Wow, I've started work on a new mod! 'Bout time.
For SC 1.14. It'll be a relatively technicaly limited mod -- DatEdit, ICE, possibly TblEdit, a modified *.grp ( pulse cannon turning into a single 'bullet' ) , and that's it so far as I can see.
I don't have much planned at the moment, except that it's going to be more... different than my other mods -- while NovaCraft and Phantoms Past looked flashy and changed gameplay, they didn't change how the actual units were used, generally, only how many were made in ratio to others, how powerful or weak they were, etc. I hope to fix this with my new mod.
Global changes include that reasearches, technologies, and upgrades will be taken out of melee, all units will start with all techs, and ore will not be used ( you can still mine it, but there's no reason to ) . As most melee maps only include one or two Vespene Geysers per base, this should serve as an incentive for me some people to expand more often. I also like how Vespene is an infinite resource. While this makes the game a lot simpler due to lesser resource management, 'eh, it's a mod and I plan to play it more in UMS than melee anyways. The only currently planned race-specific change is that Protoss will now only have 10 life -- the rest of their hitpoints will be in their shields.
I am also too lazy to bother posting details on what exact changes have been made to units, so you'll just have to wait until I get done with atleast the Protoss race.
Sweet. As for the minerals thing, sounds good, but just add a .got template or whatever its called to remove minerals at the beginning of the game. Voy did that with one of his mods before.
Because you're the only one that's ever bothered to make anything perfect, of course.
Though, just for the sake of laziness, I probably won't remove the minerals you start with and only their use. I remember actually having an idea for them as something other than building resources, but I forget what.
Whee, release!
This should have been released yesterday ( or the day before? I forget ) , but... I dunno.
It's not completed, and the balance is probably screwed to all Hell, but it's fun atleast. Or should be.
Currently:
ICE/DatEdit mod -- future versions will include string edits.
And I now bring to you the compilation of about nine hours of work!
Note: 1.14 compatible. While it'll unbalance them, it shouldn't actualy break many UMS maps.
Also, once I finish this ( or probably before ) I'll begin work on a new mod, details pending. Wootz!
UMS maps + 1.14 mods=barrels o' fun! Shame on you for breaking most UMS maps with it.
Now, who wants to play with me?
"Shame on you for breaking most UMS maps with it."
Huh? I haven't tested it in many, but I haven't made any units immobile, and obviously haven't changed tech trees, none of the units have weird 'omg i die' AI's...
As I said, it should work in all or most UMS maps.
Woops, I misread. I see you said it shouldn't break many UMS maps
Stupid me. I apoligize.
Hey, who wants to play this with me on U.S. East? My account is O)DarkMan
i really like to play mods with friends. Meet me in U.S. East in channel Mods at 2:30 PM Eastern time/ GMT -5
Tempest Replay for the next Mod Night?
Sounds good
3.14'ded. Wait, I already... Screw it!
I 4th it!
Ok, I guess we'll do it for
next Mod Night...