StarCraft: Fusion Core unleashes new strategic old RTS game into a fun and mix units from your favorite original StarCraft game and custom units! Plus some units from Blizzard's StarCraft II game! Enjoy! StarCraft MOD
New GRP's by!
Kurohige: New CORRUPTOR! (I LOVED THAT CORRUPTOR ITS SUPER COOL!)
JuggernautSC2: Re-made BATTLECRUISER, New VOID RAY, and New INTERCEPTOR,
New Void Ray portrait!, New Corruptor portrait!, Fix Carrier portrait.
TOOK A LOT OF HOURS TO MAKE!
VIKING AIR MODE COMING SOON! NEW MEDIVAC COMING SOON! NEW SCV COMING SOON!
Very good, you should rename it to spawn Creep Tumour and change the name of the Colony to Creep Tumour as well as making it take 1/4 of the ground space as the original Creep colony did, that way it will be more like SC2.
Just remember that the Zerg the zerg defensive structures which are the Spore and Spine crawlers are mutated from Drones and can reroot. They cannot attack while unrooted and can only root on Creep.
But that's too complicated to implement on to sc1 tho don't ya think?
This means that there wont be any connection between Zerg defensive structures and the Creep Conony which will become a Creep tumour, remember that it takes less space than a Cree Colony.
Please use the right strings so we don't get errors. This would be the proper setup:
s<3><3>S<1>pawn Creep Tumor<0>
Please not the "s<3>" The 3 is indicating that the string is being used as a spell, therefore it will look at that spell it is being used for and pull the energy requirements.
Here is a list so this doesn't happen again:
Hotkey Types
<0> = Label Only, no Requirements
<1> = Minerals, Gas, Supply (Unit/Building)
<2> = Upgrade Research
<3> = Spell
<4> = Technology Research
<5> = Minerals, Gas (Guardian/Devourer Aspect)