BAD NEWS: Indefinate hiatus
GOOD NEWS: Version 1.0c is out! Should fix up a few things. Hasnt been tested much, so please do comment. Download link is in comment thread, should also be in news soon.
*****Watch News Page for Latest Updates*****
This mod plans to be an expansion to Broodwar, just like how Broodwar was an expansion to Starcraft. It will add new units to all races WITHOUT REPLACING EXISTING ONES!!! We will, however, replace heroes and other non-melee-game units and critter graphics to do this. This is for melee games only. Please e-mail power_Archives123@yahoo.com is you have a suggestion or would like to help out.
The Method:
Graphics for critters and other units not used in melee games will be replaced. Then, I will assign hero units to the newly replaced graphics. The hero units will be modified and will become the new units in this mod.
This mod will also include:
-A campaign telling the events between Broodwar and SC2
-An AI that uses the new units
New Terran Units:
-Terran Avenger-
Role: Light flyer unit
Strategy: Harass enemies early in the game to gain an advantage
Requires: Academy, Armory, Weapons Center (NEW)
Weapon: Shotgun
-Terran Rocket Trooper-
Role: Heavy assault infantry
Strategy: Since it doesnt have radial splash, it can be used as an infantry support unit
Requires: Academy, Weapons Center (NEW)
Weapon: Long range rockets
-Terran Harbinger-
Role: SUPERUNIT
Strategy: This unit does good damage but is vulnerable to melee units. Be sure to protect your investment.
Requires: Starbase (NEW)
Ground Weapon: Shock cannon barrage
Air weapon: Skyseek missle barrage
-Terran Warcruiser-
Role: Air SUPERUNIT
Strategy: Include a few in your BC fleet...
Requires: Starbase (NEW)
New Terran Buildings/Addons:
-Terran Weapons Center-
Engineering Bay addon.
Researches building upgrades.
-Terran Accelerator-
Addon for any production building
Requires Armory
Builds the units that are created at whatever it is attached to
-Terran Starbase-
Requires all tech.
New Protoss Units:
-Protoss Knight Templar-
Role: Heavy melee warrior
Strategy: Use with zealots and dragoons
Requires: Templar Archives
Weapon: Dual-edged Psi Saber
-Protoss Ravager-
Role: Ranged support unit
Strategy: These are expensive, keep them in the back of your army for support
Requires: Robotics Facility, Fleet Beacon
-Protoss Vindicator-
Role: Air SUPERUNIT
Strategy: Use this as the lead unit in an air army. Protect it at all costs.
Requires all tech
-Protoss Marauder-
Role: Air to ground bomber
Strategy: Pair with corsairs for a double whammy!
Requires: Templar Archives, Fleet Beacon
Attack: Anti-matter Bombs
New Protoss Buildings
None for melee games.
New Zerg Units
-Zerg Crawler-
Role: Ranged fighter
Strategy: Very dragoonlike
Requires: Overmind
-Zerg Leviathan-
Role: Air SUPERUNIT
Strategy: Defend this unit with other air units. It can bombard your foes with some nasty attacks!
Requires all tech
Weapon: Acid Bombs
New Zerg Buildings
-Zerg Cerebrate-
Researches building upgrades
Requires: Lair
-Zerg Overmind-
Trains advanced units
Requires: Cerebrate
Campaign Units:
-Terran Grenadier (UED)-
Role: Heavy support infantry
Strategy: Lay laser drones for defense
Requires: Combat Center
Weapon: Flechette Grenade
Look in the editor for more!
1 comment by modmaster50 on Aug 12th, 2010
After 2 years, since apparently there is still some interest in the mod, I'm releasing a really quick patch that should fix issues with the Harbinger's unstable fortress mode. Avengers have also had their size increased to their air collision should work a bit better.
The memory patcher was slightly updated to add a new feature to let non-standard buildings set rally points correctly (yay!). However, the data started to look incorrect in the modding utility after I updated the mod to the new version. In-game, the mod appears to work properly though.
Let me know if the crashing is reduced or if I broke something else. Also, theres no editor included with this version, as I dont have the utility needed to make the cool modded editors anymore. I might add it back later on. You can continue to use the old version's editor to make campaign maps though.
Download here:
Mediafire.com
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
this mod rocks! but it crash alot if playing against zerg, especially if they evolve to another level, and sometimes with protoss.
will there be an update? and how about infinite supply limit for all races?
Theres a download link in the news section, everyone...
If I uploaded it into files, it would take another couple days of authorization.
Did you fix the zerg lair issue? The building that comes after the hatchery, it crashes the game when destroyed.
Its been a long time since Ive played SC:BW. My mod doesnt even make changes to the zerg lair, so Im not sure what would be causing that crash. Back when I was developing this, I checked a lot of things for crashes, but couldnt trace them back to a specific edit. The mod is still available for download in the last news post, but there will likely be no further updates :(.
weres the downloader link
Man all people ask it, but haven't download now! Because are in working, if haven't in the part of downloads of the mod is because are in working understand me??
no, i dont
Please, PLEASE, fix the bugs in this mod, at least so it doesn't crash so much or at all. This mod is so AWESOME, and I'd hate to see it go to waste.
I tried fixing it back when I worked on it. For some reason, the avenger always liked to have the weird spinning issue. I checked the dat files and the unit's script, but couldnt find anything that would make it spin (I copied most of the flight movement info from the wraith, which doesnt have the problem).
There is also an inherent issue with the harbinger's ability to seige into a building. After making an SCV, its unable to unseige due to some stupidity of buildings not obeying ability orders.
Im not quite sure whats causing the crash, as Id have to run a 1v1 game with full vision a few times to isolate the problem. Unfortunately, Ive pretty much moved away from SC modding at this point. Im pretty busy IRL and I have SC2 now anyways lol.
So, the mod (and quite a bit of other unreleased mod stuff) is on indefinite hiatus. :(
Ok guess what? I made a quick fix. It addresses some of the bugs, as well as making rally points work for the new buildings. Get it here:
Mediafire.com