A mod for StarCraft Remastered.
Nothing to see here, just normal Starcraft, except that every unit is overpowered. Buuut, if every unit is op, then none of them are. Ahrii's mod changes all StarCraft units into a stronger and much more fun version of themselves. Every unit is significantly cheaper, takes less time to build, less supply, and will always be worth their cost. Armies take less time to train, but also less time to kill. Tech structures are unchanged.
Ahrii's mod(thass me :3)
How to play:
-Extract the Maps folder and Ahrii's mod.exe to your StarCraft:Remastered folder
-Launch the game from "Ahrii's mod.exe"
-Enjoy
Nothing to see here, just normal Starcraft, except that every unit is overpowered. But, if every unit is op, then none of them are. Ahrii's mod changes all StarCraft units into a stronger and much more fun version of themselves. The gameplay is faster-paced, with less pauses and more action, but still recognizable as StarCraft.
Every unit is significantly cheaper, takes less time to build, less supply and will usually be worth their cost. Armies take less time and resources to train, but also less time to kill. Tech structures are unchanged.
Firebats are actually good, ghosts have huge range and can lockdown any unit or building, goliaths, siege tanks, wraiths and dropships now have Stimpacks, science vessels can spam EMP, valkyries have very high range and Battlecruisers have Yamato Gun as their auto attack, which deals splash damage.
Zerglings spawn 2 broodlings when they die, hydralisks morph in pairs, lurkers have a range similar to that of a siege tank, sunkens attack 3 times in every attack, mutalisks have stats as if they had the two zergling upgrades(they arent even that good), guardians are superfast and have almost melee range, they also spawn 3 scourges when they die, devourers are even faster with melee range and a really high attack speed and durability, ultras do splash damage and finally, the defilers auto-attack is Consume. (it doesnt work under dark swarm)
Zealots are beefier, dragoons are slower moving destroyers, dark templars can attack air units, high templars have a half-decent auto-attack, scarabs have 3 attack upgrades, shuttles are the fastest unit in the game after the speed upgrade, scouts will be actually worth their cost now, carriers can attack from further away and the arbiter's auto-attack is psionic storm.
However, all non-static defense structures have remain unchanged. The game's economy remains unchanged, and most build orders should still be similar to vanilla, only you will be able to get a lot more units on the battlefield. Most ground units are controlled and used similar to the vanilla game. Air units and their counters have changed a bit, and they should be more fun to use.
Every hero unit has also been changed to match their regular unit counterpart. All heroes have passive health regen now.
Of course, a mod like this wouldn't be complete without a campaign to play with these new changes. All the vanilla campaign maps can be played and are fully functional with this mod, only with a few new features:
-All hero units no longer cause a defeat when killed and will usually respawn after a certain amount of time(Except in no-build missions).
-Some of the no-build missions have been changed significantly.
-The AI scripts have been updated to properly make use of these changes, as well as for being a little more challenging than normal
-I've also added the Precursor campaign and the two missions cut from Rebell Yell in the Maps folder
You can also play melee vs AI, that is fully functional too and also any custom maps that do not modify too many units and they should work with this mod as well.
If you want to modify this mod in any way or want to learn how to make mods for SC:R, you can download the unpacked files of this mod here: Mega.nz
If you want to learn SC:R modding, here is a folder with documentation and tutorials for most tools that you would need to mod this game: Mega.nz
Multiplayer should also work if all players launched the game through the mod. No guarantees though. Do not join random people's games with a mod! Join the multiplayer tab at your own risk.
If your AV flags this exe as malicious, ignore it. Its not a virus, SC:R mod exe files are known to cause false positives in AVs.
You can contact me about this mod on Discord. Username: ahricutii
Latest update:
-If you are playing on a different language than english, this mod shouldn't turn your ingame text to english anymore.(You will miss out on the description of the new BC ability though)
-Increased vulture turn rate(it should now be the same as vanilla)
-Increased mutalisk and guardian hp
-Infested Kerrigan now has plague instead of ensnare.
-Rebalanced a few mission in the first two campaigns.
Latest update after that:
-BCs have had their attack speed buffed but their damage nerfed. Their ATS Missile Battery ability's energy cost has been reduced from 100 to 75.
-Lurker and valkyrie range reduced from 320 to 288
-Valkyrie movement speed has been reduced
-Corsair movement speed has been increased
-Corsairs and scouts' hp and shields has been increased a bit and their cost has been significantly decreased
-Medics now have passive health regen
-Reavers health and shields have been increased
-Carriers range for launching interceptors has been increased from 11 to 16(they can now fire them from beyond their vision range). Interceptor's hp has been increased by 20 and their cost reduced to 15.
-Science Vessels no longer have EMP as their auto-attack. EMP now costs 10 energy and can be researched very quickly.
Thanks..keep up the good works!