control and loads of energy. Mr J 15:56, 13 October 2009 (UTC)
 * Does it allow for customizing Polys, or atlest Unit Skins? B/c... Changing stats, hardcoded flags, and literally "everything" itself was something we could already do with Starhacked back in SC1 and we could STILL play those custom SCM's over BNET.  What sets galaxy apart from that? -- ilr [[image:User_ilr_deprav.png]] 20:51, 13 October 2009 (UTC)
 * The protoss vanilla soldiers (whatever they're called) that cost one population unit and have the Marine's Gun. --User Ezekial Riddle silverbluesig.png R I D DLE 20:56, 13 October 2009 (UTC)
 * It will have a model import feature, but I'm thinking about just starcraft 1 and 2 units (they made all the models for SC1 units, even the ones not appearing in SC2).
 * Galaxy isn't just unit hit points and damage. EVERY single unit in SC2 was made in Galaxy - they didn't make any custom code for special units. When they say "we put hunter seeker missiles in a few weeks ago" in the battle report, it really means "someone played with the editor and invented hunter seeker missiles." The only thing you're limited to is what the units' models look like. It also lets you mount certain units onto other units (like the Uberlisk, if you've seen that video. It's an ultralisk with basically a bunch of sunken colonies on its back). ~Shard  [[Image:User Shard Sig Icon.png]] 05:05, 14 October 2009 (UTC)

How about a submarine? Any navy/water units possible? If so, are there amphibious units? Aircraft landing pad? Mobile bridge? Can you bind two units together, such that you could have it target two different enemies and fire two different guns, or are multiple turrets that can fire supported (I'm not talking about a goliath shooting missiles at air units, and chaingun at ground, but shooting BOTH at the same time)? Can a unit move AND fire its gun? StatMan 00:18, 29 October 2009 (UTC)
 * Spawn on death is cool ability, now we can make GW in SC, and have burning titans. StatMan 00:20, 29 October 2009 (UTC)
 * Starcraft doesn't have underwater environments, but don't let that stop you! You could make an underwater-looking environment and use your own models for vehicles/amphibian units if you wanted to. ~Shard  [[Image:User Shard Sig Icon.png]] 01:07, 29 October 2009 (UTC)

Karune said
One of the devs had made a functional third person shooter. I bet you could outcode them and make a first person shooter for SC2. &mdash; Why 12:48, 14 November 2009 (UTC)
 * I could, but I already know what game type I'm going to make ;) ~Shard  [[Image:User Shard Sig Icon.png]] 06:41, 17 December 2009 (UTC)

Overlords that generate larvae
That one's actually really good, you should make a really expensive-ass elite Overlord unit that serves as a mobile hatchery. Or I can do it. Possibly. What does the Galaxy engine support in regards to extensibility? Is it Lua? I hope it's Lua, that's the only scripting language I know and I'm not learning another one *pouts*. –Jette 04:52, 9 December 2009 (UTC)
 * Or, you can do the other thing. Hatcheries that generate zerglings. NuVII  [[Image:User NuclearVII signature 3.jpg|19x19px]] 19:12, 9 December 2009 (UTC)
 * But don't they do that already? –Jette [[Image:User_Jette_awesome.png|19px]] 20:35, 9 December 2009 (UTC)
 * Without ordering them to spawn. With an increased generation rate. Say, 2 zerglings per second. NuVII  [[Image:User NuclearVII signature 3.jpg|19x19px]] 20:51, 9 December 2009 (UTC)
 * oh lawdie –Jette [[Image:User_Jette_awesome.png|19px]] 21:20, 9 December 2009 (UTC)

marines
with plasma shields? Infested Hydralisk  01:26, 25 December 2009 (UTC)

infested hydralisks! Infested Hydralisk  01:36, 25 December 2009 (UTC)

can you......
triple or more stack units? if so, battlecruiser with battlecruiser with battlecruiser with battlecruiser with battle cruiser on it =D (with a zergling on top for good measure.) 74.68.98.203 22:55, 28 December 2009 (UTC) I would assume so. -- R I D DLE 22:57, 28 December 2009 (UTC)
 * "(like the Uberlisk, if you've seen that video. It's an ultralisk with basically a bunch of sunken colonies on its back)."

Zerg brains
Ya ever written A.I. before? I ask b/c a SC2 beta-leak I happened across ( sorry, can't post the source here for obvious reasons! ) seems to indicate that the A.I. scripts are so available and easy to mod, that there's already several varieties being offered for a game that hasn't even hit public beta yet...   Think ya might try your hand at it if this is true? -- ilr  23:10, 3 March 2010 (UTC)
 * I think it's possible that you can write A.I. in SC2 since you can pretty much make any type of game with the SC2 editor. <font color="#000000">Infested <font color="#CD0000">Hydralisk  00:10, 4 March 2010 (UTC)
 * The SC2 map editor has pre-defined scripting functions for AI (things like "find new base" or "defend location X,Y" for example.) Combining them into new AI scripts shouldn't be too hard. Also, all SC2 beta stuff is public, so there's no reason to keep mystery leaks confidential. I check their beta forums almost every day. ~Shard  [[Image:User Shard Sig Icon.png]] 19:28, 4 March 2010 (UTC)
 * See this is why I gotta ask... I'm so out of the loop on all this until I can really get my hands on it. ...though I did do a fair amount of AI rescripting (C++ & LUA) on other games.... -- ilr [[image:User_ilr_deprav.png]] 20:06, 4 March 2010 (UTC)

SC2 Editor supports
14 Players, 1 Neutral. I just thought you wanna know. :) They released the Editor for the beta today. <font color="#000000">Infested <font color="#CD0000">Hydralisk  23:21, 22 April 2010 (UTC)

new race?
As far as I wandered in the editor, I made a new race, but for abilities, I can't make one under the race's tab. --Boro 17:02, 10 November 2010 (UTC)

Flying Burrowed Units
I'm not sure where, but I've heard that these are already in the game. According to the post, you can't burrow anything under a Colossus for this reason. I haven't checked it, but have you been trying to replicate that with other units? -- <font color="Black">Tha Reckoning  13:44, 28 November 2010 (UTC)