Hi, mod dev here! Apologies if the mod is a bit rough around the edges, the SC2 Editor really likes to fight back regarding the WarCraft 3 mechanics and data. I have been working on a randomizer faction (for testing purposes) to make finding edge-case issues with unit interactions a ton easier. Please do let me know if you have any feedback! (WarCraft 1 and 2 factions are being internally developed along with the Naga and Illidari.) By the way, the WarCraft 3 factions such as the Orcs and Humans can place their Lumber Mills in their mineral lines. This is particularly useful for improving the economy significantly. Undead may call off Ghouls for energy from the Necropolis, and the Night Elves work as they do for Lumber but for Minerals. Wisps can be sent to beeline for Rich Minerals much earlier in the game, for a higher risk/reward if the enemy were to fail to scout the wisps. You can technically do cheaper expansions with War Mills and Lumber Mills, at the malus of needing to divert production from a real expansion/your main to provide the workers. Although I'm not too sure how viable this is, at the moment. You could even use them to decrease the distance of long distance mining. I hope you had fun with the mod! Check in a few months from now and a few things will most likely have changed/been fixed. Development has been on a bit of a slowburn lately, as this project has more of been a "for fun" project moreso than strictly competitive. As life hasn't necessarily been treating me too well recently so this has been a stress relief project as of late, and I have been on the player side of the fence moreso than in the editor as of late. So alot more playtesting has been happening than was before!
The Universe top technology getting owned by green guys with pointy sticks.
Basically wh 40k
That's -warboss- Warchief Gorgutz for ya
i mean magic beats tech :D bc tech imitates magic if you think about it
Hi, mod dev here!
Apologies if the mod is a bit rough around the edges, the SC2 Editor really likes to fight back regarding the WarCraft 3 mechanics and data. I have been working on a randomizer faction (for testing purposes) to make finding edge-case issues with unit interactions a ton easier. Please do let me know if you have any feedback! (WarCraft 1 and 2 factions are being internally developed along with the Naga and Illidari.)
By the way, the WarCraft 3 factions such as the Orcs and Humans can place their Lumber Mills in their mineral lines. This is particularly useful for improving the economy significantly. Undead may call off Ghouls for energy from the Necropolis, and the Night Elves work as they do for Lumber but for Minerals. Wisps can be sent to beeline for Rich Minerals much earlier in the game, for a higher risk/reward if the enemy were to fail to scout the wisps.
You can technically do cheaper expansions with War Mills and Lumber Mills, at the malus of needing to divert production from a real expansion/your main to provide the workers. Although I'm not too sure how viable this is, at the moment. You could even use them to decrease the distance of long distance mining.
I hope you had fun with the mod! Check in a few months from now and a few things will most likely have changed/been fixed. Development has been on a bit of a slowburn lately, as this project has more of been a "for fun" project moreso than strictly competitive. As life hasn't necessarily been treating me too well recently so this has been a stress relief project as of late, and I have been on the player side of the fence moreso than in the editor as of late. So alot more playtesting has been happening than was before!
Green is best! Wait wrong universe... For the Horde! 😊
I like 40k/fantasy orkz more tbh, warcraft orcs are fine but they're mostly LotR orcs on steroids
werk werk
WTF? Archons can be killed by catapults
so, warhammer 40k lmao
😂🤣