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!
Ok, It seems this mod is only in the NA server, now I can play hehe :)
@urzaiz87: Go
I can't find any game starting with "SCII RS"... :/
@Joao_Pinto_Coelho: Go
Yes it is bro! it's on arcade with the map names starting with "SCII RS". I'm currently working on some issues with putting it like a mod so players can use it with their favorite maps without having to wait for me tu upload them.
Is this still playable? I simply loved this, but I can't find it anywhere!!! :( I really want to play this... Good job with this mate!
@grandslamwich: Go
Those issues have already been solved, leviathan might be overpowered but it's still hard to get and slow, also his attack damaged was nerfed.
Battlecruisers are supposed to be a lot weaker than a huge leviathan so it makes sense they lose if they just fight him straight ahead, yamato is your best friend in this case and because it's upgrade-free and powerful is that the leviathan and scourges are so strong.
Queen drop pods and terran drop pods now check for available supply before launch, you can't "cheat" on supplies anymore. The primal units were checked and some remained and some changed, depending on what they're supposed to do, anyway since you now need supply to use them it's no overpowered to use them.
I strongly recommend you try again the map to see if the changes suit your liking and post back here or review the map if anything else.
:) thanks for playing!
I love the the multiplayer and the vs ai, but I have found that zerg is blatantly op to the point of not being fun. Besides the leviathan being able to demolish 2 battle cruisers at once and 10 scourges being able to do the same, the biggest imbalance is the zerg's ability to use calldowns. 5 queens can quickly create an army surpassing the supply limit using the calldown ability. Besides the fact that the units are free and quickly created, they are also primal (hunter killers & raptorlings) witch eliminates the need to upgrade hydralisks and zerglings in the first place. PLEASE FIX.
@PillowFort: Go
Hmm, interesting. I believe some are not bugs as they've always seemed fine, maybe you didn't check all buildings upgrades?
The siege mode upgrade does exist in the tech lab it's called Research Siege Tech. Science Facilities are a special Terran building and have to be researched in the Shadow Ops building (ghost academy). Once researched you can build it, thors also have to be built by SCVes, Once built the science facility you'll notice it has powerful researches and also enables several special buildings. Science Vessels can be built once science facility is built.
Valkyries do attack only that they fire automatically to enemies in range you can move them towards range and then they attack.
I fixed the mules size, you were right about this, also I'm not sure what you mean with the wrong footprint, do you mean the building placement model or the footprint being to smal/big?
I'd like to invite you to play the map again and check if you see the same buggs or new ones. :)
I love the idea, but I've found following attacks: Valkerys don't attack, they just fly to the unit, siege mode upgrade dosen't exist, things like factories have the wrong footprint when placing it down, science faciletys don't exist, so science vesseld don't exist, mules are smaller than SCVs. Thats all the things I've noticed so far.
UPDATE: I'm currently trying to reduce lag, check balance and gameplay and all visual stuff so I'm asking for anyone interested on:
-Gameplay/balance testing/bug finding.
-Data guy to optimize abilities, weapons and behaviors to reduce lag.
-Data guy to check fix and optimize actors, models and units.
-Data guy to check optimize buttons and unit abilities etc UIs.
-Trigger/UI editor to implement some nice UI and lobby.
Anyone interested PM me. Will give credit and mention on the mod pages and arcade.
@Zetal: Go
It depends on how many units are in game, it can get pretty heavy :( Anyway I'm working on reducing lag issues and i hope to get a fix soon.
Looks like it could be pretty interesting, but around 20 minutes in I get gamebreakingly bad FPS drops. I'd really rather not play a slideshow haha
@TaintedDreams: Go
No, there's an option to allow player to use other players units in that case (i think it would be better than adding AI player). But the persistent upgrades system isn't implemented yet, if i manage to make the UI (protoss and terran) both working for one player i'll stay as it is, if i can't and noone can help then i'll add an AI.
Is the Co-Op going to be mandatory, or is there gonna be a system where if there is only one player they gain control over the other player's units / an AI plays as second player in case you can't find a partner?
Here's the link to the campaign (once it's aproved)
http://www.sc2mapster.com/maps/campaign-umojans-job-working-tit/
Hmm.. i'll have to change the plot. someone: http://www.sc2mapster.com/maps/exodus-sc-2-co-op-campaign/
Just got there first.
Perhaps the most difficult part of the first one (i'll need some testers) is that it's supposed to be cooperative (that's why protoss-terran crew) but balancing the game while keeping it fun, it's somewhat difficult to me. I guess it's ok to ask for help so i'll post it on the campaign page aswell.
Well, it's complicated, i've got two plots. I wont get into details with this but both are based on the sc2 campaign playstyle. There's a protoss-terran mixed crew and later a ship (most likely a battlecruiser though i'm considering a carrier) wich was abandoned in Aiur during the first great war. Like i said i wont get into details on the story here but they'll struggle to escape zerg territory and you'll be upgrading your army in a similar way as the official campaign with sightly differences like gaining and developing persistent upgrades ingame and not in a separate interface like blizzard's campaign. The main difference is the real scale and supposed rebalance of all units so choosing right units and upgrade might be more important here than in the original campaign. I'm currently preparing the campaign page.
I'll post the link here when i'm done.
The second plot it's a minicampaign based on starcraft books and of course the sc:ghost game but i'm still considering it since i'm no expert in lore. Anyone interested in this one may PM me.
Anything you can tell us about the Campaign yet? Might help get more attention than just the mod itself.
There, just uploaded some small changes to the beta, i'm going out so i'll be checking any comments tomorrow morning but thanks in advance...
I made a couple of aura buffs for each race but haven't uploaded them just yet cause they're giving me trouble by making the game laggy.. they're based on motherships cloak, anyone care to give me an idea of how to reduce lag but still keep the auras?
Hmm, it makes sense, i'll lower the MG marine range from 5 to 4 and make it's attack 6 -4vs armored (currently 6 -2vs armored). That'll do since the idea is to have them in the front line, for the sniper i made it 10 range (from 9) and +5vs armor. Fixed the battlecruiser spanish issue. Still checking the buttons lol..