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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Jan 22 2013, 4:39pm Anchor

For now use this board to post feedback, suggestions, report bugs or share any thought related to SC Revolution MOD.
Just follow the modDB rules.

-RavenWolf

Edited by: RavenWolf

Jan 23 2013, 2:38am Anchor

Storm Raven not entering bunkers is a fairly small bug, doesn't affect that much.

About the Roach since they are a tanking unit don't you want them to get +2 armor per carapace level?
Also sure you want to produce 2 simultaneously, otherwise you could just boosting them to very durable units, also their armor upgrade only grants immunity but not more armor, in the current case I think it could be good if that upgrade granted them +2 armor, their costs could always be adapted accordingly to the state of the unit in the mod (didn't mean dynamical price changes).

Jan 23 2013, 3:05am Anchor

Storm Raven is medium size unit with 2 supply. Creator conception for this unit is a big infantry with medium size and supporting role (slowing opponents) something like Maruder from SC2. Because RavenWolf don't have now appropriate GRP for his Storm Raven unit, he use Kerrigan Ghost version.

Because of that I think SR shouldn't enter bunker, however when you see this slim model it may be confusing.

Jan 23 2013, 9:35pm Anchor

Stormravens and ghost can enter bunkers, there was a bug in the first release not allowing them to enter, but should be fixed now. They use 2 slots, so check if the bunker has enough space.
And Lagi its right, they are medium size and I will change their graphic to SC2 marauder or other unit that will fit.

About roaches, 2 armor it's a lot for a medium sized unit. Considering that medium units takes 75% damage from explosive and concussive weapons. And the damage formula works different than vanilla starcraft (first its apllied the size and splash reductions, an them the armor its substracted).The upgrade grant 1 armor bonus and and immunity (the extra armor isnt showed as an armor upgrade, but the base armor of the roach its 2 when upgraded)

Jan 25 2013, 4:46am Anchor

In that case, what do you think about Tychus's marauder Model?

And what do you think about letting the roaches gain more aror depending on how much health is lost, like +2 when health under 50%, this does make them harder to kill and could make them earn the name roach by being resilent, could be a part of it's current armor upgrade or maybe it would only have a +1 armor boost before the upgrade and +2 after the upgrade (same conditions as suggested recently)

Jan 25 2013, 1:59pm Anchor

I have tychus and Kurohige marauder models, I will have to test them in game to see who will fit better. Probably need to so some recolor, also I will need portrait and wireframe.

The roach ability seems nice, but I will have to use an extra unit to implement it, or an upgrade slot. For now those are the only ways I know to increase armor value.

Jan 25 2013, 2:22pm Anchor

I'd like to see how it looks, do keep in mind that we're talking about the more recent one that Tychus made himself and that e claimed to have sent you which I guess could be the case.

Even though you may need an other unit it doesn't matter since you'd be using the same graphics and the same skills with a difference on armor level for the roach, and as known there's a lack of graphics and unit slots themselves I know there are more of.

What would you think if EMP revealed cloaked units for a moment, let's say 10 secs, it could get people to use it more and would make DT rushes less efficient with an EMP available, besides they would also loose their shields.

Also could you make double EMPs to remove detection from any detector?

Just teporarely

What would you think of allowing Nydus canals to be unlocked by Lair, though it may not be balanced to do so but look at this SC2 tutorial, it does give the zergs more flexibility earlier.
Youtube.com

Feb 13 2013, 5:50pm Anchor

i like to play star craft and im not a modder but wouldnt it be cool if u made it possible for zurg to infect the protos and make it ware u can make infested protos bombs like the terrin sorry i cant spell

i would like to also see the protos observer get a small space radar jamer and a mirage abilitie ware it shows it self as 3 units to the enime.
it just seams sad for the obzerver to have so little

Edited by: nholman74432

Feb 13 2013, 8:49pm Anchor

Acording to StarCraft lore, protoss cant be infested, so proably wont implement something like this.
About the observer, i will try to improve this unit (and others) whit some ability or some tweaks.

Feb 14 2013, 12:10pm Anchor
Raygoza wrote:What would you think if EMP revealed cloaked units for a moment, let's say 10 secs, it could get people to use it more and would make DT rushes less efficient with an EMP available, besides they would also loose their shields.


Nice tweak, good counter (in flavor sense). However Terk never complain about the lack of scan. On the other hand SVessel spells are deadly (EMP for prot & Irrad for Zerg), I would limited for sure Irradiation (weaker, more Energy etc.). Irradiation basically kill every Zerg unit (and damage nearby), so SVessel are too effective as harassment unit.

nholman74432: how does "jammer" suppose to work? there is no radar in StarCraft (as is in Total Annihilation f.ex.), Observer is already invisible and by granting invisb. for nearest units would be OP, double Arbiter role and can no longer act as cheap detector units.

Mar 5 2013, 3:32pm Anchor

EMP revealing enemy units wont make a huge difference considering that the SV is a detector. Irradiate energy cost has been increased from original starcraft, but considering that the upgrade now makes SV to regenerate a bit faster a reduction in duration or damage may be needed

Mar 29 2013, 8:21am Anchor

Amazing mod.
Regenerating of shields while Archon warp is a very smart decision. Flying scarabs are reasonable idea. The Sentry is not full copy from SCII - it good. And I like all cosmetic changes of your mod, RavenWolf. I generally like things like that.
You motivated me for some modding too ^_^.

Mar 29 2013, 7:23pm Anchor

Thanks, glad you like it!

Apr 6 2013, 10:59pm Anchor

Just curious should the Science Vessel get a sight range upgrade?

Apr 7 2013, 3:44am Anchor

Why so, it's supposed to be an high tech ship to not need any upgrades except for it's reactor, other things are just unlockable.

Apr 7 2013, 5:29pm Anchor

Sight upg. its not very interesting upgrade (not saying not useful with surplus of minerals, just "dull"). Like Ghost oculars. : /

Talking about SV upgrades, IMO science vessel Irradiation (this one also nerfed) and EMP upgrades should be available later (req. Science Facility?).

Apr 8 2013, 4:11pm Anchor

SV sight its 10, while other detectors have base 9 and upgrade to 11. The sight limit now can be greater than 11, but i don think terrans need detector with more sigth, they already have scan.

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