I've been working on a mod, Phantoms Past, for a while now, and have learned a bit about scripting from it.
As with NovaCraft, there's no particular theme, it's just whatever I feel like changing.
Screenshots are in the *.zip, SEN told me that I couldn't upload *.pcx, and I don't have any programs to convert.
ZERG
Zergling:
Builds quickly but not too cheaply ( especially considering the slowed movement rate of Drones, which means slower mining ), Zerglings have increased health, armor.
Their listed damage(12) is, in Melee, accurate, though keep in mind that it is spread over three hits(4 each), and is thus FAR less effective against armored targets. Generally, in UMS, listed damage will be far lower than actual, though this is not necesarily true in all cases.
Hydralisk:
Increased health and armor, they build, while faster than before, slowly in comparison to other units in Phantoms Past. They have a spinning melee ground attack, which does a decent amount of damage, and a relatively slow, short-ranged, but not quite 'weak' air attack, they also cost a good deal.
Mutalisks:
With low health and attack speed, but a fast and reasonably cheap build cost and time, along with a good damage-per-hit, they make ideal quick-response base defense when you would otherwise be screwed, which is also supported by their detection capabilities and fast movement speed; this means they also make ideal scouts.
Scourge:
Expensive yet quick-building, they now turn into a quick-moving ball of energy upon attack several matrices away from the target, doing splash damage to anything near or in the way of the enemy, and do great damage. As they also move fast and can now attack ground, they are good for chasing down the remnants of an opponents force, or in situations past Mutalisks, last-resort base defense.
Queens:
Spells are currently unmodified.
Ultralisks:
Expensive, high build times, and extensive Control costs, they are meant to be siege engines. Given great health and damage, along with splash and armor, a pair of Ultralisks can easily take out far more than their cost's worth of Zerglings.
Defiler:
Spells currently unmodified.
Lurkers:
Slow to burrow, slow to unburrow, but permanently cloaked, they have less health but more armor now, which means a lot against the many small-hitting units introduced. Their attack casts Maelstrom, is long-ranged, hits several times, and has decent splash; the Maelstrom casting makes them extremely useful base-defense units, though they cost more, total, than Ultralisks, so it is best to ensure, possibly with Scourge, that an enemy's detection options are all but non-existant before attempting to stage an assault with them. Please note, however, that they will not automaticaly attack, making them a challenge to use, despite their Maelstrom.
Guardians:
Expensive, slow to build, great health and armor, they are the air-equivelant of Ultralisks, the only difference being that they are more adapted to taking out groups of enemies, with an attack that can potentially hit a full Hive's worth of Zerglings in one attack. Micro is extremely valuable with these guys.
Devourers:
Not so expensive as Guardians, but still slow to build, Devourers have a rapid, weak attack that degrades enemies' armor and makes them more vulnerable; they are extremely useful when used in conjuction with... each other, seeing as they're the only fast-firing answer to air enemies among the Zerg, though if acquired through Mind Control, they can be exceptionally useful when used with Dragoons.
Sunken Colonies:
Semi-expensive but quick to build, they have a short-range, rapid, extremely powerful splashing attack that makes them extremely useful against melee units, but completely ineffective against the longer-ranged ones.
Spore Colonies:
Same build time and cost as the Sunken Colonies, they also have a powerful attack, but in this case, it is slow and long-ranged.
Neither building is very capable at absorbing damage.
Notes:
Lurkers are EXTREMELY hard to assault against with Zerg; it is best to use a combination of Mutalisks and Guardians or Scourge to take them out, Scourge if the opponent tends to place them in clusters, Guardians otherwise.
PROTOSS
Zealots:
Slower to build than Zerglings, their price ratio is 1:1, making them an effective counter. They strike four times, totalling 20 damage, and attack quite rapidly. They have 105 health and are extremely effective soldiers, far more so than Zerglings, but have a steep Psi requirement to balance them out.
Dragoons:
Again, far more ore-efficient than the Zerg units, they are now all-out siege machines; their attacks combined total an impressive 39 damage, and with a group of them can easily take down buildings, but the projectiles move quite slowly and can easily be dodged by a Human player; again, this is why they are mainly siege units.
Combine well with Shuttle-drops against Lurkers.
High Templar:
Spells as yet unmodified, but they have very low health yet extremely high armor.
Dark Templar:
Still permanently cloaked, they now attack three times in quick succession, doing the same damage as Dragoons total, and have a far lower cooldown, but they are harder to get, requiring a Templar Archives, are melee, and are far less durable. This high damage-per-time output makes them a good surprise attack against other Protoss players or Zerg players without access to Mutalisks, as Overlords no longer detect.
Reaver:
The Reaver's Scarab now fires out a spiral of rapid but low-damaging shots, making them effective against groups, but be careful that you do not kill their target, as, if the Reaver's target is killed before the spiral finishes, it will not fire out all the projectiles. I find myself displeased with this result, so if anyone could tell me how to fix this, I would much appreciate it. ( Achieved by having the Scarab turn 3 frames clockwise, attacking, turning, attacking, etc )
Archon:
Slower attacking, less armor than, less damage than, less splash than Ultralisks, costing a similar amount of ore and time, the Archon can, however, attack air, has SOME range, is not affected by a Lurker's Maelstrom, and can be recharged by Shield Batteries.
HEROES
Zeratul:
Now attacks with an upward splash and flings out several Glave Wurms, he is now a good deal stronger than before, but is slightly less effective against single powerful targets, as his attacks often miss.
Dark Templar(Hero):
As with Zeratul, he attacks with an upward slash, but his is melee.
END
Screenshots will be posted soon, and I will attach this mod once I have Protoss finished. All listed features are, or are almost, finished.