For balance reasons since the Battle Sister is supposed to be a tier one basic and expendable unit for the Martyrdom ability.
Well, you can perfectly have a unit with good stats at T1 without being an elite unit.
To compensate the higher cost you can perfecly adjust the creation time if it is a concern.
The Exorcist is supposed a long-range anti-infantry glass cannon and have the longest range out of all siege units though I overlook that since I was focused on making sure my custom skills works properly. Now the Exorcist now have increased range from 1150 to 1550, damaga decreased from 21-33 to 16-28.
Hunter-Killer Missile cast range increased from 1500 to 1550.
The Exorcist is simply more expensive in lumber than gold.
Well, having a vehicle as a glass cannon doesn't mean it must be as frail as an infantry. While not heavy, it is a chunky artillery piece (not just 2 gals on a pepper pot).
Putting a too high cost in lumber doesn't fit in Warcraft 3 balance, because you can get a shredder and catch up easily. Mountain giants costs 100 wood but they have 3-4x this cost in gold, for example. The Coyote's ruse is to increase lumber cost on a unit if it's a specialist.
My take here -to give some details- is to make it slow (190 speed, for example) & having a harsh minimal range (400-500).
To compensate, I would increase the gold cost, reduce the lumber, increase HP (to 600-700) and armor, and make the projectiles a bit slower to be easier to anticipate for the enemy.
I would switch damage type to siege and reduce the attack rate, so it would support the frontline with splash while giving something to counter tower spam.
So by these changes, it will still threaten static battlefields and support siege, but would be completely confused if melee or magic reaches it's minimal range. Objective complete !
While I agree the movement is gimmicky, it does make the unit unique and realistic. The Lightning Fighter is also pretty powerful and cheap when all available research for it is researched. I was struggling with making unique abilities for the second air unit which is why there is no second air unit. I added a second air unit now.
Being realistic doesn't make something fun or interesting. Sometime you have to sacrifice a bit of this realism to gain coherence.
If you want you can add some kind of ability spawning an airfighter to scout the area and destroy aerial threats before returning to the base.
However, as a unit I think it is a misfit (of course, it's just a detail).
? Almost all the buildings, units and abilities already uses custom models and icons. Though I admit Manufactorum is just the workshop with the roof teamcolored.
Indeed, some upgrade icons would benefit from being extracted from WH40k artworks or games, especially attack/armor upgrades.
I saw that buildings were basic Wc3 alternates with darker color. I don't mean it's a bad idea (I also had to be creative), however you would gain a lot from getting true WH40K building models in Wc3 graphics (yeah, it's very hard to get good available modeler these days, I empathize).
On the good side I haven't seen anything out of place.
Do go on, I'm interested in making sure my map is leakless. I'm fairly sure I made my triggers leakless.
I might have misread things, my head isn't very clear these days.
I just rewatched your triggers, they don't leak.
However, I remember why it tilted me a bit : the damned one line filters.
They are ugly, atrocious to maintain and to read.
You better have to make a if-then-else filter in the unit loop, so you can more easily maintain.
For example this
Wait really? I didn't know that! I thought I nerf her enough... I will be implementing your suggestions.
How did you calculate the DPS?
Another way to balance it, the problem comes from its absurd 0.6s attack rate.
You could increase the food cost to 3 and the attack rate to 2, or 2.5 if it's still too strong.
True. Perhaps I can change the Seraphim attack type and armor from Piercing and Heavy to Melee and Unarmored. Since the Immolator already exists as a anti-infantry vehicle, I can change the Exorcist attack type from Piercing to Siege.
Unarmored would be counter productive, as she would be too squishy against what she's supposed to counter siege in close quarters.
She would better fit as a battlefield stunner : she would jump into a location and automatically do a war stomp and a very short invulnerability to make her at least useful.
You can make her a melee unit, but I might alterate too much your lore.
Keep her heavy armor & piercing attacks if she's still ranged, or make her short ranged (200-250) with normal damage, compensated by a slighlty higher punch (+1 damage & +1 dice).
I don't know about the Immolator being used as a transport in the codex but they don't have that ability in DoW. Only the Imperial's Chimera, Space Marine's Rhino Transport can transport units and probably other units I am forgetting. A nice idea but I will continue to ponder on a unique ability for the Immolator. If I couldn't think of anything, I will implement it.
Ground transport is not much usefull in Warcraft 3, since the battle scale isn't significant. Also the narrow passes would make it a poisoned gift.
You could however make it fire faster if you load with military units : you can "save" a injured gal without loosing all of her abilities and DPS.
I'm considering buffing units with increased resource costs in general but I'm putting that on hold since I'm also toying with the idea adding a new faith mechanic with faith as a third resource to the sisters that can be spent to temporarily bolster their combat strength, etc. That might be too ambitious for me since I'm not certain I can properly implement it. In general, I implemented your suggestions.
Custom resources are a bit annoying to code by hand, but I managed to make it : the trick is to catch all existing events (start, finish, cancel, destroy) before computing the cost.
Battle Sister Flamer already loses the ability to attack air units though. And the burning duration might be too repetitive if I don't make the grenades single use.
You can make them explose at death lol.
More seriously, the grenade system isn't a fault here : the problem resides on the number of grenade to fire.
It could be the same burning effect as other flamethrowers, but they wouldn't stack too.