New version that fix some bugs, add some new features and balance changes.
Some of the changes/tweaks where discussed on the modDB forum, feel free to share your thoughts there.
FIXES:
-Extra supplies now gives 4 more supply instead of 8
-Fixed a bug where all zerg units regenerate faster after the improved mitosis upgrade
-Fixed shield recharging timer for buildings (it was the same as for units)
-Tech Lab and Reactor hotkeys changed to Z and X
-Fixed Hallucination research tool tip
-Place Spider mine order can be queued now
-Fixed burrowed baneling changing its wirefrme when explode
-Fixed loading screen (thanks to bajadulce)
CHANGES:
-Starting minerals increased to 100
-Starting workers automatically harvest near minerals
-Shield graphics face the attack direction (not fully working against flingy movement units)
Acquisition range increased for short range units:
+1 to zealot, darktemplar, zergling, baneling, broodling, infested terran
+2 to firebat, ultralisk, roach and archon
Terran
Reactors reworked:
-Units are trained/constructed 75% faster (affect all units that don’t require Tech Lab)
Siege tanks
-Switch modes time back to normal (it was a bit slower before)
-Article Shock Cannon damage reduced to 50
-Sight reduced from 10 to 9
-Siege mode doesn’t need to be researched any more
-New passive skill for siege mode: Maelstrom Rounds
Primary target receive 25 extra damage if is a building
Valkyrie
-Mineral cost decreased from 225 to 200
-Damage changed to from 10x2 to 6x4
Battle Cruiser
-AtG cooldown increased from 12 to 15
-Sight reduced from 11 to 10
Comsat
-Requirement changed from Barracks to Engineering Bay
Zerg
Improved mitosis regeneration bonus tweaked:
Instead of a base regeneration the regeneration bonus depends on the building current health
-more than 75% healt: no bonus
-from 75% to 50% healt: regeneration *2
-from 50% to 25% healt: regeneration *3
-less than 25% health: regeneration *4
Queen
-Fungal Scourge primary target damage increased to 120
Guardian
-Gas cost back to 100
-Damage back to 20
Ultralisk
-Damage changed from 2x16 +2 to 30 +3
-Attack cooldown decreased from 26 to 24
Protoss
Building Shields:
-Recharging start time reduced from 45 to 30 seconds
-Protoss unpowered buildings slowly lost shield points
Sentry
-Apial Sensor upgrade increases range to 11
Archon
-Attack changed to 15+2 (upgrade back to protoss ground weapons)
Great!, So cool xD
Thanks KYSXD
About the reactor, does it mean that the production boost is a bit less than double?
No, before it was 50% faster.
Actually it was 100% before, but only for basic units (marine, vulture, wraith) now also works for medic, goliath and valkyrie
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Start is significantly more dynamic! (scv ai, 100 mineral)
Enginner Bay req. for ComSat is far more better than barrack. However still Terran can almost freely spam with scaning.
Reactor is finally profitable.
Valkyrie is useful now. BCruisers are now able to be shoot down be Valkyries.
Tank!! at least I was waiting long for such nerf.
In my opinion terran is still OP (compare to zerg, not play Prot much), but not so much as before.
Great change, I really admire the way this mod develop.
Im glad you apreciate it.
Really like the changes you made except one, the "Starting minerals increased to 100" thing. I think that this would give Zerg a huge economic advantage since a player could train two Drones simultaneously right from the get-go, whereas the Terran and the Protoss would still be limited to one worker at a time.
Also one thing to note is this also brings back an old balance issue from the earlier versions of SC1 where 4pool was one of the most feared strats due to the spawning pool costing 50 minerals less than what it is now...I feel like this problem would reintroduce old balance issues from past.
Other than that, great changes, loving this mod and where it's going. Great work :)
From my exp. from Rev.1.5 Zerg is the weakest race.
Zergling rush is (was?) futile. Marine/FB have +5/+10 HP compare to vanilla. Bunker have +10 HP. SCV AutoRep function also not helping zerg. Moreover it's very easy now to do the Terran rush vs Zerg (!), mostly because of better FB concussive dmg. % threshold. So I really hope that the extra mineral give zerg some boost.
RavenWolf will probably give extra starting workers (6?) instead of extra minerals in the future.
edit: I like 2 Drone morf at start.
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I do think that's the whole point to give Zerg a better economic advantage due to both Terran and Protoss having much better early units than Zerg has ATM.
4pool its a think that i will have to look close, if needed i can increase spawning pool time/cost or other factors.
Thanks for the feedback.
After few Zerg game, I think you shall rather consider DEcreasing Spawning pool time/cost.
[or maybe my zergling rush just suck :D]
Take in mind that AI have extra resources, so in most situations a rush wont have the same potential as against a human player.
I didnt know that. 8 - /
I always thought Comp have just lot of spare resource and spending it slow.
So AI is not so smart as I thought? : D
an increase in starting workers instead of an increase in starting minerals would be the solution to the problem NGsShadow I believe, I don't wnat to be bugging since I already mentioned this in the forum.
It will be tested when i can add more starting workers.
I review your mod. It very cool heavy unit.
Youtube.com < This video
I do not want to be rude, but watching this is waste of time. Its not even a little bit like "review". Lots of carrier and BC, finishing game that already has been won.
In which language it is?
Hi! I'm new to mod/patch. Can you assist me in installing this patch. I've already unrar the files and when clicked on the icon "SC Revolution Mod 1.6" a new window pops up where it says open start up executable. By the way, I have the latest patch for broodwar 1.16.. Any help is greatly appreciated.
You need to select the starcraft.exe in your starcraft instalation folder
Does Starcraft-Loader.exe works for this patch? I have the rip version of Starcraft. I tried the Starcraft.exe but it says Data Error - Your starcraft CD may not be in the CDROM, etc...
I have the rip version of Starcraft. I tried the Starcraft.exe but it says Data Error - Your starcraft CD may not be in the CDROM, etc... When I tried the Starcraft-Loader.exe, which is the only working exe for the game, nothing happened. Thanks!
Nope, it doesnt work with the loader. You can get an image of BW and mount it if you dont have the CD.
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Can you make Hots swarm, and it seems like zerg is too weak, and why Terran (computer) often use siege tanks. for everything is very impressive. please reply, thanks
Im not planing to turn this on a HotS mod. But there are orther proyects that have HotS units (like shadow of the infestation).
AI need a lot of work, now terrans abuse a lot from the extra resourses, while other races dont.
Can you add a small wing to Zergling after researching metabolic bost.
it would be more fun, seeing them running by using the wing
It is technically possible, but make the wings graphics will require some time as the zergling have lot of frames. I probably wont make it for now, unless someone can provide a wing-zergling grp.
I see this wing-feature in some SC mod (dont remember which one), but I don't like it. It doesnt look good IMHO.
The zergling was not flying either way. (in AoExigo one similar to zergling unit have wing upgrade ability, but the unit actualy gain flying).
As for zergling - it would be nice to have few of them selected in one slot (like in WHM:DawnOfWar). So be selecting (lets say) 4, Player would see on the bottom unit selection panel only 1. This way it would be possible to select 48 zergling.
There is some wing zerglings in DoC mod, they have the kakaru wings (the pterodactyl critter) It doest fit very well IMO.
The selection you said is not possible to make (at least for now)
I can help you. However, before you can give a little tutorial to make the GRP??. I am still new and need direction. Can you help me??
There is one with some basic stuff here: Sc.gamebanana.com
But i use SFGrpConv intead of retroGrp. SFGrpConv have the option to import the whole grp in a single file, that makes more easy to change colors and other stuff, and also it doesnt require a text file to specify the frames
thanks, it was very helpful. but can you give a more detailed tutorial again? yes, like how did you get roach, by combining infested terran and lurker? oh, yeah. and I think, the idea of making zergling with wings kakaru was passable. especially if he can fold its wings and fly like a raptor strain
here is also some tutorials
Saga.samods.org
and here
Staredit.net
Every time I run "SC Revolution Mod 1.6.exe" it opens a window that says "open starcraft executable", the "SC Revolution Mod 1.6.exe" file is there but when I try to run it again it says "Starcraft Self executing patcher has stopped working", and idea how to fix this?
I have a ripped version also, no installer needed, I attempted to follow your instructions you put for him, but couldn't figure it out.
nvm, got it lol.
I think Protoss need some buffs because Terran can mass M-M very quickly and Zerg have powerful Banelings,but Protoss only have Boost from Nexus to produce units faster and it can't compare with Terran Reactor and Baneling. Maybe you should add warp-in techique in SC2 :)
And when I play Terran or Zerg,it crashes a lot :((
Awesome mod
I like this.But I come from China.I can't download it .Can you help me?My email address:942297589@qq.com Thank you!
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Thanks for the work on this.
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i dont know if this is a necropost but ive tried the mod and its frigin awesome in skirmishes. but it dies and nuke itself on campaigns. the protoss unique scout become a tiny spec of unknown figure, kerrigan's portrait become the zerg guardian. whats up with that? is this mod just not meant for camps?
its not
i got an error playing your mod
the error is this one
"the instruction en 0x0040ac21 makes reference to the memory in
0x47bcbcbb. the memory couldnt read"