I'm proud to present you War over Galaxy (WoG) : a partial conversion of the original game which aims to modify the three races and to set a totally new gameplay.
This mod will be dedicated to multiplayer in a first time. In future versions, a new AI will be developed to allow the computer to use new units and tech tree.
Here is the list of the modifications :
The most important thing is that all attacks during the first minutes of the game will have less efficiency. It is always possible to harass the enemy but it will not provoke his destruction any more but only to slow him.
Every games will now last between 15 and 60 minutes.
New units will be added and new abilities are introduced for a lot of units.
Even if a large part of units come from the original game, the tech tree is fully transformed.
New Terrans : Technologized humans
The Terrans are now a human race based on technology, robotics and industry.
The Terrans' development has a medium speed and requires a good management. MULEs become the main resource gatherer. There are expansive and cannot be produced more than 6 times. Even if SCVs could gather resources, they take more time to collect mineral and gas and gathering is less effective. To build a human building (like in reality) is a hard task and is expansive. There is no more possibility to construct a new command center and a new expand to collect more resources. In order to balance this disadvantage, Terrans can produce an APC (Armored Personal Carrier) which could be used as drop-off point. The Terran player will have to move out of his base and to lead military actions to collect faster.
Terrans' technology allows them to build automated reffinery.
At the start of the game, the Terran player will have to choose his tech tree. There is two possibilities :
1) To be focused on infantry and stealth actions.
2) To be focused on industry and robotics.
This choice will arrive very early in the game but doesn't disadvantage the Terran player because some defences could be built without any requirements.
The Terrans could choose to be stealth and mobile when using infantry based strategies. Those ones are really effective against Zergs because Terran infantry's weapons have a bonus versus biological units.
The Terrans could choose to be heavier and powerful with industrial technology and robotics. In this case, the player will have the possibility to make his base as a fortress and to lead powerful assaults.
The ratio between ground and air units is : 65-35.
New Zergs : Social insects
The new Zerg race is now entirely rebuild and become a social insects race and is more focused on mass production strategies.
Social insects are organized around the colony and a reproductive queen.
Now the Zergs will follow this rule : the queen and the hive are vitals !!!
The queen provides 100 supplies and the hive between 70 and 200. The queen's destruction will provoke a collapse in the offensive and defensive Zergs' abilities.
The Zergs' development has a medium speed. It is structured around successive morphs of the hive. The queen herself can evolve to become more powerful or more reproductive. Those evolution must be chosen with a lot of attention because it will direct the morphing possibilities of larvas.
The Zerg player will have to think a lot of is economy. He will have to set strong economical roads to have a lot of resources. Once the Zerg economy is fully implanted, Zergs will have a unlimited capacity to produce unit and will have the possibility to send often large waves of units.
There is no more buildings in the Zerg race ! Zergs will only have the possibility to construct Nydus Network and Canal, Extractor, Spore Crawler and Obstacle.
Strategies in which the player build structures to protect the hive are always possible with the Obstacle. The only utility of this structure is to slow and to turn aside the enemy from the hive. That is a cheap but a useful structure.
Zergs are now able to produce massive and siege units ! The Ultralisk is no longer the Zerg most powerful unit.
The ratio between ground and air units is : 75-25. Zergs are weaker versus air units but this disadvantage is balanced by air and ground targeting units.
New Protoss : Nomads aliens
The Protoss race had benefit of the biggest change. Protoss are now nomads and start the game with the permanent ability to move their base when they want.
The Protoss' command center is the mothership. It is equipped with weapons, hangar, cargo, teleport device, vortex device, can initialize light buildings construction (Assimilator, Photon Cannons) and can produce secondary ships.
Secondary ships are equipped with weapons, cargo and hangar. They have the ability to gather ground and air units in the cargo bay. Some of them can build interceptors but in this case, they haven't any weapons.
The number of those ships are limited.
War ships are produced in a shipyard. Those ships have weapons or abilities which allow them to deploy defensive or offensive capabilities depending on the battle needs. They have a cargo bay too.
Mothership, secondary and war ships are very very slow. To balance that, each ship can activate a powerful reactor to increase the speed 20 times. This reactor has a cooldown of 15 minutes.
The Protoss' development is slow. It is the slowest one of the mod but each Protoss units is powerful and effective.
Almost all Protoss' weapons are both able to target air and ground units.
Protoss' infantry is special because it is not as so diversified as wanted. There is three types of infantry units : soldiers, light robots and heavy robots.
Soldiers are mass producted and cheap. They are slow, not much solid clone robotic soldiers and are equipped with a small laser rifle which fire quickly but don't make a lot of damage.
Light robots are more difficult to produce but allow a medium level attack.
Heavy robots are siege units. Their fire rate is slow but damages are really strong.
Protoss' economy is built with Probes. They gather easily gas but it is more difficult for them to collect mineral despite of their technology. Protoss are dependant of the mothership because it is the only drop-off unit to collect resources.
The ratio between ground and air units is : 35-65. Protoss are definitely a air attack race. It is impossible to imagine making successfully attacks whitout the support of air units.
Unit list (not definitive) :
Terrans :
SCV
MULE
VBT
Siege Tank
Goliath
Super Goliath
Thor
Odin
Hellion
Vulture (can burrow mines and rebuild mines' stock)
Banshee (detect ability)
Wraith
Hercules : Heavy transport aircraft
Medivac
Marine (can throw grenades)
Force Marine : Marine with a shotgun. Can throw grenades.
Heavy Marine : Marine with a chaingun
Medic
Marauder
Firebat
Armorgun : Fight armor with handgun.
Ghost : Sniper unit with several more abilities than the normal Ghost.
Zergs :
Drone : It has no more weapon. It means that you will have to defend those gatherers.
Zergling
Baneling
Scourge : It isn't a suicide unit any more but a unit which spit spines.
Massive Zergling : It is a bigger but slower Zergling which make more damage. This unit isn't mass producted.
Hydralisk
Hunter Killer : A hand-to-hand Hydralisk.
Broodlord (It can attack air units)
Ultralisk (The head attack is now useful and powerful against structures. This unit can be produced less than 10 times)
Lurker
Roach
Mutalisk
Spore Crawler (It can attack ground units)
Infestor : It is transformed in siege unit and send regularly 2-3 burrowed Banelings. Those Banelings can explode and suicide themselves immediatly or could unburrow to suicide at another location. This unit must be micro managed by the player itself.
Ventralisk (New siege unit) : It is a giant Baneling which acts in two times. The first one makes an enormous explosion with a lot of damage and range. The second one release 10-20 small Banelings.
Defiler : It is a spitfire unit which can move when burrowed.
Brutalisk : It is the most powerful Zerg unit against structures. It is produced in a limited number : 3 max.
Queen : The queen which determines Zerg's evolution.
Protoss :
Mothership : It has construction ability, a very powerful weapon with a big damage range and Mass Recall and Vortex abilities. It has a cargo bay and a hangar to build interceptors.
Forge : A medium ship where technologies are researched and with a hangar to build interceptors.
Stargate : A giant shipyard equipped with a laser gun to defend itself.
Robotic Facility : A light ship dedicated to build Protoss infantry units. It is equipped with a laser gun to defend itself.
Void Seeker : It's the best ship of the Protoss fleet. It is equipped with 3-4 weapons (missiles, laser gun, etc.) but is slower than other ship. It has a cargo bay too.
Nexus : A medium ship with no weapon. It's dedicated to support troops in battle with offensive and defensive abilities
Carrier : A massive ship with a lot inteceptors in it.
Probe
Observer
Void Ray
Phoenix
Scout
Stalker
Immortal
Arbiter : The same unit than Sentry.
Clone Robot-Zealot : in the first release of WoG, this unit will be the Zealot.
Building list (not definitive) :
Terrans :
Auto Turret
Flaming Betty : Auto Turret with flamethrower.
Protoss :
Monolith : Protoss super weapon. Can be activated each 4 hours (one time per game) and deals massive damages in a large range.
WoG in short words :
3 new gameplays : one for each race.
Several (5-15) new units with new models and animations.
A map pack with 10 maps.
A totally revamp UI for each race.
A bunch of new skins for units which come from SC2.
A good balance between races : the WoG team will work a lot in beta to determine a perfect equilibrium.
A new AI to play WoG in solo.
A long lifetime : WoG will be updated for future sequels published by Blizzard. WoG team will add some of the new Heart of the Swarm units and Legacy of the Void units.
Release date expected : 12-2011 (better) - 12-2012 (worst)
The Team :
High Templar : Project creator, Mod leader, Coder on the SC2 Editor.
VisionElf : Tester and Consultant for the SC2 Editor.
Craze : 2d and 3d Artist and Tester.
When a probe (or a Drone or a SCV) gather minerals or gas, the unit return to a building (Nexus as P, Hatchery as Zerg, Comm. Center as Terran) to drop ressources. I would like to make an other structure or a unit which can collect ressources. I try to search myself but i was unable to find a way to modify this. IE make the mothership receiving ressources from probes; Could you helpme to solve this probleme please ?
I try to create a custom unit : a Marauder a Minigun.
So i create a new weapon based on the punisher grenades to keep all animation. I create a new effect based on marine gauss rifle damage and modify unit combat weapon. All is good (sound, range, arc, period and animation) except the fuzzle effect : i dont have any fireflash when the gun marauder fire with this weapon.
I tried too an other way : to change combat weapon in unit tab but this time, i've the fuzzle/flashfire effect but no anim. The gun marauder fire but don't move !!!!!!!!
0
Hello everybody,
I'm proud to present you War over Galaxy (WoG) : a partial conversion of the original game which aims to modify the three races and to set a totally new gameplay.
This mod will be dedicated to multiplayer in a first time. In future versions, a new AI will be developed to allow the computer to use new units and tech tree.
Here is the list of the modifications :
The most important thing is that all attacks during the first minutes of the game will have less efficiency. It is always possible to harass the enemy but it will not provoke his destruction any more but only to slow him. Every games will now last between 15 and 60 minutes. New units will be added and new abilities are introduced for a lot of units. Even if a large part of units come from the original game, the tech tree is fully transformed.
New Terrans : Technologized humans
The Terrans are now a human race based on technology, robotics and industry. The Terrans' development has a medium speed and requires a good management. MULEs become the main resource gatherer. There are expansive and cannot be produced more than 6 times. Even if SCVs could gather resources, they take more time to collect mineral and gas and gathering is less effective. To build a human building (like in reality) is a hard task and is expansive. There is no more possibility to construct a new command center and a new expand to collect more resources. In order to balance this disadvantage, Terrans can produce an APC (Armored Personal Carrier) which could be used as drop-off point. The Terran player will have to move out of his base and to lead military actions to collect faster. Terrans' technology allows them to build automated reffinery.
At the start of the game, the Terran player will have to choose his tech tree. There is two possibilities :
1) To be focused on infantry and stealth actions. 2) To be focused on industry and robotics.
This choice will arrive very early in the game but doesn't disadvantage the Terran player because some defences could be built without any requirements.
The Terrans could choose to be stealth and mobile when using infantry based strategies. Those ones are really effective against Zergs because Terran infantry's weapons have a bonus versus biological units. The Terrans could choose to be heavier and powerful with industrial technology and robotics. In this case, the player will have the possibility to make his base as a fortress and to lead powerful assaults.
The ratio between ground and air units is : 65-35.
New Zergs : Social insects
The new Zerg race is now entirely rebuild and become a social insects race and is more focused on mass production strategies.
Social insects are organized around the colony and a reproductive queen.
Now the Zergs will follow this rule : the queen and the hive are vitals !!!
The queen provides 100 supplies and the hive between 70 and 200. The queen's destruction will provoke a collapse in the offensive and defensive Zergs' abilities.
The Zergs' development has a medium speed. It is structured around successive morphs of the hive. The queen herself can evolve to become more powerful or more reproductive. Those evolution must be chosen with a lot of attention because it will direct the morphing possibilities of larvas. The Zerg player will have to think a lot of is economy. He will have to set strong economical roads to have a lot of resources. Once the Zerg economy is fully implanted, Zergs will have a unlimited capacity to produce unit and will have the possibility to send often large waves of units.
There is no more buildings in the Zerg race ! Zergs will only have the possibility to construct Nydus Network and Canal, Extractor, Spore Crawler and Obstacle.
Strategies in which the player build structures to protect the hive are always possible with the Obstacle. The only utility of this structure is to slow and to turn aside the enemy from the hive. That is a cheap but a useful structure.
Zergs are now able to produce massive and siege units ! The Ultralisk is no longer the Zerg most powerful unit.
The ratio between ground and air units is : 75-25. Zergs are weaker versus air units but this disadvantage is balanced by air and ground targeting units.
New Protoss : Nomads aliens
The Protoss race had benefit of the biggest change. Protoss are now nomads and start the game with the permanent ability to move their base when they want.
The Protoss' command center is the mothership. It is equipped with weapons, hangar, cargo, teleport device, vortex device, can initialize light buildings construction (Assimilator, Photon Cannons) and can produce secondary ships.
Secondary ships are equipped with weapons, cargo and hangar. They have the ability to gather ground and air units in the cargo bay. Some of them can build interceptors but in this case, they haven't any weapons. The number of those ships are limited.
War ships are produced in a shipyard. Those ships have weapons or abilities which allow them to deploy defensive or offensive capabilities depending on the battle needs. They have a cargo bay too.
Mothership, secondary and war ships are very very slow. To balance that, each ship can activate a powerful reactor to increase the speed 20 times. This reactor has a cooldown of 15 minutes.
The Protoss' development is slow. It is the slowest one of the mod but each Protoss units is powerful and effective.
Almost all Protoss' weapons are both able to target air and ground units.
Protoss' infantry is special because it is not as so diversified as wanted. There is three types of infantry units : soldiers, light robots and heavy robots.
Soldiers are mass producted and cheap. They are slow, not much solid clone robotic soldiers and are equipped with a small laser rifle which fire quickly but don't make a lot of damage. Light robots are more difficult to produce but allow a medium level attack. Heavy robots are siege units. Their fire rate is slow but damages are really strong.
Protoss' economy is built with Probes. They gather easily gas but it is more difficult for them to collect mineral despite of their technology. Protoss are dependant of the mothership because it is the only drop-off unit to collect resources.
The ratio between ground and air units is : 35-65. Protoss are definitely a air attack race. It is impossible to imagine making successfully attacks whitout the support of air units.
Unit list (not definitive) :
Terrans :
SCV MULE VBT Siege Tank Goliath Super Goliath Thor Odin Hellion Vulture (can burrow mines and rebuild mines' stock) Banshee (detect ability) Wraith Hercules : Heavy transport aircraft Medivac Marine (can throw grenades) Force Marine : Marine with a shotgun. Can throw grenades. Heavy Marine : Marine with a chaingun Medic Marauder Firebat Armorgun : Fight armor with handgun. Ghost : Sniper unit with several more abilities than the normal Ghost.
Zergs :
Drone : It has no more weapon. It means that you will have to defend those gatherers. Zergling Baneling Scourge : It isn't a suicide unit any more but a unit which spit spines. Massive Zergling : It is a bigger but slower Zergling which make more damage. This unit isn't mass producted. Hydralisk Hunter Killer : A hand-to-hand Hydralisk. Broodlord (It can attack air units) Ultralisk (The head attack is now useful and powerful against structures. This unit can be produced less than 10 times) Lurker Roach Mutalisk Spore Crawler (It can attack ground units) Infestor : It is transformed in siege unit and send regularly 2-3 burrowed Banelings. Those Banelings can explode and suicide themselves immediatly or could unburrow to suicide at another location. This unit must be micro managed by the player itself. Ventralisk (New siege unit) : It is a giant Baneling which acts in two times. The first one makes an enormous explosion with a lot of damage and range. The second one release 10-20 small Banelings. Defiler : It is a spitfire unit which can move when burrowed. Brutalisk : It is the most powerful Zerg unit against structures. It is produced in a limited number : 3 max. Queen : The queen which determines Zerg's evolution.
Protoss :
Mothership : It has construction ability, a very powerful weapon with a big damage range and Mass Recall and Vortex abilities. It has a cargo bay and a hangar to build interceptors. Forge : A medium ship where technologies are researched and with a hangar to build interceptors. Stargate : A giant shipyard equipped with a laser gun to defend itself. Robotic Facility : A light ship dedicated to build Protoss infantry units. It is equipped with a laser gun to defend itself. Void Seeker : It's the best ship of the Protoss fleet. It is equipped with 3-4 weapons (missiles, laser gun, etc.) but is slower than other ship. It has a cargo bay too. Nexus : A medium ship with no weapon. It's dedicated to support troops in battle with offensive and defensive abilities Carrier : A massive ship with a lot inteceptors in it. Probe Observer Void Ray Phoenix Scout Stalker Immortal Arbiter : The same unit than Sentry. Clone Robot-Zealot : in the first release of WoG, this unit will be the Zealot.
Building list (not definitive) :
Terrans :
Auto Turret Flaming Betty : Auto Turret with flamethrower.
Protoss :
Monolith : Protoss super weapon. Can be activated each 4 hours (one time per game) and deals massive damages in a large range.
WoG in short words :
3 new gameplays : one for each race. Several (5-15) new units with new models and animations. A map pack with 10 maps. A totally revamp UI for each race. A bunch of new skins for units which come from SC2. A good balance between races : the WoG team will work a lot in beta to determine a perfect equilibrium. A new AI to play WoG in solo. A long lifetime : WoG will be updated for future sequels published by Blizzard. WoG team will add some of the new Heart of the Swarm units and Legacy of the Void units.
Release date expected : 12-2011 (better) - 12-2012 (worst)
The Team :
High Templar : Project creator, Mod leader, Coder on the SC2 Editor. VisionElf : Tester and Consultant for the SC2 Editor. Craze : 2d and 3d Artist and Tester.
Sincerely.
High Templar
0
Hello,
I would like to restrict the number of units/buildings of a certain type.
IE : Max 5 MULE for each player. IE : Max 1 Forge for each player. IE : Max 3 Hatchery for each player.
Is there a way to do this kind of restrictions ?
Cheers.
HT
0
OMG!!! I found it! I just need to activate the table view. I'm so sorry.
Thank you all.
Sincerely.
HT
0
Hi,
That's the problem : there is no Behaviour: Resource Drop Off ! I don't know what to do !
Sincerely.
HT
0
Hello all,
When a probe (or a Drone or a SCV) gather minerals or gas, the unit return to a building (Nexus as P, Hatchery as Zerg, Comm. Center as Terran) to drop ressources. I would like to make an other structure or a unit which can collect ressources. I try to search myself but i was unable to find a way to modify this. IE make the mothership receiving ressources from probes; Could you helpme to solve this probleme please ?
Sincerely.
HT
0
Thank you very much. It was so easy : I just need to model of the MarineAttack in the MarauderAttack tab.
0
Hello everybody,
I try to create a custom unit : a Marauder a Minigun.
So i create a new weapon based on the punisher grenades to keep all animation. I create a new effect based on marine gauss rifle damage and modify unit combat weapon. All is good (sound, range, arc, period and animation) except the fuzzle effect : i dont have any fireflash when the gun marauder fire with this weapon.
I tried too an other way : to change combat weapon in unit tab but this time, i've the fuzzle/flashfire effect but no anim. The gun marauder fire but don't move !!!!!!!!
What can i do to resolve my problem ?
Sincerely.
HT