*****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!
0 comments by modmaster50 on Sep 11th, 2008 digg this super bookmark
Due to time constraints, further updating of the mod is postponed. There are quite a few things I would still like to add and a lot of things I want fixed (Avenger Spin Crash FTL!), but since I've been really busy recently, I will have to postpone development until further notice. I will work on the mod when I have time to do so. Sorry for the inconvenience.
-modmaster50
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
How the hell do you send PM's to people? I cant seem to, unless you cant yet, no linky next to the "send now" thingy
Anyway dude...i could do with your help
How are you implimenting your new graphics for that leviathan I see? Are you making it replace a current unit or are using an unused slot?
Because i got permission to use some graphics etc but i dont know how to get it into my mod, because it currently takes over the guardian, but i want it to use up an unusead slot, but i dont know how to tell datedit to look at the new graphics, because im just duplicating the unit in datedit then just wanting to change the graphics etc, any ideas?
Wtf the new v4 moddb changed all of the "In-game" category shots to "Comedy"! They removed the "In-game" category. Thats not cool!
They dont appear in game.
Say for example i wanted to add the infested terrain command centre (ITCC) to zerg, in firegraft there are things like, requirement strings and action strings, for example the zerg spire the string would be something like:
"Mutate into spire" (With the s being highlighted for a hotkey)
But when i click on the ITCC it has strings like "terrain ground building * building" like that...but it doesnt appear in the centre or in the menu.
Same for trying to spawn a torraquask (hero ultralisk or h/e its splet lol) it doesnt have a string like the ultralisk, or one that i can find.
Thats why i wonder how you did it.
Well, the strings dont do anything but hotkeys. You need to go under the "Dat Requirements" tab in FG and change the req for ITCC. Make sure the "Use" box is checked.
Use firegraft. That modifies techtree requirements and buttons.
How exactly are u adding new buildings? u using firegrgraft? For my mod i cant get them to appear in game.
Maplantis.org Here is the thread.
The Harbinger is a ground superunit. The Warcruiser is a capital ship.
Sorry, I was under the impression that this Harbinger of yours was some kind of capital ship, not a planetary vehicle.
Im gonna use seige tank because of the seige ability too...