SCII RS Extension Mod
SCII RS Extension Mod
This mod is being developed by a single user on his spare time, it is not dead as it is a personal project; but you should not expect lots of posts or media.
This is an Extension Mod for Starcraft II: Legacy of the Void. It'll be available on battlenet during next summer. The name for the extension mod is:
SCII RS Extension Mod
Concept idea:
Make the game more realistic in terms of lore and strategy, while creating new opportunities to improve and expand the gameplay.
Main features:
- Realism: units & buildings scale, movement, speed, stats, costs, supply, etc. is adjusted.
- Include almost all campaign units from WoL, HotS & LotV.
- New & modified weapons, behaviors and abilities; as well as stuff from the campaigns.
- Full game rebalances to include new units and modified unit’s attributes.
- Make the game focus more on battle & base defense than resource harvesting.
- Correctly implement cheap mass units and rare & expensive units into armies’ composition.
- Tactical feeling: units’ movement is affected by terrain, small/agile units can evade some attacks by being hard to hit.
- Weapon effectivity, small weapons’ fire does almost nothing to high armor.
Current status:
Currently a major revision and internal testing is being run in order to make sure everything’s right before launch. After the melee mod is done, work will continue on a single player/co-op campaign.
The game is being more frecuently updated on Mod DB, to keep you up to date; I advise everyone to follow it on the following link: https://www.moddb.com/mods/scii-rs-mod
Credits to:
This Mod is based on (but adjusted for playability) on Xiarobear's Starcraft scale charts (https://xiaorobear.deviantart.com/ ) and also contains several custom units from the map community.
Special Thanks to GhostNova91, Hammer, Solstice, SoulFilcher, Delphinium and NanaKey for the models, icons and wireframes and Kailniris2 for awesome bridges and custom battlecruiser!
Ah, well the problem was just that I noticed the Gunners seemed a bit Overpowered early game. (30 DPS for 30? Minerals) vs 2 Marines for 50 Minerals (I think) which did more like 15 DPS together. Adding that in with Splash. Overpowered because almost everything (besides buildings) doesn't have much armor yet, and didn't check values on Terran units, Zerg were fine, but because of how defense / damage upgrades scale (for most units it's +1 / upgrade), upgrading defense doesn't help much. Maybe lower attack range of Gunners so they end up front line? (Less OP since they would get targeted first) Or give them -1 or -2 damage against Armored, and then +5 or so against Armored for the Snipers.
And for the Spanish thing, both Battlecruisers I noticed had the issue, I'll play another match later and see if I can find anymore units / upgrades that have that issue.
Come on guys i need your feedback!!! I mean thanks a lot to TaintedDreams i've made great fixes thanks to him. But wouldn't it'd be really nice to try it with a 2vs2? or even 3vs3 and see how it behaves...
It's great to see someone who thinks the same as i, i understand the "balance" focus ingame but it's ridiculos how a battlecruiser, (or even worse a mothership) could be countered by marines wich wouldn't even have the range to actually hit an orbital bombardment ship..
That was the idea. Still, it's suposed to be fun so i try to balance BUT keeping that first idea. Your sugestions are really nice, so i'll answer as i get to them.
The spanish thing, well this mod WAS on spanish lol, it's my native language but i switched to english in order to publish it so if you could point me to wich are on spanish i'll change it immediately.
The buttons without tooltip, actually there are three, bioregen steel in factory techlab and the other two you mentioned, i've made and remade those like 5 times each but it looks like a bug and i can't get them to show the tooltip, still i'll try again.
The resources are indeed to much, but i made them that rich for testing purposes, i intend them to make lots of units and play longer without worrying about base micro or macro, i'll adjust that when i'm done with tweaking the other bugs and off course for the campaign.
About the marines upgrade, (gun) your suggestion makes sense, but it's suposed to be an experimental weapon (campaign plot) so i might lower it's cost but i'd rather make it more powerful, but not to much or we'll be back to marines blowing up battlecruisers, i guess make it fire faster and ignore armor will do, it'll be on the next patch.
About the marine sniper and gunner, well the gunner is intended to counter marines, more hp and armor with AoE weapon, the sniper is to counter the gunner, marauder, firebat etc, from longer range, i guess i may add +5 vs armor?? and +2 range in bunker?.. For the gunner i'm not very sure what to do, they were intended to come in random mixed packs with the marines so it seems more realistic a mixed army with every soldier choosing it's weapon but later i separated them.
Played again as Terran, I noticed a few units / upgrades didn't display descriptions, mineral / vespene cost, training time, or hotkey. (MG Gunner from Barracks, and an upgrade from Barracks Tech Lab were two that I noticed). I also noticed some units and descriptions randomly were in Spanish?
I loved all the extra units and the overall balance of the game. I always hated how the Battlecruiser, the Terran's supposed ultimate weapon, could get brought down by a small group of marines with rifles. I also liked how a lot of units that became useless in Starcraft 2 (Goliath) became useful again by making them closer to their Starcraft usage, mobile long ranged anti-air. Matter of fact, all Vespene costing units became a lot more useful I noticed, I think that could be quite a useful thing to use in Campaign, making Vespene Geysers very far in between, and such combat would be more "realistic". Most troops used will be bread and butter infantry, with a few highly prized gas units.
Only one thing bothered me with the gameplay, each base seemed to have far too many resources, expansion is completely optional because chances are, the match will end before you run out. I guess maybe that's so that players can experiment without worrying about running out of resources though?
P.S. The upgrade for war pigs (Terran) that gave them a slightly better weapon might have been a bit expensive? Damage increases about 20% and range by 1, but attack speed is almost halved? I feel like it's more of a downgrade if anything, maybe add armor-ignore capabilities like the upgrade for Zerg ranged units? Also, it seems like a couple of the early Terran Infantry push in on each other in terms of usage. MG Gunner = Marine with lots more damage, slightly less tanky, slightly more expensive. Marine Sniper = Ghost without the skills. My suggestion, maybe make the Marine Sniper (forget the name) have some kind of stat bonus while in Bunkers, maybe +5 damage or something. And maybe remove Combat Shield upgrade from MG Gunner (not sure if it was intended for them to have it in the first place), to make them less tanky.
Indeed, it's because of priority. Haven't really noticed that before but i'll look into it in a couple of hours. Thank's for the head's up.
A certain thing bugged me, my Zerglings would run across the battlefield to attack tanks and ignore the Marines with 5 HP left right in front of them. In some cases this would actually help (if the tanks were sieged), but in this case it just got my forces slaughtered ignoring the Marine fire. I'm guessing this is because of Priority, but maybe change the range / important of Priority due to the scaling down of troops?