Note: This is just a tech tree, its free for anyone to use, it was the result of myself getting bored a few days back and it is free information, feel free to use it. The project itself isn't a project, just a text file, and the result of what I believe the result of mixing the Terran SC1 and SC2 tech trees together.
<<quote>>General:
Hire Speed lowered for all units (to make up for loss of Reactors)
Ghost Program -
+Moebius Reactor (Ghost Energy)
+Personal Cloaking Field (Enables Ghost Cloaking)
+Lockdown (Enables Ghost Lockdown)
+Occular Implants (Ghost Sight Range)
+Spectre Program (Upgrade, replaces Ghosts with Spectres)
Units:
Firebat
Role: Close Quarters AOE, Good vs Light
Requires: Barracks, Academy
Firebats are powerful yet slow units that excel on murdering large masses of lighter units. When stationed in bunkers or first dropped off a dropship they will proceed to ignite anything in their radius.
Medic
Role: Support Healing
Requires: Barracks, Academy
Medics are light ground units that heal nearby infantry, but must be protected against enemy fire (they have no weapons) however their existance on the battlefield can turn a battle around.
Spectre
Role: Ranged Damage, Support, Nukes, Good vs Organic
Requires: Ghost Program, Spectre Program, Barracks
Spectres are an upgrade for the ghost, by upgrading them they gain extra health and more energy to spare, as well as gaining Hallucinate. Hallucinate allows them to provide a distraction while they drop a nuke or pick off enemy workers.
Vulture
Role: Fast Attack, Recon, Good vs Armored
Requires: Factory
Vultures are fast units that are great at picking off enemy Marauders or Roaches, they can also set up Spider Mines to catch an approaching enemy off guard and cause serious damage. Their mobility and strength vs armored allows them to be a powerful tool in the hands of microers.
Goliath
Role: Anti-Air, Good vs Light
Requires: Factory, Armory
Goliaths are mech units with a decent anti-ground and a powerful anti-air, their missiles have far range and tear through light air units such as Mutalisks or Wraiths. Their effectiveness is diminished against Massive units.
Hermes
Role: Transport
Requires: Starport
The Hermes is a Terran dropship capable of moving 4 infantry at one time. When the Hermes unloads it actually touches ground to unload units, making it vulnerable to fire. However at this point it is useable as a makeshift bunker for up to 4 Terran infantry. Can Deploy directly and maintain its cargo when transferred straight to Bunker mode.
Wraith
Role: Versatile, Anti-Air
Requires: Starport
Wraiths are quick but weaker aircraft similar to the Zerg's Mutalisk, they are capable of jetting from point A to B in a short time, however their offensive capabilities against Ground are questionable, with their anti-air (against Armored particularly) being their most effective. With research they gain a cloaking device which gives them a large advantage over other air units.
Valkyrie
Role: Anti-Air
Requires: Starport, Control Tower
Valkyries are slower moving but powerful anti-air air units, they unleash a barrage of missiles that hit a large AOE and are most effective against grouped air units. They have a damage bonus vs Light units so large groups of Mutalisks or Banshees are particularly weak against Valkyries. They can be upgraded to have a Hunter-Seeker Missile.
Science Vessel
Role: Support
Requires: Starport, Science Facility
Armed with every trick in the book, a Science Vessel is the ultimate support unit. It has offensive, defensive, and raw support abilities at its disposable, as well as a slew of research upgrade for the unit. It can poison a unit, put a shield on an allied unit, and cast an EMP Shockwave that knocks out shields, it is a veritable weapon of mass destruction in the hands of a capable player. Can also detect stealth.<</quote>>
Note: This is just a tech tree, its free for anyone to use, it was the result of myself getting bored a few days back and it is free information, feel free to use it. The project itself isn't a project, just a text file, and the result of what I believe the result of mixing the Terran SC1 and SC2 tech trees together.
<<quote>>
General:Hire Speed lowered for all units (to make up for loss of Reactors)
SCV -
+Auto Turret (Construction Basic)
+Science Facility (Construction Advanced)
-Fusion Core
-Ghost Academy
Command Center -
+MULE?
+SCV Capacity Upgrade?
+Missile Silo (Addon)
+Orbital Command (Addon)
+Missile Silo -
+Nuclear Strike
+Last Stand (makes this Missile Silo detonate any nukes inside instantly)
+Orbital Command -
+Scanner Sweep
+Droptroops
Supply Depot -
+Supply Station Morph (+Health/Armor, +2 Supplies)
Barracks -
Marine
+Firebat
+Medic
Marauder
Reaper
Ghost -> Spectre
+Ghost Program (Addon)
-Tech Lab (Addon)
-Reactor (Addon)
Engineering Bay -
Infantry Weapons
Infantry Armor
Neosteel Frame
Hi-Sec Auto Tracking
<>Building Armor (+2/3 levels)
+Academy -
+Marine Shields (Marine Health)
+U-238 Shells (Marine Range)
+Nitro Packs (Reaper Move Speed)
+Concussive Shells (Enables Marauder Slow)
+Stimpack Research (Enables Marine/Marauder/Firebat Stimpack)
+Caduceus Reactor (Medic Energy)
Factory -
+Vulture
+Goliath
Hellion
Siege Tank
Thor
-Reactor (Addon)
-Tech Lab (Addon)
+Machine Shop (Addon)
Machine Shop -
+Infernal Pre-Lighter (Hellion Attack Damage)
+Siege Tech (Enables Siege Tank Siege Mode)
+250mm Cannons (Enables Thor 250mm Cannons)
+Charon Rockets (Goliath AA Range)
+Spider Mines (Enables Vulture Spider Mines)
+Ion Thrusters (Vulture Move Speed)
Starport -
+Hermes
+Wraith
Banshee
+Valkyrie
+Science Vessel
-Medivac
-Raven
-Viking
Battlecruiser
-Reactor
+Control Tower (Addon)
Control Tower -
+Cloaking Field (Enables Wraith/Banshee cloaking)
+Apollo Reactor (Wraith/Banshee Energy)
+Corvid Reactor (Valkyrie Energy)
+Hunter-Seeker Missile (Changed to Valkyrie)
Armory -
Vehicle Weapons
Vehicle Armor
Aircraft Weapons
Aircraft Armor
Science Facility -
+Titan Reactor (Science Vessel Energy)
+EMP Shockwave (Enables Science Vessel EMP Shockwave)
+Irradiate (Enables Science Vessel Irradiate)
+Fusion Core (Addon)
Fusion Core -
+Colossus Reactor (Battlecruiser Energy)
+Weapon Refit (Enables Battlecruiser Weapon Refit)
<>Weapon Refit (Remove Defensive Matrix)
Ghost Program -
+Moebius Reactor (Ghost Energy)
+Personal Cloaking Field (Enables Ghost Cloaking)
+Lockdown (Enables Ghost Lockdown)
+Occular Implants (Ghost Sight Range)
+Spectre Program (Upgrade, replaces Ghosts with Spectres)
Units:
Firebat
Role: Close Quarters AOE, Good vs Light
Requires: Barracks, Academy
Firebats are powerful yet slow units that excel on murdering large masses of lighter units. When stationed in bunkers or first dropped off a dropship they will proceed to ignite anything in their radius.
Medic
Role: Support Healing
Requires: Barracks, Academy
Medics are light ground units that heal nearby infantry, but must be protected against enemy fire (they have no weapons) however their existance on the battlefield can turn a battle around.
Spectre
Role: Ranged Damage, Support, Nukes, Good vs Organic
Requires: Ghost Program, Spectre Program, Barracks
Spectres are an upgrade for the ghost, by upgrading them they gain extra health and more energy to spare, as well as gaining Hallucinate. Hallucinate allows them to provide a distraction while they drop a nuke or pick off enemy workers.
Vulture
Role: Fast Attack, Recon, Good vs Armored
Requires: Factory
Vultures are fast units that are great at picking off enemy Marauders or Roaches, they can also set up Spider Mines to catch an approaching enemy off guard and cause serious damage. Their mobility and strength vs armored allows them to be a powerful tool in the hands of microers.
Goliath
Role: Anti-Air, Good vs Light
Requires: Factory, Armory
Goliaths are mech units with a decent anti-ground and a powerful anti-air, their missiles have far range and tear through light air units such as Mutalisks or Wraiths. Their effectiveness is diminished against Massive units.
Hermes
Role: Transport
Requires: Starport
The Hermes is a Terran dropship capable of moving 4 infantry at one time. When the Hermes unloads it actually touches ground to unload units, making it vulnerable to fire. However at this point it is useable as a makeshift bunker for up to 4 Terran infantry. Can Deploy directly and maintain its cargo when transferred straight to Bunker mode.
Wraith
Role: Versatile, Anti-Air
Requires: Starport
Wraiths are quick but weaker aircraft similar to the Zerg's Mutalisk, they are capable of jetting from point A to B in a short time, however their offensive capabilities against Ground are questionable, with their anti-air (against Armored particularly) being their most effective. With research they gain a cloaking device which gives them a large advantage over other air units.
Valkyrie
Role: Anti-Air
Requires: Starport, Control Tower
Valkyries are slower moving but powerful anti-air air units, they unleash a barrage of missiles that hit a large AOE and are most effective against grouped air units. They have a damage bonus vs Light units so large groups of Mutalisks or Banshees are particularly weak against Valkyries. They can be upgraded to have a Hunter-Seeker Missile.
Science Vessel
Role: Support
Requires: Starport, Science Facility
Armed with every trick in the book, a Science Vessel is the ultimate support unit. It has offensive, defensive, and raw support abilities at its disposable, as well as a slew of research upgrade for the unit. It can poison a unit, put a shield on an allied unit, and cast an EMP Shockwave that knocks out shields, it is a veritable weapon of mass destruction in the hands of a capable player. Can also detect stealth.<</quote>>