My Starcraft Mod
Posted: 2007-08-06 10:51pm
I'm always blabbering on about my mod so I'll detail it here for any Starcraft fans that may be interested. Thanks to Surlethe, the current build is available here. (I'm constantly changing things, but I've played this version steadily)
*In general I'll note that it's biased towards defense and air units. Campers can get away with it but air units are much more powerful in this mod.*
*Also, I renamed units and attacks here and there, nothing excessive though. I won't try and remember them all but kudos if you can find the one inspired from the Ace Combat games*
1) All turrets (photon cannons, spore and sunken colonies, missile turrets)
Range increased from 7 to 10 and they all regenerate, are cheaper, build faster slightly stronger and in the case of Terran and Protoss are much tougher. Terran buildings still burn, so that won't be regenerated unless you repair it.
Also, other than the Sunken Colony, they attack both land and air and are all detectors. (even the Sunken Colony detects)
2) The range of all air units attacks, if they weren't changed that is, have been increased by 3 so as to keep a relative balance with the increase in ground defenses. The Wraith attacks were 5 before, now they're 8. Scouts' were 4 and Mutalisks 3, now those are 7 and 6.
It should also be noted that this relative increase wasn't done for ground units.
3) There's probably a silly amount of nukes.
Comsat costs only 25 energy cause I'm a Terran player and I needed that.
PS -- don't cancel morphing mutalisks in case you wanted devourers or guardians instead of the what you got. I believe this crashes the game. (spotted by a friend)
*In general I'll note that it's biased towards defense and air units. Campers can get away with it but air units are much more powerful in this mod.*
*Also, I renamed units and attacks here and there, nothing excessive though. I won't try and remember them all but kudos if you can find the one inspired from the Ace Combat games*
1) All turrets (photon cannons, spore and sunken colonies, missile turrets)
Range increased from 7 to 10 and they all regenerate, are cheaper, build faster slightly stronger and in the case of Terran and Protoss are much tougher. Terran buildings still burn, so that won't be regenerated unless you repair it.
Also, other than the Sunken Colony, they attack both land and air and are all detectors. (even the Sunken Colony detects)
2) The range of all air units attacks, if they weren't changed that is, have been increased by 3 so as to keep a relative balance with the increase in ground defenses. The Wraith attacks were 5 before, now they're 8. Scouts' were 4 and Mutalisks 3, now those are 7 and 6.
It should also be noted that this relative increase wasn't done for ground units.
3) There's probably a silly amount of nukes.
4) Zerg UnitsZerg:
*Scourge. They ram and go boom for 1000 damage, that's 500 less than your bog standard nuclear strike but the radius is the same.
*Infested terrans. Ditto only it's only 500 damage and reduced damage radius.
Terran:
*Spider Mines. I think I made it only about 360 or so with smaller radius comparable to the infested Terran but I upped the research cost so it's not a given. It's neat bot not as effective as you'd think. There's a greater probability of a cluster of these of wiping each other out to say the least and it has all the disadvantages and risks mines carried. Don't let a fast unit lure it backwards.
*Valkyrie Bomber (more on that later) Shoots 2 extremely slow-moving missiles that eventually do 250 damage each. Energy to shoot is only 125, so if you upgrade and get max energy you can do a double-shot and high-tail it. Damage adius smaller than scourge.
Protoss:
*Disruption Web (of course, it's now a projectile weapon) on the Corsair. 750 damage with radius slightly lower than Scourge's. 175 energy but the bolt is extremely fast and can be used very effectively tactically to wipe out enemy units. (as opposed to the extremely slow moving Valkyrie cruise missiles which are only of use against enemy bases)
*Scarab from the Reaver. I think this is kinda broke especially with the faster and cheaper production but Reavers already are something of a bitch of a unit to acquire when you think of it. You need a 200m 200g building to produce it out of and a tech building on top of that to build it, it's painfully slow and requires constant repurchasing of ammo.
And since this attack is a normal repeatable one and not a spell, you do have to be more careful about it. (it almost negates it's use as a defensive unit for example, too many risks without constant mircomanagement) It is a nuke and will blow up anything (but itself -- units can't hurt themselves in Starcraft) unfortunate enough to be near the initiation point.
Does 250 damage a pop upgradeable by 50 and has a much-improved range (3 greater than ground turrets) and finally the scarabs move faster, which makes it so much more effective.
5) Terran unitsGenerally, all units double spawn but
*Queens, cause I hate them.
*Drones, cause it makes zerg too damned fast and leads to massive delays in the AI script taking off
*Devourers and Guardians cause that would be broke and it's glitchy. One out of every 2 hatched does... nothing.
Zerglings -- unchanged.
Hydralisks -- renamed to Hunter-Killers (after the hero) and stats changed to reflect that. 160 HP, 2 base armor and 20 base attack, still explosive. Price is upped a bit but they double spawn of course. Thanks to this unit and the Lurker, which also got a doubling in strength, zerg's a powerhouse on the ground.
Ultralisks -- same.
Infested terran -- already noted.
Mutalisks -- unchanged.
Scourge -- already noted. Scary really, one always gets through *somehow* so get used to dispersion and keeping a reserve.
Guardians -- attack both ground and air. Otherwise, the same.
Devourers -- attack both ground and air and the cooldown is only 30, the same as a BC laser. These hurt en masse but it on longer does acid spores. It's a more conventional slugger than before.
Spellcasters and overlords the same.
Sunken Colony -- the attack is now normal, not explosive damage, so Zealot's won't turn it over like it wasn't there and the cooldown was lowered. Like I said -- defense was biased.
Comsat costs only 25 energy cause I'm a Terran player and I needed that.
6) Protoss UnitsMarine -- has a random RPG attack. 18 damage but it's unguided. This is killer en masse behind a bunker though.
Firebat -- nothing new.
Ghost -- attack raised from 10 to 60 but cooldown is that of a siege tank and it's still concussive: only useful against light-armor types like zerglings, terran infantry and zealots. (actually also mutalisks)
... and I replaced lockdown with a laser shot that does 200 damage, ignoring all armor. Good for assassinating random stuff.
Medic -- meh, nothing.
Vulture -- tacked on 25 gas also as a means of countering nuke-laying abuse.
Goliath -- Guns removed, missile attacks ground and air for 20 explosive damage. Still upgrades with the Machine shop and this is almost equal to a defensive building's range
Siege Tank -- tank mode nothing changed, but the siege mode it fires several successive lasers (it's the BC laser) in a grid area. Not the best thing in the world by itself but in numbers it gets very effective. Damage per shot (and there's 6 IIRC) is 25. (it REALLY takes down buildings though, as they usually soak up almost every hit)
Wraith -- the laser and missile fire one after the other (the laser doesn't guide though) and attack both land and air. Better against ground units than before but they get swatted down even faster than before too.
Valkyrie -- Instead of 4 doubleshots of those Halo rockets, it's a single siege-tank-ranged double shot of the EMP animation. Good splash, high cooldown but it doesn't do friendly damage. The Valkyries move faster too than before, not terribly so but it's noticable.
Dropship -- (completely changed) Renamed it after the nickname a friend gave it to "Battledropper." I replaced the sprite with the BC and it's a stock BC minus the on-command Yamato. Now the Yamato is a random attack with some splash like the Marine RPG. It starts at 100 damage and upgrades along with air attacks 50 at a time. In numbers that adds up but it's still expensive, slow, and vulnerable. (as a drawback too for terran, it limits their dropping capability severely)
Battlecruiser -- (completely changed) This is probably even more radical than the last. The name should be Valkyrie Bomber and that's really all that distinguishes it from the normal Valkyrie. Due to my ineptness, the wireframes of the units remain what they were, so what looks on the battlefield like a BC will be a Dropship in the green wireframe selection box, but that's how you'll distinguish between the Valkryie and Valkryie Bomber now. Something of a pain, but the unit selection buttons like alt+left click still work fine in group selecting by unit type.
ANYWAY, it's also faster like the Valkryie, but custs 300m 200g, and has different attacks. The air attack is a bunch of wraith-looking lasers landing in a 3x3 grid. A single bomber's air-to-air is pretty inept in a 1v1 situation, especially against the inevitable scourge, but in numbers and with other air units, it'll swat stuff down no problem. The ground attack is basically a missile that's like the siege tank shot in every way, damage, cooldown, splash and damage radius. It's unguided, so units on the move will constantly be ahead of it, so it's more of a base-blaster or breaking up formations of units as they stop to hit your defensive wall. That being said, it's far more effective than the old siege tank attack was cause air units stack on top of each other and it repositions effortlessly.
FINALLY, it has the aforementioned cruise-missile-like nukes.
Science Vessel is the same.
And lest I forget, the bunkers for the Terran have 5 armor, 400 hitpoints, build faster and cheaper like other turrets and hole 8 infantry now. Really tough to crack.
Nuclear missile does 2505 damage (the 5 tacked on so it'll kill a Hive in one shot) and has stupid radius but the ghost should *just* escape it if you walk back a few paces. Between all those defenses though, it's damn near unusable. There's also basically no delay this time.
Just browsing it over you probably can tell I'm a Terran player and that this took a long time to type. I just can't think of creative / fitting stuff for Protoss. Zerg's easy enough, just accentuate their numbers game.For every Protoss unit, like buildings, the shields match the hit points. This hardly improved a lot of ground units and I don't think it changed the Zealot at all but this expression makes the Carrier 150 shield-points tougher for example.
Zealot -- upped attack speed. That's all.
Dragoon -- attack does normal damage now and upped attack speed slightly.
High Templar -- the psi storm attack range is now... 15. You can fling this from quite a distance.
Dark Templar -- nothing.
Reaver -- already covered the scarabs.
Observer -- nothing.
Shuttle -- Has a lame-looking shotgun-like attack. Basically it's a bunch of the Protoss interceptor lasers that spread out. It's a really tacked on ability but it is there. Also, the shuttles cost only 100 minerals and 1 supply, so Protoss are theoretically more mobile this way.
Scout -- like the Wraith the gun and missile go one after the other and against ground and air. Damn-near overpowered IMO.
Corsair -- the main attack now hurts ground as well + it has the aforementioned nuke.
Carrier -- moves faster and launches interceptors at I believe twice the previous distance. A neat thing is once you close distance to a base to launch interceptors you can pull back as the interceptors provide their own vision to keep attacking. (so long as they're within range of the carrier's attack range) Interceptors themselves are the same but cost less and build faster.
Arbiter -- Has greater attack range, same shitty attack, but the cloak field is also greater. (the cloak field is the same distance as the attack)
PS -- don't cancel morphing mutalisks in case you wanted devourers or guardians instead of the what you got. I believe this crashes the game. (spotted by a friend)