On behalf of the EEPSC (if anyone knows us) modding partnership, I present StarCraft: Endless War, a new melee mod that introduces new playable races (which are just variants of the three original races). If you're wondering what makes this different from SoulFilcher's SC Expanded mod, here's a small list of differences:
1) Factions (playable races) are picked from the beginning of the game, at the lobby
2a) Factions of the same race (Tal'Darim/Fist of Ulrezaj/Daelam) share units like the Probe, Stalker, DT, Colossus, etc.
2b) However, units like [Zealot- Melee Warrior] or [Sentry- Defensive Robotic Caster] will be replaced by different units per each faction
3) Each faction has a special building: for example, the Tal'Darim can build Shield Batteries, which heal unit shields in an AoE and can repair structures
4) To start out with, there will only be 12 Factions (4 per race), but we plan to have 15 or possibly 18
Is this completely new? I quite well recall a very similar project - melee play with three or more 'factions' per race that all used different units. This might've been your project, but I'm unsure.
Is this completely new? I quite well recall a very similar project - melee play with three or more 'factions' per race that all used different units. This might've been your project, but I'm unsure.
There is a list of differences listed on the first post. Also, SC Expanded had factions that did not include many unique units, or were almost completely unique units, or took out some units like Marines (Colonist faction).
Yet another thing is that SC Expanded acts like HOTS Beta, where radical changes that can make gameplay unpredictable (very fun, but unpredictable) happen periodically. Any changes made to FactionCraft (Which we are considering calling StarCraft: Endless War) once past its Alpha and Beta stages would be bug fixes and slight balance changes.
Sounds iInteresting. I am working on a similar mod concept as well. I wouldn't worry to much about people thinking that your mod is a rip-off given the fact that a melee map with campaign units isn't an original concept. Not only that, It is up to you to make your map unique. Even if you borrow concepts unles you have a copy of another modders code you map is going to be unique and reflect your skill level.
I am looking forward to testing out you map and hopefully you can help test the alpha for mines.
Also 18 factions is a little much because a few of them will be redundant gameplay wise if each faction only has variant units.
When developing each faction you should create them with vastly different gameplay styles with units that don't have overlapping roles.
For Example:
- If you have a Terran Faction that can build marauders, do they really need to build warhounds that perform the same role.
- If you Create a Rebel Terran faction and a Dominion Terran faction, you are going to have to do more then simply change out the battle cruiser model.
Perhaps the Terran Dominion is more unit production focused and can pump out tier one units fairly quickly at a lower cost where as the rebel alliance depends on massing its forces from creating mercenary contracts and being reinforced with unique units like Tauren Marine, Spectres, etc.
The build orders should be unique to each individual race.
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units.
My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.
We actually considered just having the standard three races that could make unit choices for basically everything. But in the end we decided that could end up radically unbalanced.
This sounds really cool! BUT: take it on in small bites. And finish every bite before you move on to the next. Otherwise this project will be dead halfway through the process :)
Ok, since custom models are screwing with me, I am going to ask if anyone can upload a map to this thread with the following imported models:
Terran sniper (found in Custom Terran models)
Team color Tychus (thrikodias)
Gestalt Zero (ghostnova)
EDIT: never mind, I figured it out. In any case, I have almost finished Raynor's Raiders units and I'm just fixing bugs and doing a bit of balancing.
The way it works now is that you can only be Terran/zerg/protoss, but you can create your own unique army compositions by choosing units/unit bonuses (like reapers for Dominion having anti light and anti building mode) from the supply depot/pylon/spawning pool.
The way it works now is that you can only be Terran/zerg/protoss, but you can create your own unique army compositions by choosing units/unit bonuses (like reapers for Dominion having anti light and anti building mode) from the supply depot/pylon/spawning pool.
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
I have !CountUpgrade(AerodynamicArmor,QueuedOrBetter) as my Not function (a requirement node), which is already linked to the requirement Learn Aerodynamic Armor. I then have CountUpgrade(AerodynamicArmor,QueuedOrBetter) as an Upgrade Count function. The Upgrade Count will not link to the actual upgrade, or maybe it's the Requirement itself, but I can't check that because the Editor starts closing down on me now.
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Hey y'all,
On behalf of the EEPSC (if anyone knows us) modding partnership, I present StarCraft: Endless War, a new melee mod that introduces new playable races (which are just variants of the three original races). If you're wondering what makes this different from SoulFilcher's SC Expanded mod, here's a small list of differences:
1) Factions (playable races) are picked from the beginning of the game, at the lobby
2a) Factions of the same race (Tal'Darim/Fist of Ulrezaj/Daelam) share units like the Probe, Stalker, DT, Colossus, etc. 2b) However, units like [Zealot- Melee Warrior] or [Sentry- Defensive Robotic Caster] will be replaced by different units per each faction
3) Each faction has a special building: for example, the Tal'Darim can build Shield Batteries, which heal unit shields in an AoE and can repair structures
4) To start out with, there will only be 12 Factions (4 per race), but we plan to have 15 or possibly 18
EDIT: Smarter Solution: I'll just post Word Docs. Please feel free to edit or post comments.
Zerg paper will come out when we know more about adv. zerg strains.
And one reserved post. I always forget to do these.
Is this completely new? I quite well recall a very similar project - melee play with three or more 'factions' per race that all used different units. This might've been your project, but I'm unsure.
Yeah, that was SoulFilcher's project.
There is a list of differences listed on the first post. Also, SC Expanded had factions that did not include many unique units, or were almost completely unique units, or took out some units like Marines (Colonist faction).
Yet another thing is that SC Expanded acts like HOTS Beta, where radical changes that can make gameplay unpredictable (very fun, but unpredictable) happen periodically. Any changes made to FactionCraft (Which we are considering calling StarCraft: Endless War) once past its Alpha and Beta stages would be bug fixes and slight balance changes.
Sounds iInteresting. I am working on a similar mod concept as well. I wouldn't worry to much about people thinking that your mod is a rip-off given the fact that a melee map with campaign units isn't an original concept. Not only that, It is up to you to make your map unique. Even if you borrow concepts unles you have a copy of another modders code you map is going to be unique and reflect your skill level.
I am looking forward to testing out you map and hopefully you can help test the alpha for mines.
Also 18 factions is a little much because a few of them will be redundant gameplay wise if each faction only has variant units.
When developing each faction you should create them with vastly different gameplay styles with units that don't have overlapping roles.
For Example:
- If you have a Terran Faction that can build marauders, do they really need to build warhounds that perform the same role.
- If you Create a Rebel Terran faction and a Dominion Terran faction, you are going to have to do more then simply change out the battle cruiser model.
Perhaps the Terran Dominion is more unit production focused and can pump out tier one units fairly quickly at a lower cost where as the rebel alliance depends on massing its forces from creating mercenary contracts and being reinforced with unique units like Tauren Marine, Spectres, etc.
The build orders should be unique to each individual race.
Wll Good luck I'll post more a little bit latter
Wow. I read through most of the first three posts and missed that one important line. My bad.
@michaelknives:
I agree and will set up a meeting about this. Thanks for the suggestion. Damn stupid keyboard can't type much.
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units. My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.
Well, that depends on if they release their assets... though I'm probably just being a worrywart, they might not.
@ Michaelknives:
We actually considered just having the standard three races that could make unit choices for basically everything. But in the end we decided that could end up radically unbalanced.
It could end that way... if you don't balance things... but thats what alphas and betas are for.
This sounds really cool! BUT: take it on in small bites. And finish every bite before you move on to the next. Otherwise this project will be dead halfway through the process :)
Thanks. The plan is to work on one map's worth of races at a time. I learned that the hard way in the WC3 editor and moviemaking.
Ok, since custom models are screwing with me, I am going to ask if anyone can upload a map to this thread with the following imported models:
Terran sniper (found in Custom Terran models)
Team color Tychus (thrikodias)
Gestalt Zero (ghostnova)
EDIT: never mind, I figured it out. In any case, I have almost finished Raynor's Raiders units and I'm just fixing bugs and doing a bit of balancing.
The way it works now is that you can only be Terran/zerg/protoss, but you can create your own unique army compositions by choosing units/unit bonuses (like reapers for Dominion having anti light and anti building mode) from the supply depot/pylon/spawning pool.
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
Not to worry, I have lots of influence. After all, I do the data editing. My partners didn't even know about post #16, so it should easily be fixed.
Damn... stupid upgrade requirement nodes are my main problem now.
upgrade requirement modes are tedious but pretty simple to implement.
Yes, well, this is the problem:
I have !CountUpgrade(AerodynamicArmor,QueuedOrBetter) as my Not function (a requirement node), which is already linked to the requirement Learn Aerodynamic Armor. I then have CountUpgrade(AerodynamicArmor,QueuedOrBetter) as an Upgrade Count function. The Upgrade Count will not link to the actual upgrade, or maybe it's the Requirement itself, but I can't check that because the Editor starts closing down on me now.