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[Unsolved] Campaign units, dependencies and tech trees

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Feb 12, 2010
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So, with all the expansions out, adding all the campaign, multiplayer and story dependencies into a map, units in particular get very messy based on what race you're playing, such as zerg randomly not being able to spawn overlords, and nydus networks being greater nydus networks and only spawning greater nydus worms for example.

Is there any way to have one expansion, say LotV as base, and still be able to use campaign and story assets / units etc, or do you have to manually fix every single unit and every single ability to match what you prefer?
Like, in the data editor you can see multiple instances of the same unit grayed out for different dependencies, is it possible to enable any one of them to use in your map?
 

Rui

Rui

Level 41
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Jan 7, 2005
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That's another thing I disliked about the editor. Supposedly, there is a sort of "order" in which you can apply the mods. If you placed the melee mod on top, then it would supposedly override all others. In the short time I experimented with the editor, though, I never experienced this to be the case. Liberty campaign mod would always be "on top" no matter the order in which I arranged the mods.
 
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