Conquest of Elysium 5

Conquest of Elysium 5

评价数不足
Starcraft
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
2.469 MB
6 月 22 日 上午 3:20
10 月 23 日 上午 12:51
47 项改动说明 ( 查看 )

订阅以下载
Starcraft

描述
The core of the overmind, once thought dead, but actually cut off from the hive network by a form of dimensional stasis, has reemerged on elysium. Waking from a millenia long slumber, it reestablishes its connection to the hive. The queen of blades, sensing the intrusion, blocks its attempts to exert control. Suffering from a desperate lack of vespene, the overmind struggles to establish a foothold using the latest zerg biotechnology, stolen from the zerg hive mind. Meanwhile Kerrigan, paralyzed by constant psionic conflict with the overmind, seeks the help of her terran and protoss allies. But the friend of your friend is not always your friend. The terrans and protoss have been in a state of constant on and off war for the past two centuries. Will this fractured alliance be able to stop the overmind once and for all? Or will factional infighting allow the overmind to grow too strong, and reestablish its control over Kerrigan?


The Zerg: An aggressive, expansionist race with powerful economic terraforming. But terraforming cuts both ways, and if you can't defend your creep, your enemies will be the ones to benefit. To help you with that, you have a strong roster of zerg units powered by gold and vespene (technically its life force, but who's counting) and a weaker but numerous roster of infested units bought with sacrifices (technically infested population, but sacrifices is as close as it gets)

The Terrans: A defensive, industrialist race, terrans are very good at sieging and securing fortified locations. By building networks of supply depots they can quickly ramp their economy, and their primary buildings are mobile, allowing them to easily relocate their production centers. They are heavily iron dependent, and moderately gem dependent, meaning securing and boosting mines is a must. They have strong mage support in the form of terran ghosts, and also feature a limited selection of hero units with unique rituals and playstyles who can be infinitely revived at cloning vats. (only one of each at a time though) Like the other races, they require vespene acquired from building refineries, and all units are produced through buildings rather than through recruitment.

The Protoss: Powerful but expensive, ethereal beings (ethereal as a replacement for shields) they are the epitome of quality over quantity. They also have a wide variety of casters, multiple different commander progressions (vanilla, tal'darim, purifier) and strong stationary defenses including stationary casters. While they can ramp their economy to offset some of the cost, they're less proficient at it than the other starcraft races, and will need to rely on the innate power of their units as well as gem summons.

This is my first mod ever, so bear with me as I learn how all this works :)

If you have any suggestions for balance or new features, I have disscussion threads for those so please leave me a comment :)
热门讨论 查看全部(3)
26
9 月 16 日 下午 7:37
Bug Reports
forrestomintero
11
8 月 16 日 下午 6:11
Suggestions
forrestomintero
4
8 月 16 日 下午 7:47
Balance Reports
forrestomintero
97 条留言
forrestomintero  [作者] 10 月 23 日 上午 12:26 
glad to hear you like it, and yes that makes sense to me, I'll add it right now
Doggsothoth 10 月 22 日 下午 7:09 
Fantastic mod! I wouldn't have guessed it was your first. I've only tried Zerg so far and had one request. Could you give ultralisks trample?
forrestomintero  [作者] 9 月 11 日 下午 9:29 
Technically they have 1-3 +1 by default which really just means 1-4. So they do almost as much damage as crossbows while attacking every turn instead of every other turn. Plus they have the small shield which blocks some missile damage. I think you're feeling the lack of frontline more than the power of the marine themselves, but hopefully that point of armor is helping
Dzann 9 月 11 日 下午 3:16 
Just to elaborate on my comment, comparing stats ingame the crossbowmen have 1-5 dmg while the marines have 1-3 but have like 2 more health which in my experience meant they died in anything less than 2-1 ratios.
Mommy Courage 9 月 9 日 下午 7:59 
Ah okay still a neat mod otherwise, thanks for the response!
forrestomintero  [作者] 9 月 9 日 下午 6:16 
the ai can use them but it doesn't really understand the building system or other special mechanics very well. I've done some work to keep it functional (for some reason the zerg were spamming overlords at one point) but ultimately the mod is doing things coe was never designed to do, so I can only take the ai so far
Mommy Courage 9 月 9 日 下午 3:48 
Will the AI use these factions and if so how consistent is it?
forrestomintero  [作者] 9 月 8 日 下午 10:02 
honestly I don't see a good reason for crossbowmen to fold marines. marines are basically longbowmen with a couple extra hp and a small shield. Not saying I don't believe you, just confused about how that's happening. I'll give them a point of armor, that should help.
Dzann 9 月 7 日 下午 6:46 
Ok so been playing a few games with this mod now, and i dunno if im doing something wrong but terrans feel suuuper weak early game because I need to have good RNG and be isolated or I get shafted by the fact that the AI will always seem outnumber me and marines get folded by crossbowmen like they are naked peasants with sticks and not soldiers in 7 foot tall half ton power armor lol
Captain Tofu 9 月 1 日 下午 11:47 
Would be great to see the sprites in previews :)