Forewords:
I wrote this in Day 1 of War3 Mod at my China site, I didn't wrote this here simply because it took more time for me to write this kind of things in English. Plus, ehese things will be changed in the Void, so I planned to wrote it here after the Void update. But since a forum member here asked about these things, so I decide to write them now.
What is Targeting/Classification Filter Mapping Convention? Why the War3 Mod would require this thing?
There are many Targeting Filters in War3: Hero, Building, Ethereal, Immunity, Undead, Invincible, Ancient, Air, Ground, Tauren, etc. They affects ability and weapon targeting.
SC2 has its own targeting filters too, but they use different rules. There are surely no Tauren Ethereal, Immunity things in SC2. So to make sure all old War3's rules works in War3 Mod, we will need a convention to mapping sc2 and war3's targeting type with each other, and remeber to repect it whenever we develop things, or there can be inconsists, e.g. a abilty that shouldn't able to target Immunity, but could attack Spell Breakers etc.
[/quote]
Unforturnately, SC2 just don't have so many target types to mapping with all war3 ones. It's not that SC2 has less raw amout of types than war3, it's because SC2 has no built-in Armor Types and Attack Types system. So when doing War3 Mod, I had to use parts of SC2 Attributes to mapping WC3 Armor Types, that's reduced the available target types of SC2, and made it unable to do one-one mapping. Some of the war3 types are had to be implemented as buffs.
Plus war3's targeting system itself has lots of inconsists, so before I even start to do this Mod, I took a whole month to plan this mapping correspondences, t o make sure all common WC3 types can be mapped to direct SC2 target type, and leave the rare types to be implemented as buffs.
Just image: If the Ethreal flag is implemented as a buff, then I will need to change all weapon damage effects and weapon missile effects to add validate to them, that count the Ethereal buffs on the target to decide if the unit's weapon could target/damage the target, plus aoe damage would be impossible, you will need to do area search and then do single damge to each target to be able to apply validate to each splash target, and that would be issue that you can't make sure all damages used the same random seeds, since attacks in war3 has randomed amounts. In another hand, if the Etheral is something you can directly filter in the target filter field, you will only need to change the weapon's target filter field to make the single damaging attack works, and for the aoe attacks, you will only to do a extra damage search filter setting.
Also in war3, some flags like Summoned can be modified at run time, so the SC2 should also use dynamic flags to mapping them. So, in the end, the choses are really narrowed.
Here is the Mapping Convention of War3 Mod
Note: This article only works in War3 Mod (GA), it doesn't even works in the offical WC3 Data Mod, we simply use different rules.
Armor Types in War3 Mod
War3 Mod use Unit Attributes(Unit Editor->Attributes field) to implement WC3 Armor Types.
Armor Type(War3)>Unit Attribute(War3 Mod)
Light>Light
Medium>Armored
Heavy>Massive
Fortified>Structure
Hero>Heroic
Divine>Robotic
Unarmored>Biological
Using Attributes as Armor Types allowing us to be able set different 'damage fractions' for different attributes at the attack effect's side, so that we can simulate Attack Type vs. Armor Type system which is orginally doesn't exist in SC2.
I also changed the Editor string from the War3 Mod, so that if you have War3 Mod loaded in the Editor, the Attributes would automaticly change names. (Unfortunately, this trick would works for Attributes)
Note: Change the Attribute field won't automaticly change your unit's armor icon and tooltips, even if it's actual armor type is changed. You will also need to change the Armor Icon and Tooltips in Unit's actor to make the UI consist with its actual armor type (or not to).
Note2:Divine Armor simply doesn't exist in WC3 Melee, so if I just want to do a Melee recreation, such things are not needed, and that would also make the whole mapping things much eaier since we would have more choices, but ultimately this mod is created for the Map Makers, so that I wanted to provide as many systems WC3 has as possible.
Filter Flags in War3 Mod
Now the actual targeting part.
Air>Air (Plane Array field)
Ground>Ground (Plane Array field)
It seems obvious, but there are traps here.
It very important to remember: All Non-Air units in SC2's offical mods are all have Ground planes, even for Buildings, Items, rocks etc. But in WC3, Ground is strictly for Ground Units, while buildings, items, trees, wards are all not ground units.
I order to keep consist with WC3, all units in War3 Mod are using WC3's rule, So by default, you will find that Zealot can't attack War3 Mod buildings. Because the Zealot's weapon has 'Required: Ground' filter, while buildings in WC3 are not 'Ground Units'.
Hint: You can simply fix this by change the Zealot's weapon from 'Required: Ground' to 'Exclude: Air' to make it works in War3 buildings. Or a more simply way is that you can simply apply a buff to all building units in the map to apply 'Ground' plane to them, this would change the targeting behavior of some WC3 units though.
Immunity>Unstoppable (flag)
Ethereal>Stasis (flag)
These two are MUST BE REMEMBERED mapping, since all weapons and abilites in WC3 need to check these two unit states. So it would simply 'go the hard way' to implemented as buffs. Also they can be dynamicly applied to the units in WC3 (Avatar, Banish, etc) so their SC2 count-parts are need to be dynamic too.
Unstoppable and Stasis states are something you can set in Target Filter filelds in SC2, and they can be dynamicly applied to the units with buffs, these features made they very good choices to implement Immunity and Ethereal.
Plus Unstoppable in SC2 would make the unit to immunity with certain effects (ensnares), while Stasis in lore is like move the unit into another phasing, so that you can't interact with each other (mutually invincibility). So I made these choices.
Remember: In SC2, these two flags has no inherent effects, they were actually plain flag for target filtering, so don't worry about the Unstoppable would automaticly make the unit immunity with ensnares, or the Stasis would render to unit to be unable to be attacked in any methods. (There are some other flags that do have inherent effects though)
Note: It's still important to repect these two flags while creating you own abilties.
Hero->Resistant (flag)
You may ask: Why? Doesn't SC2 have its own hero system?
Claim down, it's important to remember this flag is just to implement the targeting filter part of the WC3 game, not the hero system itself. Know that in WC3, hero filter is actual not for heroes only, but all the Lv 6+ Creeps and Resistant Skin units are also count as 'hero' on target filtering. Any abilities that filtered out the heroes would be unable to target these units.
Also, Heroic Attribute is already used as a Armor Type, so instead of using two different targeting check system for heroes and Resistant units, we can just add Resistant state to all heroes, and use Resistant to replace WC3's 'Hero' in the Target Filters, then all can be consist suddenly. (Or you can image that you will need to create swich validates to validate if the target is a hero or a Resistant Skin unit or a Lv 6+ Creep, awful)
Plus, you can dynamicly add Resistant Skin to the unit in WC3 by adding the ability to him, it only fit that in War3 Mod, you can add this state with Behaviors (=Passive Ability).
Remember: Don't forget to set Resistant filter for all abilites you don't want them to be able to attack heroes. You can still use Heroic filter if you want to ignore Resistant units though, it's actually more flexible than WC3.
Remember: While creating Lv6+ units, it's better to add Resistant states via the War3 Mod buff: "Powerful Creep (6+)" , instead of directly set the flag in Units' Flag fields. Because the Resistant state of Lv6+ units are based on its Race, non-Creep raced units has no Resistants. And the buff I prepared can automaticly check the unit's race to see if it would apply the state while applied, thus can save you time.
Is a Building->Prevent Defeat (flag)
Important, because Structure is used for Fortified Armor Type!
Plus, there are many non-Fortified Armored buildings in WC3, like the Human/Orc Towers, Burrows, etc. And all uprooted Ancients. So I simply can't use Structure for Buildings.
Prevent Defeat flag in SC2 has a inherit effect, that would make you automaticly defeat if you have all the units with this flag dead, when the map have Default Melee Victory/Defeat Options on. This has excatly the same effect as the Is a Building flag in WC3. So this made it a ideal choice for me.
Note: Prevent Defeat has another extra effect in War3 Mod, the actor system would create 'burning flames'(model base on Races) on Prevent Defeact and/or Mechanical units while they have low lifes, just like how they works in WC3.
Town Hall->Prevent Reveal (flag)
Same reason as above, with Default Melee Victory/Defeat Options on, this flag would automaticly reveal all your buildings if you have all the units with this flag dead, same as the Town Hall classification of WC3.
Note: Prevent Reveal also works as Town Portal and Hearthstone's target filter in War3 Mod.
Mechanical->Mechanical (Attribute)
Organic->"Exclude: Mechanical" (Filter)
One of the inconsist issues in the targeting filter system of WC3: There is no Organic classification, but there is a Organic filter in the target filter. And the turth is actually all Non-Mechanical units are count as Organics in WC3. So SC2 doesn't need to provide a standalone flag/Attribute to count-part the Organic type, we can just use "Exclude: Mechanical" to filter the Mechanical.
Plus, not all Attributes in SC2 are used by Armor Types, so the Mechanical Attribute is ideal to count-part the WC3 Mechanical. Which also saved the Biological Attribute to be used a Unarmored Armor Type.
Note: In War3 Mod, the actor system would create 'burning flames'(model base on Races) on Prevent Defeact and/or Mechanical units while they have low lifes, just like how they works in WC3.
Ancient->"Ancient" (Renamed from the 'Psionic' Attribute of SC2)
Since Attributes can be renamed in the Editor, we don't need to remember this one.
Wall->"Wall" (Renamed from the 'Hover' Attribute of SC2)
Since Attributes can be renamed in the Editor, we don't need to remember this one.
Wall is a destructible in WC3, normal units can't attack them ,while Siege Units can attack them. It's hard to see wall in Melee, but again, this Mod has larger scope. Also I feel it's better to make the develop experience consist for the old WC3 editor users.
Tree->'Require: Harvestable'+'Exclude: Invincible' (Would be changed after the Void)
It's for saving flags, since trees are the only rescource thats not Invincible in WC3 and SC2. So Harvestable+Non-Invincible=Tree.
Still it's not ideal. Would find replacement in the void, since SC2 3.0 would provide 1-2 new flags.
Ward (Totem)->Uncommable (flag, Will be changed to Buried after the Void update!)
It's never a good mapping actually. There is a inherit side effect for the Uncommable flag in SC2, that it would make the players cannot to control the unit. So I can't add it to the Serpent Wards of the Shadow Hunters, cause you will need to be able to control it.
So it's a inconsist I had to suffer for a long time. But I got no better choice since we don't have more spare flags to do the Ward. And all AOE weapons and abilties in WC3 need to filter out the Wards.
Good thing is the void beta client added 1-2 extra unit flags into the system, so it can be fixed after the Void.
Universal flag for all War3 Units: Buried
Right now, all the units in the War3 system need to have this flag checked. (If you create Units with the parent entries provided by the War3 Mod, like War3_Unit. etc., this flag would be automaticly checked)
This flag would remove all Cloak Blur of the unit, make them completely unseen for the enemeis who haven't detected them, and for the detect units, it would also remove the Cloak Refraction effect for the units, so that the invisible units in War3 Mod won't looked to be using the si-fi light-distortion things. The invisible units in War3 Mod are using the transparency change to similate the effect of WC3.
If you prefer the SC2 Cloak effects, simply remove this flag.
Note: The void beta client provided alter way to remove the SC2 Cloak effects, so I will use it after the Void, so that we can spare a extra flag to use.
Summoned->Summoned
Summoned state is dynamic in WC3, without the buff, the normal Water Elements are not count as summoned units. And summoned units in WC3 would give less XP than units of the same level, they can also be damaged by dispel spells, and would be prio targets of Creeps.
Fortunately, Summoned state in SC2 can also be added dynamicly via behaviors.
Intuitively Mappings
Mappings of this part doesn't need to cared much, since they are just plain Intuitive.
WC3 Filters>War3 Mod Filters
Dead>Dead
debris>Destructible
Invulnerable>Invulnerable
Mirror>Hallucination
Peon>Worker
Special Unit Classification Buffs in War3 Mod
So to this point, I had used up are the 'free flags/attributes' of SC2. But there are still things in WC3 didn't get mapped. Good things is these flags are not commonly used, some of them even didn't actually used in WC3. So I implemented these classifications as simple buffs. For example, a hidden buff named ‘Undead’ to represent Undead units, and add validate to check if the Unit has such a buff with the effect tree of the Holy Light and Death Coil abilites.
War3 Classification>Buff in War3 Mod
Giant>Giant
Tauren>Tauren
Undead>Undead
Sapper>Sapper
Terrain>Terrain
Bridge>Bridge
Decoration>Decoration
Actually in WC3, only Tauren, Sapper and Undead truely affect the game. Tauren affect the Ancestral Spirit, Sapper affect the Cargo ability of Goblin Zeppelin, Undead affect Holy Light and Death Coil.
And Giant, Decoration, Terrain, Bridge things never actually used for effective filters. War3 has no units with Giant classification actual (though there are many units with 'Giant' in there names). War3 Mod still provide these hidden buffs though.
Forewords: I wrote this in Day 1 of War3 Mod at my China site, I didn't wrote this here simply because it took more time for me to write this kind of things in English. Plus, ehese things will be changed in the Void, so I planned to wrote it here after the Void update. But since a forum member here asked about these things, so I decide to write them now.
What is Targeting/Classification Filter Mapping Convention? Why the War3 Mod would require this thing?
There are many Targeting Filters in War3: Hero, Building, Ethereal, Immunity, Undead, Invincible, Ancient, Air, Ground, Tauren, etc. They affects ability and weapon targeting.
SC2 has its own targeting filters too, but they use different rules. There are surely no Tauren Ethereal, Immunity things in SC2. So to make sure all old War3's rules works in War3 Mod, we will need a convention to mapping sc2 and war3's targeting type with each other, and remeber to repect it whenever we develop things, or there can be inconsists, e.g. a abilty that shouldn't able to target Immunity, but could attack Spell Breakers etc. [/quote] Unforturnately, SC2 just don't have so many target types to mapping with all war3 ones. It's not that SC2 has less raw amout of types than war3, it's because SC2 has no built-in Armor Types and Attack Types system. So when doing War3 Mod, I had to use parts of SC2 Attributes to mapping WC3 Armor Types, that's reduced the available target types of SC2, and made it unable to do one-one mapping. Some of the war3 types are had to be implemented as buffs.
Plus war3's targeting system itself has lots of inconsists, so before I even start to do this Mod, I took a whole month to plan this mapping correspondences, t o make sure all common WC3 types can be mapped to direct SC2 target type, and leave the rare types to be implemented as buffs.
Just image: If the Ethreal flag is implemented as a buff, then I will need to change all weapon damage effects and weapon missile effects to add validate to them, that count the Ethereal buffs on the target to decide if the unit's weapon could target/damage the target, plus aoe damage would be impossible, you will need to do area search and then do single damge to each target to be able to apply validate to each splash target, and that would be issue that you can't make sure all damages used the same random seeds, since attacks in war3 has randomed amounts. In another hand, if the Etheral is something you can directly filter in the target filter field, you will only need to change the weapon's target filter field to make the single damaging attack works, and for the aoe attacks, you will only to do a extra damage search filter setting.
Also in war3, some flags like Summoned can be modified at run time, so the SC2 should also use dynamic flags to mapping them. So, in the end, the choses are really narrowed.
Here is the Mapping Convention of War3 Mod
Note: This article only works in War3 Mod (GA), it doesn't even works in the offical WC3 Data Mod, we simply use different rules.
Armor Types in War3 Mod
War3 Mod use Unit Attributes(Unit Editor->Attributes field) to implement WC3 Armor Types.
Armor Type(War3)>Unit Attribute(War3 Mod)
Using Attributes as Armor Types allowing us to be able set different 'damage fractions' for different attributes at the attack effect's side, so that we can simulate Attack Type vs. Armor Type system which is orginally doesn't exist in SC2.
I also changed the Editor string from the War3 Mod, so that if you have War3 Mod loaded in the Editor, the Attributes would automaticly change names. (Unfortunately, this trick would works for Attributes)
Note: Change the Attribute field won't automaticly change your unit's armor icon and tooltips, even if it's actual armor type is changed. You will also need to change the Armor Icon and Tooltips in Unit's actor to make the UI consist with its actual armor type (or not to).
Note2: Divine Armor simply doesn't exist in WC3 Melee, so if I just want to do a Melee recreation, such things are not needed, and that would also make the whole mapping things much eaier since we would have more choices, but ultimately this mod is created for the Map Makers, so that I wanted to provide as many systems WC3 has as possible.
Filter Flags in War3 Mod
Now the actual targeting part.
Air>Air (Plane Array field)
Ground>Ground (Plane Array field)
It seems obvious, but there are traps here.
It very important to remember: All Non-Air units in SC2's offical mods are all have Ground planes, even for Buildings, Items, rocks etc. But in WC3, Ground is strictly for Ground Units, while buildings, items, trees, wards are all not ground units.
I order to keep consist with WC3, all units in War3 Mod are using WC3's rule, So by default, you will find that Zealot can't attack War3 Mod buildings. Because the Zealot's weapon has 'Required: Ground' filter, while buildings in WC3 are not 'Ground Units'.
Hint: You can simply fix this by change the Zealot's weapon from 'Required: Ground' to 'Exclude: Air' to make it works in War3 buildings. Or a more simply way is that you can simply apply a buff to all building units in the map to apply 'Ground' plane to them, this would change the targeting behavior of some WC3 units though.
Immunity>Unstoppable (flag)
Ethereal>Stasis (flag)
These two are MUST BE REMEMBERED mapping, since all weapons and abilites in WC3 need to check these two unit states. So it would simply 'go the hard way' to implemented as buffs. Also they can be dynamicly applied to the units in WC3 (Avatar, Banish, etc) so their SC2 count-parts are need to be dynamic too.
Unstoppable and Stasis states are something you can set in Target Filter filelds in SC2, and they can be dynamicly applied to the units with buffs, these features made they very good choices to implement Immunity and Ethereal.
Plus Unstoppable in SC2 would make the unit to immunity with certain effects (ensnares), while Stasis in lore is like move the unit into another phasing, so that you can't interact with each other (mutually invincibility). So I made these choices.
Remember: In SC2, these two flags has no inherent effects, they were actually plain flag for target filtering, so don't worry about the Unstoppable would automaticly make the unit immunity with ensnares, or the Stasis would render to unit to be unable to be attacked in any methods. (There are some other flags that do have inherent effects though)
Note: It's still important to repect these two flags while creating you own abilties.
Hero->Resistant (flag)
You may ask: Why? Doesn't SC2 have its own hero system?
Claim down, it's important to remember this flag is just to implement the targeting filter part of the WC3 game, not the hero system itself. Know that in WC3, hero filter is actual not for heroes only, but all the Lv 6+ Creeps and Resistant Skin units are also count as 'hero' on target filtering. Any abilities that filtered out the heroes would be unable to target these units.
Also, Heroic Attribute is already used as a Armor Type, so instead of using two different targeting check system for heroes and Resistant units, we can just add Resistant state to all heroes, and use Resistant to replace WC3's 'Hero' in the Target Filters, then all can be consist suddenly. (Or you can image that you will need to create swich validates to validate if the target is a hero or a Resistant Skin unit or a Lv 6+ Creep, awful)
Plus, you can dynamicly add Resistant Skin to the unit in WC3 by adding the ability to him, it only fit that in War3 Mod, you can add this state with Behaviors (=Passive Ability).
Remember: Don't forget to set Resistant filter for all abilites you don't want them to be able to attack heroes. You can still use Heroic filter if you want to ignore Resistant units though, it's actually more flexible than WC3.
Remember: While creating Lv6+ units, it's better to add Resistant states via the War3 Mod buff: "Powerful Creep (6+)" , instead of directly set the flag in Units' Flag fields. Because the Resistant state of Lv6+ units are based on its Race, non-Creep raced units has no Resistants. And the buff I prepared can automaticly check the unit's race to see if it would apply the state while applied, thus can save you time.
Is a Building->Prevent Defeat (flag)
Important, because Structure is used for Fortified Armor Type!
Plus, there are many non-Fortified Armored buildings in WC3, like the Human/Orc Towers, Burrows, etc. And all uprooted Ancients. So I simply can't use Structure for Buildings.
Prevent Defeat flag in SC2 has a inherit effect, that would make you automaticly defeat if you have all the units with this flag dead, when the map have Default Melee Victory/Defeat Options on. This has excatly the same effect as the Is a Building flag in WC3. So this made it a ideal choice for me.
Note: Prevent Defeat has another extra effect in War3 Mod, the actor system would create 'burning flames'(model base on Races) on Prevent Defeact and/or Mechanical units while they have low lifes, just like how they works in WC3.
Town Hall->Prevent Reveal (flag)
Same reason as above, with Default Melee Victory/Defeat Options on, this flag would automaticly reveal all your buildings if you have all the units with this flag dead, same as the Town Hall classification of WC3.
Note: Prevent Reveal also works as Town Portal and Hearthstone's target filter in War3 Mod.
Mechanical->Mechanical (Attribute)
Organic->"Exclude: Mechanical" (Filter)
One of the inconsist issues in the targeting filter system of WC3: There is no Organic classification, but there is a Organic filter in the target filter. And the turth is actually all Non-Mechanical units are count as Organics in WC3. So SC2 doesn't need to provide a standalone flag/Attribute to count-part the Organic type, we can just use "Exclude: Mechanical" to filter the Mechanical.
Plus, not all Attributes in SC2 are used by Armor Types, so the Mechanical Attribute is ideal to count-part the WC3 Mechanical. Which also saved the Biological Attribute to be used a Unarmored Armor Type.
Note: In War3 Mod, the actor system would create 'burning flames'(model base on Races) on Prevent Defeact and/or Mechanical units while they have low lifes, just like how they works in WC3.
Ancient->"Ancient" (Renamed from the 'Psionic' Attribute of SC2)
Since Attributes can be renamed in the Editor, we don't need to remember this one.
Wall->"Wall" (Renamed from the 'Hover' Attribute of SC2)
Since Attributes can be renamed in the Editor, we don't need to remember this one.
Wall is a destructible in WC3, normal units can't attack them ,while Siege Units can attack them. It's hard to see wall in Melee, but again, this Mod has larger scope. Also I feel it's better to make the develop experience consist for the old WC3 editor users.
Tree->'Require: Harvestable'+'Exclude: Invincible' (Would be changed after the Void)
It's for saving flags, since trees are the only rescource thats not Invincible in WC3 and SC2. So Harvestable+Non-Invincible=Tree.
Still it's not ideal. Would find replacement in the void, since SC2 3.0 would provide 1-2 new flags.
Ward (Totem)->Uncommable (flag, Will be changed to Buried after the Void update!)
It's never a good mapping actually. There is a inherit side effect for the Uncommable flag in SC2, that it would make the players cannot to control the unit. So I can't add it to the Serpent Wards of the Shadow Hunters, cause you will need to be able to control it.
So it's a inconsist I had to suffer for a long time. But I got no better choice since we don't have more spare flags to do the Ward. And all AOE weapons and abilties in WC3 need to filter out the Wards.
Good thing is the void beta client added 1-2 extra unit flags into the system, so it can be fixed after the Void.
Universal flag for all War3 Units: Buried
Right now, all the units in the War3 system need to have this flag checked. (If you create Units with the parent entries provided by the War3 Mod, like War3_Unit. etc., this flag would be automaticly checked)
This flag would remove all Cloak Blur of the unit, make them completely unseen for the enemeis who haven't detected them, and for the detect units, it would also remove the Cloak Refraction effect for the units, so that the invisible units in War3 Mod won't looked to be using the si-fi light-distortion things. The invisible units in War3 Mod are using the transparency change to similate the effect of WC3.
If you prefer the SC2 Cloak effects, simply remove this flag.
Note: The void beta client provided alter way to remove the SC2 Cloak effects, so I will use it after the Void, so that we can spare a extra flag to use.
Summoned->Summoned
Summoned state is dynamic in WC3, without the buff, the normal Water Elements are not count as summoned units. And summoned units in WC3 would give less XP than units of the same level, they can also be damaged by dispel spells, and would be prio targets of Creeps.
Fortunately, Summoned state in SC2 can also be added dynamicly via behaviors.
Intuitively Mappings
Mappings of this part doesn't need to cared much, since they are just plain Intuitive.
WC3 Filters>War3 Mod Filters
Special Unit Classification Buffs in War3 Mod
So to this point, I had used up are the 'free flags/attributes' of SC2. But there are still things in WC3 didn't get mapped. Good things is these flags are not commonly used, some of them even didn't actually used in WC3. So I implemented these classifications as simple buffs. For example, a hidden buff named ‘Undead’ to represent Undead units, and add validate to check if the Unit has such a buff with the effect tree of the Holy Light and Death Coil abilites.
War3 Classification>Buff in War3 Mod
Actually in WC3, only Tauren, Sapper and Undead truely affect the game. Tauren affect the Ancestral Spirit, Sapper affect the Cargo ability of Goblin Zeppelin, Undead affect Holy Light and Death Coil.
And Giant, Decoration, Terrain, Bridge things never actually used for effective filters. War3 has no units with Giant classification actual (though there are many units with 'Giant' in there names). War3 Mod still provide these hidden buffs though.