Enjoy the classic broodwar game with improved mechanics, new units, upgrades, abilities, and lot of changes that will improve the gameplay and open new strategies and compositions to fight with.
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Jun 7 2013 Anchor | ||
Ok, I have been busy whit rl stuff, and will be busy for some time, so I decided to make a release with the new stuff I have been done so far. -Starting minerals back to 50 -Push units feature: Every protoss building now have a working animation Roachs (WIP): Scourges now have smart suicide behavior (by pastelmind) Ensnare increase attack cooldown to 50% instead of 25%, now affect goliath and tanks attack speed Terran infantry (WIP): Reworked terran air: Dropship is now a caster (WIP) And as usual, bugs fixing and other balance changes |
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Jun 10 2013 Anchor | ||
So ... No new units? Edited by: KYSXD |
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Jun 11 2013 Anchor | ||
nice, new unit Dusk Wings -- Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. whether in this mod as well? |
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Jun 11 2013 Anchor | ||
More workers - nice. Big changes for Terran air: |
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Jun 11 2013 Anchor | ||
Roachs burrow movement will be inherited but i want to give them some upgrade, so maybe they have slow burrowed speed and some upgade that increase it. Wraiths will lose cloak but they will get a new upgrade, probably a AtA splash bonus, so it can replace valkyries |
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Jun 16 2013 Anchor | ||
Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. is it really so? -- Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. whether in this mod as well? |
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Jun 18 2013 Anchor | ||
They cant mine even if you give the order or only when the game is loaded? i havent tested to save/load games. So probably the plugins cause some issues |
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Jun 19 2013 Anchor | ||
I think so too -- Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. whether in this mod as well? |
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Jun 24 2013 Anchor | ||
1. Starting workers some math: 2. Medic upgrade:
and
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Jun 25 2013 Anchor | ||
Note that having 7, the collection increases to over 100 minerals. at this point, the Zerg can create two workers simultaneously, while the other only 1.This causes the zerg have a significant advantage from the start. So, in my opinion, 6 is the most balanced that you can have if you want the maximum possible number of workers. |
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Jun 25 2013 Anchor | ||
Starting Workers: |
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Jun 29 2013 Anchor | ||
Like RaptorStrain, iv'e noticed the minor vesphene problems. I also destroyed the refinery and built a new one, and they gathered again, so no big deal. I'm new to the moddb community, and im kinda happy that people still play brood war! Some mods really suck, like the SUM, or super units mod, but this one is perfectly balanced. |
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Jul 2 2013 Anchor | ||
The release have been delayed, Pastelmind have released a new version of GPTP with some features that allow to make new stuff and code optimization, so im updating my codes to this new version. Also I will probably include new stuff, and I will need some extra time to test the new features.
I don't think that SUM it's a bad mod, it isn't focused on change BW units, but only to add a super unit for each race. It have well implemented and original abilities. Edited by: RavenWolf |
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Jul 8 2013 Anchor | ||
1) I enjoy your mod greatly. It has corrected all of the things I disliked about the original Starcraft. 2) I think I may have found a bug or unanticipated behavior. Units that should be classified as small (SCV, Terran Marine, zergling, etc.) cannot move in or around buildings and terrain like they can in vanilla Brood War, and in Revolution Mod V1.1. I tried the following test in vanilla, V1.1, V1.5, and V1.6. I arranged 2 Terran Supply Depots and 1 Terran Barracks in the following manner. EEBBBBEE In Vanilla and SC Revolution Mod V1.1, ordering an SCV or Marine or Zergling to go from one side of this three-building arrangement to the other results in them walking between the barracks and the supply depot. This is not the case in V1.5 and V1.6. They walk entirely around. Additionally, around certain terrains and other units, small units cannot walk through gaps that they once were able to. This is a problem for at least the following reasons: 1) small units have a harder time attacking bases; 2) SCVs have a harder time repairing defensive arrangements of buildings; 3) small units cannot navigate around areas they should be able to; 4) bases have to take up much more space to allow for proper traffic flow. What caused this shift in behavior from V1.1 to V1.5 and beyond? Can it be fixed? Edited by: eqfanatics |
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Jul 8 2013 Anchor | ||
As was said:
Walls are a powerful tool for Terran players as they allow Terran to guard against most early rushes done by a Protoss or Zerg player.
It's the idea of a Walling as Terran: Make safe the base.
Just borrow the supply depots (If you have not done the extra supplies)
One of the most important functions of walling is to deny scouting.
Terran problem, but still you can use the borrow to save space with the supply depots. Just in my opinion. |
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Jul 10 2013 Anchor | ||
I appreciate your response. Thank you for the link to the description of V1.5. Were there other collision boxes that were changed? This is happening not just around those buildings, but also in terrain and around missile turrets. I think that the collision boxes should be reverted back to the way they were. I had no problem walling in my bases. Now, what happens is that I can't get my SCVs to auto-repair a wall or a bunker and it gets destroyed simply because they cannot reach them. This isn't very helpful. Edited by: eqfanatics |
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Jul 10 2013 Anchor | ||
uh, I've got a suggestion for you, can you make this >>>usually if we choose units in starcraft, it will be limited to only twelve units.so, can you make this one more than twelve?? -- Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. whether in this mod as well? |
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Jul 12 2013 Anchor | ||
Hey, Iv'e been playing LAN games with your mod, and its very good. I just have a concern about the guardians... they are overpowering. Could you possibly get rid of the broodling spawn on hit? Maybe replace it with a dmg. upgrade or something..thx. |
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Jul 19 2013 Anchor | ||
Some suggestions for you, can you add spawn larvae ability, for the queen?? it can facilitate the zerg race, so they do not need to make more hatchery -- Hey, I found a bug in the SC Revolution mod, where if I play and save a game. while I load, all workers of the players can not mine vespene geyser. whether in this mod as well? |
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Jul 26 2013 Anchor | ||
Is it possible to make it so we may select more than 12 units at a time? That would be very helpful in fights where you have large amounts of units. Also what do you plan to do with the Wraith if you are removing cloak from it, removing the Valkyrie, and adding something similar to SC2's Banshee? If you plan on adding an A2A splash bonus would you have an estimate as to how much splash damage it would deal and how big of a radius? |
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Aug 6 2013 Anchor | ||
I agree with Messaiga about the unit selection. Also, does anyone know how long it is until the next version of this comes out? |
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Aug 6 2013 Anchor | ||
from my private messages:
and Moddb.com |
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Aug 27 2013 Anchor | ||
Wait so does anyone actually KNOW when there will be a rev. mod update? I feel in the dark here D: |
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Aug 29 2013 Anchor | ||
ask RavenWolf |
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Dec 22 2013 Anchor | ||
Can't directly contact him, his profile is private or something. I haven't really been playing for a few months, but I'd really like to see a rebirth of this mod. Anything we can do? |
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