This is a Total Convertion for Starcraft, It changes the unit stats, graphics, names, weapons, Balance, it also makes the Terrans into the Cantstandian Empire, the Protoss into the Terran Dominion, and the Zerg into Zerg Slaves (Protoss coming back soon in next version hopefully).

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Essentially this mod changes all aspects of the game.

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There are 4 planned races for the mod: The Cantstandian Empire (Human), The Terran Dominion (Human), The Zerg Slaves (Zerg), and the Protoss (Protoss). The first three will be usable as normal, but the Protoss will only be usable in UMS maps, and only when placed there by someone already.

The Cantstandian Empire:

Strength:
Ground troops. Focus on Infantry, and Artillery with this army. Fighters should be used for close ground support, and bombers should be used only to finish off a target that has been hammered by artillery.

Weakness:
Anti-Aircraft. They have the ability to defend themselves from air, but it's really not their strong point. The best strategy when facing someone who is air crazy is turtling with lots of turrets, and Vectors to keep the enemy away while your ground pounders move in for the kill.

Super Unit: Warcruiser. Easily the most powerful single unit in the game, the Warcruiser is to be feared. Every race has a way of countering it, but that doesn't mean it's easy. And if you let your enemy build more than one of these terrors, it's GG. You lose.

The Terran Dominion:

Strength:
Airpower. The Terran Dominion has mobile flying artillery, they are not fast, nor powerful, but their mobility, cloaking, and range make them formidable. Paired with the best anti aircraft fighters, and a couple destroyers and carriers, they can easily be the most powerful race in the game, if you let them.

Weakness:
Ground Troops. They have forces that can go toe to toe with the Cantstandian Empire, one on one, but in evenly numbered groups, the Cantstandian Empire's ground troops can push back wave after wave of Terran Dominion troops if they are not disciplined enough. If you are under siege by large amounts of enemy ground troops, and you don't have any aircraft, the best thing you can do, is move them into formation, and hold position. They have long range, and heavy firepower, but if they get too close together, the Cantstandian's spray and pray weapons, and the Zerg Hydralisks will destroy them.

Super Unit:
The Terran Dominion is working on several answers to the Warcruisers that the Cantstandians have fielded. One such answer is the Destroyer, it may not be as powerful, but it is cheaper, easier to build, and if used properly can use hit and run tactics to destroy a Warcruiser. Another answer is the Carrier, it's stronger than the Destroyer, but not quite on par with the Warcruiser. The Carrier is best left for smaller enemies such as the Cantstandian's infantry, or the zerg swarms. Carriers take enemy bases out pretty easily, and can single handedly win you a war.

The Zerg Slaves:

Strength:
Numbers, sheer numbers. Build plenty of hatcheries, and overwhelm your enemy with the might of the swarm! The Zerg Slaves troops are not quite on par with the enemies, but they are able to field them at a much higher rate. You can overwhelm any enemy with sheer numbers if you do it the right way. Yes, even with numbers as your only advantage, you still need strategy.

Weakness:
The fact that any one Zerg unit will most likely be obliterated by it's Human or Protoss counterpart in one on one combat. Counter this by making sure it's never a fair fight. You should always have at least 4 zerglings for every one marine, and maybe back them up with a hydralisk.

Super Unit:
The zerg don't really have a 'Super Unit' persay, but they have some very strong units, and some good counters for other's super units. If the enemy has Warcruisers, Destroyers, or Carriers, try sending lots and lots of Kamikaze's from many different direction (and not bunched up), and if you'd rather, you can always try'n capture it with mind control (I'm pretty sure the queen has this ability now)...

The Protoss Remnants:

Strength:
Small base. It's easy to tech up fast. Because the Protoss were nearly obliterated in the wars with the Terran Dominion, they have only a very small group of buildings left to teleport in. They get a Warp Gate as their main base, a Protoss Temple as one research building, and a Xel'Naga Temple as their other Research base. This is a good thing because you don't have as much to protect, but you can build it all anyways, and have the enemy destroy useless duplicates. Plus, once you've built your main base, all you need to do to have reinforcements in an area, is build a second, or third Warp Gate! Build them near the enemy towns, and warp in the remaining Protoss soldiers, just please, don't throw their lives away, they are almost extinct as it is.

Weakness:
Small base. This is also their weakness. If you only have 3 buildings to destroy, the enemy can just bypass your soldiers, and go straight for the kill. You need to maintain a standing army, and hide workers around the map, just incase. If you lose your last warp gate, you will probably lose the battle.

Super Unit:
None. The Protoss are weak, and nearly extinct, their race is at an end, and this is their last stand. What could they possibly field that would be considered 'super', yet could not save their homelands?

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SlyFlySpyGuy Author
SlyFlySpyGuy - - 548 comments

Redid the features, thought everyone'd like it.

Reply Good karma+1 vote
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