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Verified the textures on the BW Science Vessel, though, and barring unforeseen model issues, it's coming.
In other words, yeah. Same deal as Cybros and Ulnar. :(
- Mohandar-type Warp Ray (and Tal'darim Void Ray, for that matter)
- Khalai Dark Shrine?
- Tal'darim Observer, Probe and Sentry
- Nerazim Nexus, Nerazim Photon Sphere, Nerazim Stargate
I may be unable to update the low-quality Arbiter and the Brood War Carrier skins for the Tal'Darim, though. I've lost the original files when my last PC died, and I can't find them on SC2Mapster anymore.
Edit: I'm also considering the Obelisk and Thrikodias' Dark Obelisk as one or two new station hulls (per faction) for the Khalai and Tal'Darim factions. (I think Thrikodias also has a Nerazim Obelisk, in which case that goes in too?)
Furthermore, Terrans may get the Cerberus-class Battlecruiser (pirates!) if it imports without any weird model bugs. That and the BW Science Vessel ought to offset the loss of the Dominion train.
Re-edit: Oh, and Nerazim Battleship! (You know, the mirror-welded Templar Archives?)
- Nerazim Interceptor, Nerazim Mohandar-type Void Ray (that's technically redundant, but it IS a different look...), Nerazim Mothership
Re-re-edit: Cerberus is still broken. Void Photon Sphere and Gorgon are confirmed now, though, as is the Liberator.
1. Texture upgrade plus reskins of existing models. This could, perhaps, be done by the end of the week - or maybe sometime next week. Models scheduled for removal (like the standard Carrier and Void Ray models) will not receive any 'temporary upgrades'.
2. New models plus any reskins I might conjure up or create. This might take a little longer, but should hopefully still happen by the end of the year.
I'm also planning on reworking how custom hex limits and the Hex Limit Reverter work. Between the impending expansion, ABEM's own drastic changes, and the AI not knowing how to deal with non-standard hex limits, the current situation just isn't sustainable. (Even though it is just this and the Advent that are being affected.)
One idea that seems appealing to me is this:
1. Invert the whole thing, make custom limits opt-in instead of opt-out. Make the Hex Limit Reverter work backwards and all that.
2. Take advantage of the newly formed dependence on the DOF support library by asking dolynick to include the reworked HLR subsystem. No more awkward optional dependencies, no AI malfunctions, and more flexibility with default designs, with or without custom hex limits.
While the latter part is contingent on dolynick's approval, the former's probably going to happen anyway.
Canonically, it would probably be more accurate if I kept all the lights on Mohandar (and his reskins) from being affected by empire color.
However, from a gameplay standpoint, it might be better if the extremely bright lights all contribute to empire identification, as my non-emissive empire colors aren't very visible.
Here's a screenshot comparing the Mohandar Warp Ray with teamcolored lights and without them, for both sandbox factions:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=561589764
The upper left one is player 1 with teamcolor, the upper right one is player 2 without teamcolor, the lower left is player 1 without teamcolor and the lower right is player 2 with teamcolor. I've also tried desaturating the lights in a separate screenshot, but the teamcolor just puts them back into their previous state with very little apparent change.
I'm probably going to pick an option and stick to it, but the question is, which one should I pick? (Personally leaning towards the former option, seeing as the latter gets these really faded colors.)
I'm not getting rid of the source files, though. They could come in handy if I ever change my mind.
On the bright side, I'm getting the models converted already, which may very well be an acceleration of my schedule.
However, I think I've found the textures required for the Tal'Darim Supercarrier.