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.

New SC Revolution Mod Version. Fixed some bugs, added new game mechanics and balance changes.

Posted by RavenWolf on May 26th, 2012

SC Revolution Mod version 1.1

This new version is focused on remove some random aspects of the game and improve balance (about the previous one)
It also fix some bugs, add new game mechanics (SCV Auto repair and rally point for zergs), and reintroduce a missing unit: the infested terran (with a new concept).

Roach and banelings were highly modified:
Roaches lost their air attack and are trained in pairs ( two in an egg). Still useful to soak damage, now are more focused to counter small units like zealots, zerlings and marines/firebats.
Banelings deals explosive damage, meaning that they works better against larger enemies and buildings, but still useful against groups of small targets.

Devourer and Guardian back to 2 supply to avoid some issues, stats nerfed.

In this version shields have the same modifiers as the unit size, so they are more effective in some units, and where reduced a bit for those units.

New units will be included soon, but still need to fix some issues and balance them.

Post comment Comments
Raygoza May 27 2012, 5:33am says:

Can't wait

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PANdemoniumJP May 27 2012, 6:59am says:

SCV Auto-repair?
I love you RavenWolf <3

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morgoth780 May 27 2012, 5:26pm replied:


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RavenWolf Author
RavenWolf May 27 2012, 9:36pm replied:


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anthonycrz Aug 17 2012, 2:51pm says:

You can enhanced the game for select more units than 12?

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RavenWolf Author
RavenWolf Aug 18 2012, 10:20am replied:

I think there is a hack for that, but i dont know if i can include it in the mod, and how its working. I will try to take a look when i can.

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anthonycrz Aug 20 2012, 7:50pm says:

Thanks a lot. During play, whenever a player has problems during game like drop, that player is drop without drop waiting time.

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RavenWolf Author
RavenWolf Aug 22 2012, 9:38am replied:

It seem that some times the plugin causes desync in multiplayer. I need to check what its causing it...

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anthonycrz Sep 25 2012, 10:16pm says:

I've played for a while and I've noticed that playing against the computer AI, it starts with 2000 and 2000 gas mineral. Apart from this, I tried the hack to play with more than 12 units and have seen that there are only a few who inject dll. you could make a mod to auto-inject that dll and select more than 12 units and fix mineral advantage for AI? you can get the hack here:

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RavenWolf Author
RavenWolf Sep 27 2012, 10:26pm says:

Thanks for the info, I will take a look to that hack, and see what can be done.

About the AI, the extra resources are intentional. AI scripts arent easy to make and take a lot of time, also the AI isnt too smart and cant use some of the new abilities, so it have extra resources to compensate. I have made the scripts to not use all the extra income instantly so it wont abuse of this.
Anyway, the AI scripts still need some extra work and I will try to change them the for the next release.

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Released Apr 2011
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