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Gears of War: Complete RTS tech-tree

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Level 19
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MY MASTERPIECE!!!

Tech Trees: LOCUST
Ground Units:

Drones:
Cost: 50-100 R1, 0-25 R2
Picture Link:
Description: Grubs are the backbone of the Locust army, they are heavily armed and ready for combat. Drones come in many different categories, all of which have different abilities, armor, and weapons.
Abilities: Machine Gun Supremacy, Explosive Charge, Head Shot, Scavenge
Sub-Units:-Snipers
Cost: 90 R1, 15 R2
Description: Snipers are anti-infantry units with an extremely long range.
Abilities: Head Shot
-Troika Gunners
Cost: 100 R1, 25 R2
Description: Troikas are brutal sidekicks when accompanied with other Locust units, and can be a very effective defensive unit.
Ability: Machine Gun Supremacy
-Grenadiers
Cost: 90 R1, 15 R2
Description: Grenadiers are equipped with effective gnasher shotguns and frag grenades.
Abilities: Frag Grenade
-Grubs
Cost: 50 R1, 0 R2
Description: Grubs are basic locust infantry, but can be enhanced by picking up weapons via corpses or the ground.
Abilities: Scavenge

Wretches:
Cost: 15 R1, 0 R2
Picture Link:
Description: Wretches are quick and inexpensive units which are most effective in large groups or masses.
Abilities: Lambent Wretches
Sub-abilities:
-Produce Lambent Wretch (unit)

Boomers:Cost: 100-140 R1, 100-180 R2
Description: Boomers are large siege units, effective against vehicles and buildings.
Abilities: Charge
Sub-units:
-Rocket Boomer
Cost: 140 R1, 100 R2
Cost Increment: <None>
Description: Rocket Boomers are equipped with heavy battery weapons, range and support enhance their ability in combat.
Abilities: Charge
-Siege Boomer
Cost: 100 R1, 180 R2
Cost Increment: <None>
Description: Siege Boomers are armed with a large rod-shaped bomb in which they can use to deal massive damage to an enemy vehicle or structures. But, once used the Siege Boomers are taken down with their bomb and are destroyed.
Abilities: Charge

Theron Guards:
Cost: 80 R1, 60 R2
Description: Theron Guards are an advanced string of drones, equipped with only the most advanced weaponry.
Abilities: Head Shot, Chainsaw Bayonet
Sub-units:
-Theron Sentinel:
Cost: 90 R1, 35 R2
Description: Theron Sentinels are equipped with a heavy Lancer Assault Rifle. Lancer Assault Rifles (LAR) have a Chainsaw Bayonet attachment which is a brutal finisher for enemy units.

Berserkers:
Cost: 250 R1, 100 R2
Description: Berserkers (female drones) are ill tempered monstrosities, which are deadly against most infantry and mechanical units.
Abilities: Rage

Seeders:
Cost: 175 R1, 120 R2
Description: These looming beasts disrupt enemy radio transmissions, disabling their mini-map, decreasing their unit accuracy, and disabling status information of all those who near. They can also summon Nemacysts to aid them in large battles.
Abilities: Disrupt Radio Transmissions, Summon Nemacyst

Corpser:
Cost: 380 R1, 150 R2
Description: Corpser’s are some of the largest and most powerful units commanded by the Locust army, they have a weak under belly, so when they take damage they cover their weak-spot with their many spider-like legs. They can also summon Wretches to defend them when they're under heavy fire.
Abilities: Summon Wretch

Brumak:
Cost: 430 R1, 250 R2
Cost Increment: 25 R1, 25 R2
Description: The most powerful war-weapon that can be commanded by the Locust Horde, these creatures have a ranged attack that can kill even the most disciplined and well-trained infantry units and well-built vehicles.
Abilities: Rampage, Emergence Hole Supremacy

Special Units:

Lambent Wretches:
Cost: 0 R1, 20 R2
Cost Increment: 5 R1, 0 R2
Description: Lambent Wretches are greatly upgraded Wretches, they explode on death and kill almost anything that gets in their way.
Abilities: Terminate

Nemacyst:Cost: 75 R1, 0 R2
Cost Increment: <None>
Description: Nemacysts explode on impact dealing massive damage to the targeted enemy unit, but can easily be stopped by automatic weaponry. You may enhance the Nemacysts’ abilities by accompanying them with a hidden seeder.
Abilities: Seeder Superiority, Nemacyst Explosion

Rhino:
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: These advanced flying creatures shadow and hover over the enemy, increasing the safety of your grubs at an exceptional rate. They are heavily armed and specialize at destroying enemy units that are in small, closed-in areas.
Abilities: Drone Supremacy

Air Units:


Reavers:
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: These flying creatures shadow and hover over the enemy, increasing the safety of your grubs at an exceptional rate. They are heavily armed and specialize at destroying enemy units that are in small, closed-in areas.
Abilities: Head Shot, Drone Supremacy


Upgrades:

Kryll Spawn:
Number of Research (NoR): <1-3>
Cost: 75 R1, 0 R2
Cost Increment: 32.5 R1, 7.5 R2
Description: Increases the number of Kryll spawned at dark fall.

Increased Locust Weaponry:
Number of Research (NoR): <1-3>
Cost: 50 R1, 25 R2
Cost Increment: 25 R1, 12.5 R2
Description: Increases the attack damage of ranged Locust units.

Increased Locust Armor:
Number of Research (NoR): <1-3>
Cost: 45 R1, 20 R2
Cost Increment: 20 R1, 6.25 R2
Description: Increases the armor of all Locust units.

Berserker:
Number of Research (NoR): <1-1>
Cost: 100 R1, 25 R2
Cost Increment: <None>
Description: Allows the production of the Berserker (Juggernaut) unit.

Rhino:
Number of Research (NoR): <1-1>
Cost: 125 R1, 50 R2
Cost Increment: <None>
Description: Mutates the basic Reavers into more powerful Rhinos.

Buildings:

Hollow Lair:
Cost: 300 R1, 100 R2
Cost Increment: 50 R1, 50 R2
Description: The Locust’s base structure, creates buildings within your taken territory or on building already constructed by the Locust arsenal.
Abilities: Construct, Building Supremacy
Sub-constructions:-Emergence Hole (building)
Cost: 100 R1, 0 R2
Cost Increment: <None>
-Gun Nest (building)
Cost: 50, 10 R2
Cost Increment: 0 R1, 5 R2
-Bunker (building)
Cost : 85 R1, 15 R2
Cost Increment: 15 R1, 5 R2
-Cavern (building)
Cost: 200 R1, 50 R2
Cost Increment: 100 R1, 25 R2
-Mound (building)
Cost: 80 R1, 10 R2
Cost Increment: <None>

Emergence Hole:
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: The Locust’s basic infantry training building, these can spawn not only in friendly territory, but in enemy territory as well. They automatically spawn Drones and Wretches at an exceptional rate.
Abilities: Produce Unit, Re-eruption
Sub-abilities:-Produce Grub (unit)
-Produce Sniper (unit)
-Produce Grenadier (unit)
-Produce Troika Gunner (unit)
-Produce Wretch (unit)
-Produce Boomer (unit)
-Re-eruption (switch)

Gun Nest:
Cost: 50 R1, 10 R2
Cost Increment: 0 R1, 5 R2
Description: These defensive structures can erupt from the ground for Drones of all kinds to use.
Abilities: Overheat
Sub-abilities:-Head Shot (passive)
-Bullet Time (passive)

Bunker:
Cost: 85 R1, 15 R2
Cost Increment: 15 R1, 5 R2
Description: Bunkers are the Locusts’ main defense building. They emerge out of dirt and ash, and become a metal barrier in which Locust troops may get inside and help defend and assault enemy and friendly bases.
Abilities: Garrison
Sub-abilities:
-Head Shot (passive)
-Assassinate (sniper)
-Seeder Disrupt Radio Transmissions Supremacy
-Drone Supremacy
-Research Time Supremacy
-Bullet Time (passive)

Tunnel:
Cost: 120 R1, 0 R2
Cost Increment: 20 R1, 0 R2
Description: Tunnels increase your (R2) income by +15. If you reach the maximum level of tunnels for your Hollow Lair, all unit, upgrade, and building production times will be decreased by 20%.
Abilities: (R2) income increase, Training time decrease
Sub-abilities:-Income Increase +15
-Maximum Limit = Decreased Production Times

Cavern:
Cost: 200 R1, 50 R2
Cost Increment: 100 R1, 25 R2
Description: Caverns spawn the most dreaded of Locust creatures, including the Corpser and Brumak. Can also be used to allow the training of the almighty Berserker and increase Kryll Spawn rates.
Abilities: Unit Production, Upgrade Research
Sub-abilities:-Produce Berserker (unit)
-Produce Corpser (Unit)
-Produce Brumak (Unit)
-Kryll Spawn (Upgrade) <1-1>
-Berserker (Upgrade) <1-1>

Mound:
Cost: 80 R1, 10 R2
Cost Increment: <None>
Description: Produces some useful special Locust units that can be used to carry out long and gruesome plans, as well as being a unit production center, it also researches powerful upgrades that can enhance Locust’ units effectiveness in battle.
Abilities: Upgrade Research
Sub-abilities:
-Research Increased Locust Weaponry (Upgrade) <1-3>
-Research Increased Locust Armor (Upgrade) <1-3>
-Produce Reaver (unit)
-Produce Rhino (unit)



Super Weapons:

Locust Emergence
Cost: 0 R1, 500 R2
Cost Increment: 0 R1, 100 R2
Cooldown: 420 (7 minutes)
Description: Once initiated, an army of loyal Locust soldiers will emerge from the ground to serve you. Emerges an army of Locust in a targeted area.



COG
Ground Units:

GEARS:
Cost: 100-250 R1, 35-180 R2
Cost Increment: <None>
Description: GEARS are heavy infantry units that can easily use team combat to their advantage. The x# is how many units are in each squad.
Abilities: Chainsaw Bayonet, Head Shot, Revolver, Frag Grenades
Sub-units:
-Light Infantry (x3)
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: Light Infantry are the general GEAR trooper, they carry heavy weaponry and light armor to enhance speed.
Abilities: Chainsaw Bayonet, Revolver
-Sniper (x1)
Cost: 100 R1, 50 R2
Cost Increment: <None>
Description: Snipers are master-marksmen, equipped with steer-accuracy pulse rifles that auto-prepare them for even the most well-armored soldier.
Abilities: Head Shot, Revolver
-Veteran (x3)
Cost: 250 R1, 50 R2
Cost Increment: <None>
Description: Veteran GEARS are the most disciplined and well-known soldiers. They are experts in every fashion, and can easily turn the tides of battle.
Abilities: Chainsaw Bayonet, Revolver
-Grenadier (x3)
Cost: 100 R1, 100 R2
Cost Increment: <None>
Description: Grenadiers are equipped with heavy explosives and a shotgun. They’re guaranteed to pack a heavy punch.
Abilities: Revolver, Frag Grenade
-Hammer Infantry (x1)
Cost: 200 R1, 180 R2
Cost Increment: <None>
Description: Armed with the hammer of dawn, Hammer Infantry have the most powerful weapon known to man. Because of the heavy weaponry, the Hammer Infantry are forced to wear lighter armor to allow them to move quickly and take cover normally.

Officer:
Cost: 120 R1, 50 R2
Cost Increment: <None>
Description: Officers are support infantry, armed with a Snub Pistol and a Revolver. They can also call in Raven Strikes at a targeted location.
Abilities: Raven Strike, Revolver

APC:
Cost: 250 R1, 130 R2
Cost Increment: <None>
Description: These APCs (Armored Personnel Carriers) are equipped with a small gun nest and can carry troops from and to battle.
Abilities: Overheat, Transport

Air Units:

Assault Raven:
Cost: 190 R1, 100 R2
Cost Increment: <None>
Description: Assault Ravens are heavy flying assault vehicles or choppers. They have a Gun Nest inside in which they can pick off enemy infantry for safe passages.

Transport Raven:
Cost: 170 R1, 90 R2
Cost Increment: <None>
Description: Transport Ravens can carry up to eight soldier to and from battle.

Command Raven:
Cost: 140 R1, 80 R2
Cost Increment: <None>
Description: Command Ravens are used to scout out enemy bases and can strengthen radio signals in a nearby area.

Raven:
Cost: 190 R1, 100 R2
Cost Increment: <None>
Description: These Standard Ravens can be filled with COG troops that can fire out of the sides for cover, and can have combo bonuses for extra damage and special abilities.
Abilities: Head Shot, Revolver, Frag Grenade, Garrison

Jack Robotic Engineer:
Cost: 50 R1, 0 R2
Cost Increment: <None>
Description: These Jack Robot Engineers (Jack of all trades bot) can repair building prepared at and from the COG Command Center.

Upgrades:

Advanced Infantry Weaponry
Number of Research (NoR): <1-1>
Cost: 90 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all infantry units.

Advanced Raven Weaponry
Number of Research (NoR): <1-1>
Cost: 120 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all Raven models.

Advanced Infantry Armor
Number of Research (NoR): <1-1>
Cost: 80 R1, 0 R2
Cost Increment: <None>
Description: Improves the armor and increases the health points of all infantry units.


Advanced Raven Armor
Number of Research (NoR): <1-1>
Cost: 110 R1, 0 R2
Cost Increment: <None>
Description: Improves the armor and increases the health points of all Raven models.

Advanced Movement Mechanics
Number of Research (NoR): <1-1>
Cost: 130 R1, 0 R2
Cost Increment: <None>
Description: Increases the speed of all vehicles.

Advanced Unit Production
Number of Research (NoR): <1-1>
Cost: 110 R1, 0 R2
Cost Increment: <None>
Description: Decreases production times for all units.

Advanced Building Techniques
Number of Research (NoR): <1-1>
Cost: 120 R1, 0 R2
Cost Increment: <None>
Description: Increases the armor, and health points of all buildings. Also decreases their production times.

Advanced Building Defenses
Number of Research (NoR): <1-1>
Cost: 95 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all defensive structures.

Buildings:

COG Command Center:
Cost: 500 R1, 300 R2
Cost Increment: <None>
Description: These behemoths are the base of command for the COG, it comes with several operational Gun Nests for protection, as well as a large granite floor to avoid an inner Emergence Hole invasion.
Abilities: Produce Unit, Overheat x4, Research Upgrade
Sub-abilities:-Produce JACK engineering robot
-Overheat (cannon 1)
-Overheat (cannon 2)
-Overheat (cannon 3)
-Overheat (cannon 4)
-Research Advanced Unit Production
-Research Advanced Building Techniques
-Research Advanced Building Defenses

Barracks:
Cost: 130 R1, 0 R2
Cost Increment: <None>
Description: The Barracks trains all COG infantry units, and researches upgrades to enhance their combat ability.
Abilities: Produce Unit
Sub-abilities:
-Produce Light Infantry
-Produce Sniper
-Produce Veteran
-Produce Grenadier
-Produce Hammer Infantry
-Produce Officer

Factory:
Cost: 90 R1, 20 R2
Cost Increment: <None>
Description: These factories produce Buggies which are heavy anti-infantry vehicles, they also research powerful upgrades that can enhance the strength and combat effectiveness of vehicles and structures.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Buggy
-Research Advanced Movement Mechanics

Heliport:
Cost: 200 R1, 0 R2
Cost Increment: <None>
Description: Heliports produce heavily armed flying machines.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Raven
-Produce Assault Raven
-Produce Transport Raven
-Produce Command Raven
-Research Advanced Raven Weaponry
-Research Advanced Raven Armor

Gun Nest:
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: Gun Nests are heavy anti-infantry and anti-air cannons.

Mine: (All races have this unit)
Cost: 90 R1, 0 R2
Cost Increment: <None>
Description: Mines can be built on Imulsion deposits so that the resources within may be harvested.


Super Weapons:

Particle Beam
Cost: 500 R1, 500 R2
Cost Increment: 100 R1, 100 R2
Cooldown: 360 (6 minutes)
Description: Once fired from the Particle Cannon, the Particle cannon has more power then a nuclear bomb. Destroys anything in a circular movement around the targeted location.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Sorry for double post, here's STRANDED

GoW: After Emergence Day

STRANDED:
Ground Units:
Factoryman:
Cost: 20 R1, 5 R2
Cost Increment: <None>
Description: Factorymen are well-equipped soldiers that have lights and other tools that are useful for safe passage.
Abilities: Head Light, Grappling Hook, Scavenge, Construct
Sub-abilities:-Grapple (building)
-Kryll Shield (charged)
-Battery Charge (charger)
-Equip
Sub-construct:-Ammunitions Post (building)
Cost: 50 R1, 10 R2
Cost Increment: <None>
-Radar (building)
Cost: 35 R1, 0 R2
Cost Increment: 0 R1, 5 R2

Marauders:
Cost: 20-45 R1, 0 R2
Cost Increment: <None>
Description: These light infantry units are what the stranded need to defend themselves from intruders, and assault enemy bases when necessary.
Abilities: Scavenge, Pillage
Sub-abilities:-Equip
-Recycle (vehicle)
-Loot (unit)
Sub-units:-Sniper
Cost: 45 R1, 0 R2
Cost Increment: <None>
Description: Snipers are long-range marauders who have increased damage on elevated areas.

Gunner:
Cost: 70 R1, 10-25 R2
Cost Increment: <None>
Description: These are heavy units that have a devastating range, which, when entered, kills any unlucky infantryman who doesn't immediately take cover.
Abilities: Head Shot
Sub-upgrades:-Extra Ammo
Cost: 0 R1, 25 R2
Cost Increment: <None>
Description: A small improvement on the normal gunner, the extra ammunition helps in dire situations.

Junker:
Cost: 225 R1, 50 R2
Cost Increment: <None>
Description: Equipped with the UV cannon whose main purpose is to terminate Kryll, this vehicle is also used for scout missions and sieges.
Abilities: Overheat, Spot Light
Sub-abilities:-Fuel (vehicle)
-Kryll Shield (charged)
-Bullet Time (passive)
-Battery Charge (charger)
-UV cannon (charged)

Engineering Junker:
Cost: 150 R1, 50 R2
Cost Increment: 25 R1, 0 R2
Description: These Junkers don’t have the UV turret, but they have propane tank storage, in which they may create light, fuel other vehicles, and not run out of fuel themselves.

Engineer:
Cost: 10 R1, 0 R2
Cost Increment: <None>
Description: Engineers may create structures in any surface, water, ground, or on neutral or ruined buildings.
Abilities: Construct, Repair
Sub-constructions:-Ammunitions Post (building)
Cost: 50 R1, 10 R2
Cost Increment: <None>
-Radar (building)
Cost: 35 R1, 0 R2
Cost Increment: 0 R1, 5 R2
-Section Hut (building)
Cost: 75 R1, 0 R2
Cost Increment: 5 R1, 0 R2
-Gun Nest (building/add-on)
Cost: 45 R1, 10 R2
Cost Increment: <None>
-Wall section (building)
Cost: 30 R1, 0 R2
Cost Increment: <None>
-Gas Station (add-on)
Cost: 120 R1, 30 R2
Cost Increment: 0 R1, 25 R2
-Fuel Pump (add-on)
Cost: 35 R1, 10 R2
Cost Increment: 0 R1, 2.5 R2
-Safe House (building)
Cost: 300 R1, 120 R2
Cost Increment: <None>

Special Units:

Driver:
Cost: 10 R1, 0 R2
Cost Increment: <None>
Description: Driver’s are required to operate a vehicle, but they can also commandeer empty vehicles.

Scout:
Cost: 10 R1, 0 R2
Cost Increment: <None>
Description: These special units are unequipped, unarmored, but have a speed advantage over other units. They may, however, pick up a weapon on the ground or one from a dead or injured unit.
Abilities: Scavenge
Sub-abilities:
-Equip

Gatekeeper:
Cost 10 R1, 0 R2
Cost Increment: <None>
Description: Gatekeepers can open gates and order barricades to be built when they are under heavy bombardment, they also make codes for idle gates so that friendly soldier can get in when there is no gatekeeper.

Air Units:

Salvager:
Cost: 50 R1, 10 R2
Cost Increment: <None>
Description: These flying robots can claim lost resources from dead ground units, and abandoned and destroyed vehicles.
Abilities: Salvage
Sub-abilities:
-Loot (unit, improved)
-Recycle (vehicle, improved)

Upgrades:

Improved Walls:
Number of Research (NoR): <1-2>
Cost: 100 R1, 0 R2
Cost Increment: 50 R1, 0 R2
Description: Increases the health of all walls, and decreases the production time of add-ons.

Improved Engineering Tools:
Number of Research (NoR): <1-1>
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: Improves engineers’ tools so that all buildings’ and add-ons’ production times are reduced.

Improved Weaponry:
Number of Research (NoR): <1-1>
Cost: 120 R1, 0 R2
Cost Increment: <None>
Description: Increases the damage of all Stranded units.

Improved Gun Nests:

Number of Research (NoR): <1-2>
Cost: 100 R1, 15 R2
Cost Increment: 50 R1, 10 R2
Description: Increases the accuracy of Gun Nests and decreases their production times as well.

Improved Footwear:
Number of Research (NoR): <1-1>
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: Increases the speed of all non-vehicle ground units.

Buildings:

Safe House:
Cost: 300 R1, 120 R2
Cost Increment: <None>
Description: This structure acts as the center of command for the Stranded forces, it also trains engineers and salvagers to build structures and loot corpses and ruins.
Abilities: Produce Unit
Sub-abilities:
-Produce Engineer
-Produce Salvager
-Produce Gatekeeper
-Produce Driver
-Produce Scout
-Produce Marauder
-Produce Sniper
-Produce Factoryman
-Produce Gunner
-Research Improved Gun Nests
-Research Improved Walls

Ammunitions Post:
Cost: 50 R1, 10 R2
Cost Increment: <None>
Description: Ammunitions Posts act as checkpoints for your troops, they provide ammo and extra armor to those who enter when the engineers or factorymen are prepared.

Radar:
Cost: 35 R1, 0 R2
Cost Increment: 0 R1, 5 R2
Description: Radars strengthen the radio transmissions so it is harder to take them out. This only works with the nearby area, you have to build multiple radars to cover multiple areas.




Section Hut:
Cost: 75 R1, 0 R2
Cost Increment: 5 R1, 0 R2
Description: Section Huts work as multiple structures, they are barracks’ for unit production, as well as research buildings for upgrades.
Abilities: <None>
Sub-abilities:
-Research Improved Footwear
-Research Improved Weaponry

Gun Nest:
Cost: 45 R1, 10 R2
Cost Increment: <None>
Description: These turrets can be built on the ground for a solid defense, or on top of walls and neutral buildings for a damage bonus.

Wall Section:
Cost: 30 R1, 0 R2
Cost Increment: <None>
Description: These structures block off enemy movement, make way for gates and gatekeepers, and allow for a solid defense against enemy attacks.

Gas Station:
Cost: 120 R1, 30 R2
Cost Increment: 0 R1, 25 R2
Description: These mammoth-structures offer various contributions and can do many tasks. Though highly flammable, the Gas Station can create vehicles and research upgrades to help your cause. It can also refuel friendly vehicles.
Abilities: Refuel, Produce Unit
Sub-Abilities:
-Produce Junker
-Produce Engineering Junker
-Research Improved Engineering Tools
-Research Improved Gun Nests

Fuel Pump:
Cost: 35 R1, 10 R2
Cost Increment: 0 R1, 2.5 R2
Description:
Abilities:
Sub-Abilities:



Super Weapons:

Last Stand:
Cost: 500 R1, 0 R2
Cost Increment: 100 R1, 0 R2
Cool down: 300 Seconds (5 minutes)
Description: Once initiated, all Stranded know to fight for their lives, to save what's left. Arms all civilians with heavy weaponry.


Races:
Locust: The evil monsters that emerge from the ground causing chaos and mayhem.
COG: The coalition of ordered governments are what’s left of the civilized humans on Sera.
Stranded: Sera’s renegade civilians, living in ruins, and fighting off the massive hordes of Locust.

Tech Tree (Example):
Ground Units (Example #1):
Soldier: (This is the name of the unit)
Cost: (How many types of resources are required for this unit are stated here, as well as how much resource is required to train this unit)
Picture Link: (This is for websites)
Description: (Describes the unit, usually including a relative in the Blizzard RTS genre)
Abilities: (This is the unit’s special ability(abilities))

Race Completion Percentages:
Locust: 100%
COG: 100%
Stranded: 100%

Overall Progress:
3/100%/Stage 5 (Completed)

Stages: (Races)
Stage 1: 1-2 sections completed
Stage 2: 2-3 sections completed
Stage 3: 3-4 sections completed
Stage 4: 4-5 sections completed
Stage 5: 5-5 sections completed (full completion)

Stages: (Development)
Stage 1: 0-1 races completed
Stage 2: 1-1.25 races completed
Stage 3: 1-2 races completed
Stage 4: 1-2.50 races completed
Stage 5: 1-3 races completed (full completion)

R1: Credits/Income
R2: Imulsion/Income
 
Last edited:
Level 19
Joined
Jul 19, 2006
Messages
2,307
:smile: It's just a big... joke. I love it. And how you guys are so polite after I posted 13 pages of tech-tree to The Hive just so people can be impressed by it's length and colors. I get that these people, especially not you moderators... have read this. (I doubt you read anything this long xD) Well, anyway, thank you for sparing me from that dreadful forum, appreciate it.
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
I don't understand. Why would you even bother posting this if you aren't ever going to finish it. Why would we give rep? Work does not equal rep. Good work equals rep.
 
Level 26
Joined
Mar 18, 2007
Messages
3,669
:smile: It's just a big... joke. I love it. And how you guys are so polite after I posted 13 pages of tech-tree to The Hive just so people can be impressed by it's length and colors. I get that these people, especially not you moderators... have read this. (I doubt you read anything this long xD) Well, anyway, thank you for sparing me from that dreadful forum, appreciate it.
1. Genius is 1% inspiration and 99% perspiration. Congratulations, you have 1%.
2. Why would anyone bother reading this? IT'S A LIST. No one wants to give a shit about a recipe if no one's going to cook the damn food!
3. I love how modest you are, asking for rep for a tech tree that never even saw the light of day. It's like a pregnant woman demanding that her unbirthed child get a high school diploma.
 
Level 36
Joined
Mar 15, 2006
Messages
7,945
You bet, since Map Development isn't a ghost-town you might actually get some responses! Shocking, I know.

And yes, it is a big joke. How are people supposed to take it? Read through the whole thing, and say "Oh, I really like that one unit 14 pages back with the such and such ability that does this"

It has no practical use to anyone here, so that's why it doesn't recieve any attention. It just looks like you had way too much time on your hands on some afternoon.
 
Level 8
Joined
Aug 4, 2006
Messages
357
wow this would be a great game if someone actually made it... and had the right models for it. well, scyth master, i don't know why you would waste your time making such a complete tech tree without committing yourself to making the actual map. btw what do you mean by "it's a failed recipe, I'm looking for someone to fix it up and make it all tasty-like"? if you tell me what's involved in fixing it up, i just might get inspired to do so one of these days.
 
Level 3
Joined
Nov 7, 2007
Messages
26
Screw what other people said. I read one of the races and skimmed the rest but i got a good idea of what you made. I think that there could be better ways of creating it rather than WC3, namely modding a command and conquer game, but since WC3 is easier, i can't blame you.

THis area is called the Idea factory and it's called that for a reason.
Sure like ninja dude said, 1% genius and 99% perspiration, but most maps these days are made with 0-0.01% genius and maybe 30-50% of the perspiration to give the idea the proper work it deserves.
Unfortunately even with enough perspiration, if the idea doesn't have enough of that genius or any, people won't play it long.

He had a great idea and designed it pretty well, but not all of us have the time or persistence to put them into action, so we figure we can get help to make them or have others make it for us. I don't care about becoming famous or taking all the credit with my idea, but i think it'd be great for it to come to life sometime. I'd play it, and I figure others would too.
 
Level 26
Joined
Mar 18, 2007
Messages
3,669
Screw what other people said. I read one of the races and skimmed the rest but i got a good idea of what you made. I think that there could be better ways of creating it rather than WC3, namely modding a command and conquer game, but since WC3 is easier, i can't blame you.

THis area is called the Idea factory and it's called that for a reason.
Sure like ninjew dude said, 1% genius and 99% perspiration, but most maps these days are made with 0-0.01% genius and maybe 30-50% of the perspiration to give the idea the proper work it deserves.
Unfortunately even with enough perspiration, if the idea doesn't have enough of that genius or any, people won't play it long.

He had a great idea and designed it pretty well, but not all of us have the time or persistence to put them into action, so we figure we can get help to make them or have others make it for us. I don't care about becoming famous or taking all the credit with my idea, but i think it'd be great for it to come to life sometime. I'd play it, and I figure others would too.
I'm only saying you shouldn't go around demanding rep for your embryo of a map. If you complete such a map, then you should start talking.
 
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