This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.

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Upcoming changes (Mods : SC Revolution Mod : Forum : General Discussion : Upcoming changes) Post Reply
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Jun 7 2013, 5:39pm 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.
I will try to release the next version before July start. So, here are some details of the upcoming changes:

-Starting minerals back to 50
-Starting amount of workers increased to 6
-Main bases supply given increased by 1
-Starting workers harvest is now smarter: each worker will go to a different mineral patch
-Zerg workers rally point:
Placing the rally on production building reset both workers and normal units rally points

-Push units feature:
Idle units are pushed away when collide with moving units controlled by the same player

Every protoss building now have a working animation

Roachs (WIP):
-Organic carapace upgrade removed
-Immunity to negative effects is now inherit
-Can move when burrowed

Scourges now have smart suicide behavior (by pastelmind)

Ensnare increase attack cooldown to 50% instead of 25%, now affect goliath and tanks attack speed
Reworked Plague: Deals 100 damage to units and 250 to buildings. (it actually kill units)

Terran infantry (WIP):
Firebat cost changed to 75/25. Hp to 100. supply to 2. Size changed to medium
Stormraven cost changed to 50/50 1 supply. Size changed to small.
Hp/shields: 40/20. Armor: 0. Speed increased from 4 to 5

Reworked terran air:
Wraith energy and cloak ability removed (tweaked stats)
Valkyrie replaced with Dusk Wing (much like a regular Banshee from SC2).

Dropship is now a caster (WIP)
New spell: vortex bombs
Effect: Reduce units sight and range in a small AoE for 30 seconds.

And as usual, bugs fixing and other balance changes

Jun 10 2013, 10:25am Anchor

So ...

No new units?
Does the underground movement of the roach is after an upgrade?
Anyway, great changes.

Edited by: KYSXD

Jun 11 2013, 7:47am Anchor

nice, new unit Dusk Wings

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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?

Jun 11 2013, 7:57am Anchor

More workers - nice.
Firebat would have bigger GRP (scale), due to medium size?

Big changes for Terran air:
Woo Wraith without cloak ?! so it would be just a common unit.
Remove Valk -> No dedicated anit air? The GRP is same? Dusk will be with cloak?
Dropship with reducing unit range ! I like it. But how many energy it would take every spell?
And how about air-repair for Dropship? (could consume energy like medic)

Jun 11 2013, 8:46pm 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
Dusk wing will have a new GRP (not from SC2), for the rest will be like a SC2 banshee (with cloak) but a little more expensive and durable
Dropship will probably get a speed boost spell (like SC2 emergency trhusters). Repair will stay on SCV for now
Vortex shock bombs cost 150e and reduce range at half.

Jun 16 2013, 7:15pm 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?

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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?

Jun 18 2013, 8:34pm 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

Jun 19 2013, 7:48am Anchor

I think so too

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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?

Jun 24 2013, 1:26pm Anchor

1. Starting workers
why only 6 workers? Why dont start with as many workers as pop-limit (9 for protoss/zerg)? Or at least 8, if you love this early "build SCV/Drone/Probe as fast as you can!!".

some math:
workers__+per course (total if no-worker build in start)
12_______ +96 (156)
11_______ +88 (148)
10_______ +80 (140)
9________ +72 (132)
8________ +64 (124)
7________ +56 (106)
6________ +48 (98)
5________ +40 (90)
4________ +32 (82)

2. Medic upgrade:
I wrote it before, but maybe nobody notice

Lagi-spamer wrote:Idea for upgrade for Medic, instead of Stabilizer Med-packs (I mean the way it work, the name is whatever):Increase the range of healing. Yes, even more. +1 Range would be not so OP (it would be Range 3, I think?).
With no faster healing it would not give more advantage for Marines, Ghost, StormRaven and other second-line unit. And more range would improve firebat support-healing and also decrease micro in late game (will be more "standalone").

and

nice idea by Bladko:

Bladko wrote:54) Why medics cannot use stimpacks for faster healing / mana recovery ? :)

Jun 25 2013, 2:03pm Anchor
Łagi wrote:1. Starting workers
why only 6 workers? Why dont start with as many workers as pop-limit (9 for protoss/zerg)? Or at least 8, if you love this early "build SCV/Drone/Probe as fast as you can!!".

some math:
workers__+per course (total if no-worker build in start)
12_______ +96 (156)
11_______ +88 (148)
10_______ +80 (140)
9________ +72 (132)
8________ +64 (124)
7________ +56 (106)
6________ +48 (98)
5________ +40 (90)
4________ +32 (82)


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.
As the population limit is 9, suppose that each race starts with 9 workers. This results in that the only thing that each race can build is more supplies. Leaving each race with 32 minerals. When supplies are ready (assuming each worker took two turns) each race has 176 minerals, of which the Zerg can create three workers at the same time, giving an even greater advantage to this race.

So, in my opinion, 6 is the most balanced that you can have if you want the maximum possible number of workers.

Jun 25 2013, 8:59pm Anchor

Starting Workers:
Most of the times there is not much decision making involved at the beginning of the match than build workers, but some rushes require to delay a worker to make a certain building firts. Also, some workers (or overlord as zerg) are used to scout in the beginning, and having more workers at the beginning will speed the defense building, making harder to scout.
There is also the problem that zerg can morph more than 1 drone at a time mentioned above
I think that 6 workers its enough to speed up the match, without having to worry much about balance.
About the medic healing range, it possible to change the default value, but im not sure if can be changed dynamically (by an upgrade or ability), like other weapons.
Having stim on medics will make easy to control groups of infantry, will try to do some test. I think it will sounds weird the "Ah yeah!" coming from the medic chick :p

Jun 29 2013, 10:23pm 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.

Jul 2 2013, 8:22pm 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.
Will be posting some screens or news soon.

tehsalguod wrote:L 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.

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.
And I don't think this mod ist perfectly balanced (probably will never be), but thank for your opinion ;)

Edited by: RavenWolf

Jul 8 2013, 5:05am 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.
S: supply depot. 2 squares high by 3 squares wide.
B: barracks. 3 squares high by 4 squares wide.
E: empty square

EEBBBBEE
EEBBBBEE
EEBBBBEE
SSSEESSS
SSSEESSS

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?

Thanks. Keep up the great work!!!

Edited by: eqfanatics

Jul 8 2013, 10:38pm Anchor

As was said:
Moddb.com

RavenWolf wrote: Supply depot, Bunker and Barracks collision box where adjusted to make wall-in more effective

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.

eqfanatics wrote: 1) small units have a harder time attacking bases

It's the idea of a Walling as Terran: Make safe the base.

eqfanatics wrote: 2) SCVs have a harder time repairing defensive arrangements of buildings

Just borrow the supply depots (If you have not done the extra supplies)

eqfanatics wrote: 3) small units cannot navigate around areas they should be able to

One of the most important functions of walling is to deny scouting.
If the units are yours, just borrow the supply depot.

eqfanatics wrote: 4) bases have to take up much more space to allow for proper traffic flow.

Terran problem, but still you can use the borrow to save space with the supply depots.

Just in my opinion.

Jul 10 2013, 2:58am 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

Jul 10 2013, 6:45am 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??

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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?

Jul 12 2013, 12:09pm 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.

Jul 19 2013, 6:45am 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?

Jul 26 2013, 9:25pm 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?

Aug 6 2013, 8:48am 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?

Aug 6 2013, 3:42pm Anchor

from my private messages:

Lagi wrote:13. It would be nice (but probably impossible) to add locking group of units (like in warhammer Dawn of War). When you make a group of unit and select one of them, the whole group will be selected. Then clicking one units from group in interface would select only one unit, to f.ex. cast spell.

RavenWolf wrote:13. Dont know if possible, still dont check the groups structure.

and

Moddb.com
search for "12)"

Aug 27 2013, 7:13pm Anchor

Wait so does anyone actually KNOW when there will be a rev. mod update? I feel in the dark here D:

Aug 29 2013, 3:13pm Anchor

ask RavenWolf

Dec 22 2013, 4:03pm 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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