TERRAN:
Non mechanical units regen(medic, marine, ghost)
Marines shoot lasers
Firebats have increased range
Ghosts are detectors
Medics are detectors
Vulture: Now a fast, hit and run "walker" it has a short range attack that deals high damage to small units, but deal little damage against bigger units.It has a slight splash damage.
Siege tank: Increased range? more testing is being done to check
Goliath: now a light siege walker, it has a very fast, heavy damage attack that kills bigger units and buildings quickly, but deal minimal damage to small units, and are easily taken by marines or zerglings.
Valkyrie: Now has a ground bombing attack. deals little damage in a large splash area.

ZERG
all zerg units give 0.5 to total control
Zerg Hatchery-Hive follows overmind evolution, and provides drasticlly increased food for each morph.
Evolution chamber is a cerebrate.
Lair/Hive/Evloution Chamber are detectors
zerglings have a attack icon change
Hydralisks spawn 2 per egg and ignore armor.
queens are ground units and have the infested kerrigan model
Defiler: spawn 2 per egg and have a short range but powerful attack.

PROTOSS
Protoss buildings are cloaked, except while being built.
Protoss Photon Cannon fires 2 shots, that hit an area, and have increased damage.
Shield Batteries have 100 energy, but dont regain energy.
Zealots have increased life and shields
Dragoons have increased life/shields/damage, but now attack an area
High templar have increased life/shields and has an attack. Detector
Archons have increased shields
Dark templar are no longer cloacked, but have alot of shields and a high damage attack.
Dark archon: Glitched, dont use. Detector.
Shuttle is cloacked
Carrier: Interceptors have 2 diffrent air and ground area attacks, but the carrier reads the original interceptor attack.

There was no real reason for this mod. I played around in Datedit,and this is what is coming out. I a working on the terran AI bug, and on getting the dark archon to like non cloaked templars.

Learning to use firegraft, so exspect new units or/and or abilities and buildings.

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Starcraft Overload 2.1

Starcraft Overload 2.1

Full Version

Here is the mod. two warnings will using this version. 1. Dark archons do not gain energy, and cannot be clicked by opponets when trying to see its current...

Post comment Comments
PANdemoniumJP
PANdemoniumJP - - 110 comments

Just tried it, great mod! However i have to ask, which version of starcraft was it originally for?

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Zealot55
Zealot55 - - 92 comments

it looks like BW to me.

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PANdemoniumJP
PANdemoniumJP - - 110 comments

Oh, i meant version as in patch 1.15.1 , 1.12 , 1.16...

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Zealot55
Zealot55 - - 92 comments

oh then i didn't know :P

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Modddd Creator
Modddd - - 12 comments

It was meant for 1.15.1, but i have had no problems when running it on 1.16.
I am making progress with firegraft, but i can only add units to zerg so far. Also, firegraft runs on 1.15, so if i add it, it may need to run on 1.15. But for now, it is fully supported to run on BW 1.15.1

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Zealot55
Zealot55 - - 92 comments

Looks nice....ill look into it....

is there gonna much more major changes made to this mod or just changes to the units?

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Modddd Creator
Modddd - - 12 comments

I am hoping to change the names of both the goliath vulture, and hatchery-hive, and possible others. I am looking into a tool that does that. I lack the tools at the moment to add NEW units, if thats what you mean. I use DATedit, and am trying to learn how to mod, and DATedit helps. i might change spells if i can. I am looking into other modding tools and guides, so i hope that new units will become avalible to add.

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Zealot55
Zealot55 - - 92 comments

you should go ask around for some help from some of the other modders for some advice.

That should help.

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