I just updated the offline files in the maps section, just in case anyone is interested.
EDIT: I made minor fixes to the templar tribe, mostly tooltips and things like that. I also made changes to the infested faction. I'll try to test the protoss tribes one by one so I can find more bugs. I want to move things from the test mode to the standard mode.
I just updated the mod. Here are the more relevant changes:
-Oracle returned to the Tal'darim, Scout is now exclusive to the Templar.
-New infested Siege Tank and Banshee.
-Removed some upgrade choices and moved them to a faction. Carrier's Inertial Barrier was given to the Khalai. Banshee's Shockwave Batteries is currently out of the game until I decide which faction should use it.
-Fixed a bug that made the Nomad energy upgrade icon to hide Raven or Sci Vessel energy upgrades.
-Cleaned some changes I made to override Blizzard's placeholder art, like for Liberator's upgrade.
-More Tal'darim units have their portraits replaced now.
I will probably add WoL upgrades that I didn't want to add back then, like Siege Tank's Maelstrom Rounds and Shaped Blast.
I just tried umojans. Vanadium plating still doesn't work in the armory; also yamato research didn't unlock even though I picked it. Think there were a couple more bugs that I don't remember, but this is a very well-designed mod.
I tried a few more factions. Terran had such mild improvements it was nice, but Protoss is OP (I think quite possibly ALL campaign mods have OP Protoss; I've been trying them all out and can't think of any that aren't).
It's not totally necessary to balance Protoss (you would be the only one heh), but there are a couple really glaring things they need to lose. Replicants seem cool until you realize that they will prevent your enemy from using battlecruisers, ultralisks, void rays, and any other expensive units that they can reach to use their ability before dying. If the enemy ever dares to make a higher cost unit that your replicants can reach, you get a very expensive army for cheap. I recommend capping their ability at units of no more than 3 supply cost.
Mind Control is another ability that turns me off. Everyone else uses it, so it's not an unpopular choice, but it once again prevents the use of very high cost units. It's an enormous slap in the face to have a large unit mind controlled.
Also, I just tried the Umojans again and they still don't get vanadium plating in the armory. In fact, the armor upgrade that is there starts at level 2, so you can't get it at all. Also Yamato still didn't work. I assume I'm automatically using the latest version by playing on battle.net; if I have to do something to update, let me know.
Beyond Replicants and Mind Control what are other imbalanced units? If I had to guess the nerazim and tal'darim Immortals but what else. Im willing to tweak their stats. I don't remember exactly but at some point I did try to nerf the Replicant, they are not supposed to clone massive units. I'll check that again. If needed I can also raise their cost/supply.
If you play through Bnet you get the latest version. To use Yamato you still need to research it at the fusion core, but the choice at the supply depot will be removed eventually, the missiles ability may be moved to a faction.
Ok, I just updated the mod again and the vehicle and ship vanadium upgrade is fixed, it is probably missing LotV units though. I also increased mind control energy cost to 125 and made the LotV version of Replican'ts ability unable to target massive units. Nerazim Immortal can no longer target air units with its cannon ability.
Well it's not like I played it enough to see the balance of every unit heh. I've tried about 30 of those campaign mods recently, and after a short break, I'll take another pass at them and see if any serve my purpose, which is an alternative to the co-op mode against the AI.
The co-op mode is great because even though the players get some unfair stuff, the computer doesn't get nearly as much (except on some mutators). What I mean by unfair stuff is things that will kill your army with no counter. For example, I play Swann and when the computer does ling-scourge-viper, you can't make siege tanks. If you have 8 siege tanks in range to hit an attack wave, 8 siege tanks will instantly be yoinked in and killed. Nothing you can do. Same happens to hercules transports and anything else over 2 supply. But that's about the only unfair thing the AI uses. Most unit compositions don't cheese you. Maybe you could count psi storm but its damage isn't unbearable. It doesn't instantly feedback your energy units to death, it doesn't mind control your units, it doesn't instantly nuke you. It uses Yamato, but that is from a capitol ship and has the dignity to take a casting time. Note that I'm not saying co-op mode is balanced; just that it doesn't do much to you that isn't counterable.
Since the AI doesn't seem to use the faction stuff, your mod may serve my purpose even if players have access to it. Still, it mars the beauty of the system. Whenever I play a map that has mind control, of course I abuse the hell out of it, but it's really dumb. I just finished the Mass Recall protoss mission that gives you dark archons and pits you against the protoss, and every time I mind control a carrier or arbiter, I'm like oh my god, that is the dumbest shit ever.
Balance is a lesser priority to me than un-counterable mechanics. As a Terran player, I wish the Terran faction could be at least equal to the Protoss, but as long as the AI doesn't use the factions, it will still work for me. Just don't make the faction bonuses too awful much stronger than the vanilla units that the AI gets.
@Ramboing: Go I understand. Keep in mind that this mod is intended to be for player vs players games, which makes it even more important to balance things. The AI is supposed to pick factions and use some of the units, but right now it does not for certain factions.
It is funny because for basically the entire WoL and HotS time terran had the best factions, and then LotV came with the unit choices perfectly divided by factions that I could use in the mod, and it turned the table. Nothing will be much stronger than ladder units, that's the objective here, to add variations that can still fight a standard ladder composition somehow. It is very difficult to achieve that, but with feedback I keep making it better.
Hello, I just found this mod, but have some problems with it. I can't choose any units/upgrades with the protoss, with the terran I can only choose between vulture and helion and the bunker upgrade. The rest doesn't exist. I also can't build diamondbacks at the factory, but when I play against Ai they can. I watched some videos on youtube, and they can choose upgrades/units (the videos are 4 months old). I play the mod in Battle.net version 1.38, I asume this is the newest version. I also tested the mod in arcade where it's an older version, and I am able to select the upgrades in the old version.
EDIT: I read some posts here, and you said that there is another version called amped. They play the version in the video.