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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

SC2 Commander

Discussion in 'StarCraft II Modding' started by Sgt. Johnson, Jun 3, 2010.

  1. Sgt. Johnson

    Sgt. Johnson

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    [MAP] SC2 Commander

    This is a project I started working on earlier in the week and it's came along pretty well in my opinion ^_^. Introducing, SC2 Commander!

    [​IMG][​IMG]
    *The left screenshot showcases a rather low key base, and is outdated. The screenshot on the right was created just to showcase the amount of unit's you may or may not control in a game (I could have built more units but I couldn't have shown them all.)*

    The project is based off of the game Supreme Commander, some of you probably have played it or the version that was created for Wc3, well I decided to try my hand at making an SC2 version :) I however based it more off of Supreme Commander 2 as there were less units to deal with and it was easier to create and balance. All 3 races are included and you can choose which you would like to play in the game lobby.

    If you are unfamiliar with the game Supreme Commander it an RTS that involves controlling large masses of units and using them strategically to destroy your opponents ACU, the ACU being your "Supreme Commander". You construct a base using your ACU and begin to amass a huge force of units to conquer your foes. These units can range from a small scout unit to a massive experimental unit that when used strategically can turn the tide of battle in your favor. There are currently 3 experimental units available for each race.

    =================================================================

    Changelog
    General
    * Research Trees added for each race, to gain Research Points you must build a Research Station which name varies by race.
    * Resource income is now handled entirely by the structures themselves and is no longer controlled by triggers.
    * Converters must now be used manually and convert 1000 power into 100 minerals.
    * Resource income occurs every 4 seconds instead of 2 for balancing with several research techs.
    * Shield Generators can no longer absorb an entire nuclear explosion resulting from a dying CU.
    * Experimental factories can no longer be built unless the player has at researched at least one type of Experimental unit.
    * Corrected the sight radius of all units
    * All Command Units now have the Overcharge ability, which increases damage by 500% for 10 seconds at the cost of 2000 Power.
    * All splash radius damage effects have been corrected to different specifications.
    * All CU's now deal splash damage.

    Terran
    * The Raven is now a Bomber class unit.
    * The Banshee is now a Gunship class unit.
    * The Silverback's range has been reduced from 10 to 6.
    * The Thor's damage has been reduced from 1500*2 to 1350*2.
    * The Sensor Tower now has the proper amount of health.
    * Implemented the Fortified Artillery (Artillery Station.)

    Zerg
    * The Guardian now has splash damage.
    * Extractor's health changed to the proper amount.
    * Ultralisk's speed increased to 1.6 from 1.0.
    * Spine Burrow's attack rate increased to 1.0 from 0.5 to offer a better visual effect, damage increased from 150 to 300.
    * Queen's damage increased from 17 to 68, attack rate increased from 0.4 to 0.8.
    * The Brood Lord's broodling swarm now properly attacks.
    * Digestion Chamber health increased.
    * Implemented the Long Range Spore Colony (Long Range Artillery.)

    Protoss
    * The Disruptor can no longer attack air targets.
    * PCU's damage increased from 150 to 200, and attack rate increased to 2.0 from 1.5.
    * Decreased the collision radius of the Void Ray.
    * Increased the collision radius of the Carrier.
     
    Last edited: Jun 14, 2010
  2. Sgt. Johnson

    Sgt. Johnson

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    *RESEARCH TECH TREES*


    Protoss Research Tech Tree
    Tech

    Land Research Techs

    Tech Line 1
    1) Land Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    2) Land Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    3) Land Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    4) Land Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    5) Land Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]

    -------------------------------------------------------
    Tech Line 2
    1) Land Build Cost Reduction

    "Reduces build cost by 5%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Land Build Time Reduction

    "Reduces build time by 10%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    3) Land Health Regeneration Boost

    "Increases health regeneration by 150%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    4) Land Personal Shielding

    "Grants a weak personal shielding system."

    [Effects: Immortal, Stalker and Archanist.]


    5) Land Personal Shield Boost

    "Increases the health of personal shields."

    [Effects: Immortal, Stalker and Archanist.]

    -------------------------------------------------------
    Tech Line 3
    1) Damage Boost I

    "Increases damage by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    1) Colossus (Experimental Assault Mech)

    "Allows the Protoss Colossus to be warped in at the Experimental Gateway."


    3) Damage Boost II

    "Increases damage by 25%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]

    -------------------------------------------------------
    Tech Line 4
    1) Vision

    "Increases vision by 75%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Weapon Range Boost

    "Increases attack range by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    3) Paladin (Experimental Anti-Air)

    "Allows the Protoss Paladin to be warped in at the Experimental Gateway."

    Air Research Techs

    Tech Line 1
    1) Air Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    2) Air Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    3) Air Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    4) Air Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    5) Air Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Air Units.]

    -------------------------------------------------------
    Tech Line 2
    1) Build Cost Reduction

    "Reduces build cost by 5%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Health Boost

    "Increases health by 15%."

    [Effects: All Air Units, exluding Experimental Units.]


    3) Personal Shielding

    "Grants a weak personal shielding."

    [Effects: All Air Units, exluding Experimental Units.]


    4) Health Regeneration Boost

    "Increases health regeneration by 125%."

    [Effects: All Air Units, exluding Experimental Units.]

    -------------------------------------------------------
    Tech Line 3
    1) Warp Prism (Transport)

    "Allows the Protoss Warp Prism transport to be warped in at an Air Factory."


    2) Transport Capacity Boost

    "Increases the cargo capacity of the Warp Prism by 10."

    [Effects: Warp Prism.]

    -------------------------------------------------------
    Tech Line 4
    1) Damage Boost

    "Increases damage by 15%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Void Ray (Gunship)

    "Allows the Protoss Void Ray gunship to be warped in at an Air Factory."


    3) Mothership (Experimental Saucer)

    "Allows the Protoss Mothership to be warped in at an Experimental Gateway."

    Structure Research Techs

    Tech Line 1
    1) Structure Training I

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    2) Structure Training II

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    3) Structure Training III

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    4) Structure Training IV

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    5) Structure Training V

    "Increases damage and health by 10%."

    [Effects: All Structures.]

    -------------------------------------------------------
    Tech Line 2
    1) Personal Shielding

    "Grants a weak personal shielding."

    [Effects: Photon Cannon.]


    2) Psionic Force Generator (Shield Generator)

    "Allows the Psionic Force Generator to be warped in."


    3) Damage Boost

    "Increases damage by 10%."

    [Effects: Photon Cannon.]

    -------------------------------------------------------
    Tech Line 2
    1) Power Income Boost

    "Increases Power income by 25%."

    [Effects: Psi Core.]


    2) Research Income Boost

    "Increases Research income by 20%."

    [Effects: Templar Archives.]


    3) Mineral Income Boost

    "Increases Mineral income by 25%."

    [Effects: Mineral Assimilator.]


    4) Power Synthesizer (Mineral Converter)

    "Allows the Protoss Power Synthesizer to be warped in."

    PCU Research Techs

    Tech Line 1
    1) PCU Training I

    "Increases damage and health by 10%."

    [Effects: PCU.]


    2) PCU Training II

    "Increases damage and health by 10%."

    [Effects: PCU.]


    3) PCU Training III

    "Increases damage and health by 10%."

    [Effects: PCU.]


    4) PCU Training IV

    "Increases damage and health by 10%."

    [Effects: PCU.]


    1) PCU Training V

    "Increases damage and health by 10%."

    [Effects: PCU.]

    -------------------------------------------------------
    Tech Line 2
    1) Damage Boost

    "Increases damage by 30%."

    [Effects: PCU.]


    2) Movement Speed Boost

    "Increases movement speed by 25%."

    [Effects: PCU.]


    3) Weapon Range Boost

    "Increases attack range by 50%."

    [Effects: PCU.]


    4) Personal Shielding

    "Grants a powerful personal shielding."

    [Effects: PCU.]

    Zerg Research Tech Tree
    Tech

    Land Research Techs

    Tech Line 1
    1) Land Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    2) Land Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    3) Land Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    4) Land Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    5) Land Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]

    -------------------------------------------------------
    Tech Line 2
    1) Land Health Regeneration Boost

    "Increases health regeneration by 100%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Land Repair Rate Boost

    "Reduces Repair time by 50%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    3) Land Health Boost

    "Increases health by 20%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    4) Land Attack Speed Boost

    "Increases attack speed by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]

    -------------------------------------------------------
    Tech Line 3
    1) Land Vision Boost

    "Increases sight radius by 75%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Infestor (Heavy Anti-air)

    "Allows the Zerg Infestor to be mutated at a Land Hatchery."


    3) Hydralisk Range Boost

    "Increases attack range by 40%."

    [Effects: Hydralisk.]

    -------------------------------------------------------
    Tech Line 4
    1) Land Movement Speed Boost

    "Increases movement speed by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Ultralisk (Experimental Assault Creature)

    "Allows the Zerg Ultralisk to be mutated at an Experimental Hatchery."

    Air Research Techs

    Tech Line 1
    1) Air Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    2) Air Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    3) Air Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    4) Air Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    5) Air Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Air Units.]

    -------------------------------------------------------
    Tech Line 2
    1) Air Vision Boost

    "Increases sight radius by 75%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Air Health Regeneration Boost

    "Increases health regeneration by 100%."

    [Effects: All Air Units, exluding Experimental Units.]


    3) Air Movement Speed Boost

    "Increases movement speed boost by 5%."

    [Effects: All Air Units, exluding Experimental Units.]


    4) Air Health Boost

    "Increases health by 30%."

    [Effects: All Air Units, exluding Experimental Units.]

    -------------------------------------------------------
    Tech Line 3
    1) Overlord (Transport)

    "Allows the Zerg Overlord to be mutated at an Air Hatchery."


    2) Overseer (Experimental Giant Transport)

    "Allows the Zerg Overseer to be mutated at an Experimental Hatchery."

    -------------------------------------------------------
    Tech Line 4
    1) Air Attack Speed Boost

    "Increases attack speed by 30%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Mutalisk (Air Assault Creature)

    "Allows the Zerg Mutalisk to be mutated at an Air Hatchery."


    3) Air Damage Boost

    "Increases damage by 35%."

    [Effects: All Air Units, exluding Experimental Units.]


    4) Brood Lord (Experimental Assault Creature)

    "Allows the Zerg Brood Lord to be mutated at an Experimental Hatchery."

    Structure Research Techs

    Tech Line 1
    1) Structure Training I

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    2) Structure Training II

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    3) Structure Training III

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    4) Structure Training IV

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    5) Structure Training V

    "Increases damage and health by 10%."

    [Effects: All Structures.]

    -------------------------------------------------------
    Tech Line 2
    1) Harvester Efficiency

    "Decreases build cost by 30%."

    [Effects: Mineral Extractor, Brain Warren and Ambiotic Pool.]


    2) Hand of Kerrigan (Shield Generator)

    "Allows the Hand of Kerrigan to be mutated."


    3) Digestion Chamber (Mineral Converter)

    "Allows the Zerg Digestion Chamber to be mutated."

    -------------------------------------------------------
    Tech Line 3
    1) Structure Health Regeneration Boost

    "Increases health regeneration by 100%."

    [Effects: All Structures.]


    2) Structure Vision Boost

    "Increases sight range by 75%."

    [Effects:Spore Burrow, Spine Burrow and Long Range Spore Colony]


    3) Structure Attack Speed Boost

    "Increases attack speed by 30%."

    [Effects:Spore Burrow, Spine Burrow and Long Range Spore Colony.]


    4) Long Range Spore Colony (Long Range Artillery)

    "Allows the Zerg Long Range Spore Colony to be mutated.]

    Infested TCU Research Techs

    Tech Line 1
    1) Infested TCU Training I

    "Increases damage and health by 10%."

    [Effects: Infested TCU.]


    2) Infested TCU Training II

    "Increases damage and health by 10%."

    [Effects: Infested TCU.]


    3) Infested TCU Training III

    "Increases damage and health by 10%."

    [Effects: Infested TCU.]


    4) Infested TCU Training IV

    "Increases damage and health by 10%."

    [Effects: Infested TCU.]


    1) Infested TCU Training V

    "Increases damage and health by 10%."

    [Effects: Infested TCU.]

    -------------------------------------------------------
    Tech Line 2
    1) Vision Boost

    "Increases sight range by 150%."

    [Effects: Infested TCU.]


    2) Movement Speed Boost

    "Increases movement speed by 50%."

    [Effects: Infested TCU.]


    3) Attack Speed Boost

    "Increases attack speed by 30%."

    [Effects: Infested TCU.]


    4) Health Boost

    "Increases health by 75%."

    [Effects: Infested TCU.]
     
    Last edited: Jun 13, 2010
  3. mrzwach

    mrzwach

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    Just played this online, fun game.

    Few comments, though.

    -The Ultralisk, pretty sure its a zerg experimental unit, seemed to rip right through my entire army of Goliaths. Kinda unfair as those are the strongest non-experimental ground units I can get, maybe if we had T1-T3 units like in the real Supcom they would stand more of a chance. I ended up killing it with two Thors, but that was after I lost like 20 Goliaths, :\

    -Zerg Extractors seem to be very low HP compared to the Terran Extractors, 500 HP for hte zerg versus like 4000 for the Terran.
    -The zerg units in general seemed to be weaker for each one than the Terran, I was able ot easily fend off a single roach with a single tank, though I'm unsure if this is intended.
    -Bombers should probably have less range and just fly directly over their targets to bomb, looks kinda silly when they are shooting missiles from behind.

    Aside from that, rather fun. Would like to see a Sup-com style tech tree, maybe the ability to assist with building, maybe making creating units/buildings cost money over time too.
     
  4. Sgt. Johnson

    Sgt. Johnson

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    The entire map is based more off of SupCom 2, it's much easier to work with unit's from the sequel since there aren't multiple tiers (bit more noob-friendly would be the best term).

    The Ultralisk is an anti-ground experimental that pushes through defenses, counter it with Thors, gunship type air units, or if protoss a mothership will tear it in half. Regular ground forces will have a very hard time taking it down due to it's damage and health pool.

    Forgot to edit their healthpool, its fixed in the version im working on right now.

    The zerg don't have a "tank" ground unit, they have a scout (roach) artilery (hydra) and assault (queen). The roach and queen are slightly stronger than their counterparts to make up for no tank unit, and the Hydras make up for the firepower loss of no tank. Also Tank > Scout lol.

    This was the best I could do for them, if I could somehow force them to behave like supcom bombers that would be amazing but I have virtually no idea how that would be even possible, thus they require a bit of microing to be used to their full potential.

    Atm I'm just trying to get all the units balanced :) due to the lack of having every single unit and building compared to supcom 2 though I don't know if I'll have the tech tree implemented any time soon. Also I have no idea how I would do the assist thing either :p

    Also in Supcom 2 they took a step away from the whole cost per second thing that they did with everything in Supcom 1, everything is a flat cost now which in my opinion is much easier and less stressful to deal with :)
     
    Last edited: Jun 11, 2010
  5. mrzwach

    mrzwach

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    Meh, haven't played SupCom 2, lol.

    Also, I had assumed that the Roach was supposed to be their tank, lol.
     
  6. Sgt. Johnson

    Sgt. Johnson

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    Nah it's their scout, zerg don't have a "tank" land unit, the roach and a little tougher than their counterparts though. Plus the hydra is artillery, and I'm givin' em a buff to make their range a bit more artillery-like.
     
  7. CHA_Owner

    CHA_Owner

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    This game looks pretty interesting and although it seems to be lacking on UI its makes up for it in playability.

    EDIT*

    I just got 666 posts i am satan reincarnate.
     
  8. mrzwach

    mrzwach

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    I don't really see how UI would help the game, seems like it would just be excessive as the current UI provides pretty much everything you need to know. Unless he wanted to emulate the entire interface, but jeez, that would be a lot of work for nothing.
     
  9. Sgt. Johnson

    Sgt. Johnson

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    lol that it would, bout the only thing I would like to change is the icon for vespene to something like the psionic storm icon since it's supposed to be "Power" and not gas, and if I could add something to show your current mineral/power income at a constant rate that would be nice too :p but I can't figure that out at all xD
     
  10. mrzwach

    mrzwach

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    I'm pretty sure you could do that just by overwriting the icon files for them with a new icon, ie,
    Assets\Textures\icon-gas.dds
    Assets\Textures\icon-gas-protoss.dds
    Assets\Textures\icon-gas-terran.dds
    Assets\Textures\icon-gas-zerg.dds
     
  11. Sgt. Johnson

    Sgt. Johnson

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    *smacks head* theres an idea lol I'll try it tomorrow cause it's almost 1am and I'm beat lol
     
  12. Sgt. Johnson

    Sgt. Johnson

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    Good news! I hit a huge break-thru in the map and figured out how to implement something as close to the SupCom2 research tech tree as I could! This will definately improve on balancing and will add a bit to the gameplay and allow people to come up with actual strategies instead of just rushing to Thors/Motherships/Ultralisks since now those will require researching to obtain and such.

    At the moment I only have the Protoss tree done and plan on working on the other 2 soon enough. (Yes the research tree might seem complicated but I assure you in game it is very easy to understand.)

    Protoss Research Tech Tree
    Tech

    Land Research Techs

    Tech Line 1
    1) Land Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    2) Land Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    3) Land Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    4) Land Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]


    5) Land Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Land Units, exluding CU's.]

    -------------------------------------------------------
    Tech Line 2
    1) Land Build Cost Reduction

    "Reduces build cost by 5%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Land Build Time Reduction

    "Reduces build time by 10%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    3) Land Health Regeneration Boost

    "Increases health regeneration by 150%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    4) Land Personal Shielding

    "Grants a weak personal shielding system."

    [Effects: Immortal, Stalker and Archanist.]


    5) Land Personal Shield Boost

    "Increases the health of personal shields."

    [Effects: Immortal, Stalker and Archanist.]

    -------------------------------------------------------
    Tech Line 3
    1) Damage Boost I

    "Increases damage by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    1) Colossus (Experimental Assault Mech)

    "Allows the Protoss Colossus to be warped in at the Experimental Gateway."


    3) Damage Boost II

    "Increases damage by 25%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]

    -------------------------------------------------------
    Tech Line 4
    1) Vision

    "Increases vision by 75%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    2) Weapon Range Boost

    "Increases attack range by 15%."

    [Effects: All Land Units, exluding CU's and Experimental Units.]


    3) Paladin (Experimental Anti-Air)

    "Allows the Protoss Paladin to be warped in at the Experimental Gateway."

    Air Research Techs

    Tech Line 1
    1) Air Unit Training I

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    2) Air Unit Training II

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    3) Air Unit Training III

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    4) Air Unit Training IV

    "Increases damage and health by 10%."

    [Effects: All Air Units.]


    5) Air Unit Training V

    "Increases damage and health by 10%."

    [Effects: All Air Units.]

    -------------------------------------------------------
    Tech Line 2
    1) Build Cost Reduction

    "Reduces build cost by 5%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Health Boost

    "Increases health by 15%."

    [Effects: All Air Units, exluding Experimental Units.]


    3) Personal Shielding

    "Grants a weak personal shielding."

    [Effects: All Air Units, exluding Experimental Units.]


    4) Health Regeneration Boost

    "Increases health regeneration by 125%."

    [Effects: All Air Units, exluding Experimental Units.]

    -------------------------------------------------------
    Tech Line 3
    1) Warp Prism (Transport)

    "Allows the Protoss Warp Prism transport to be warped in at an Air Factory."


    2) Transport Capacity Boost

    "Increases the cargo capacity of the Warp Prism by 10."

    [Effects: Warp Prism.]

    -------------------------------------------------------
    Tech Line 4
    1) Damage Boost

    "Increases damage by 15%."

    [Effects: All Air Units, exluding Experimental Units.]


    2) Void Ray (Gunship)

    "Allows the Protoss Void Ray gunship to be warped in at an Air Factory."


    3) Mothership (Experimental Saucer)

    "Allows the Protoss Mothership to be warped in at an Experimental Gateway."

    Structure Research Techs

    Tech Line 1
    1) Structure Training I

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    2) Structure Training II

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    3) Structure Training III

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    4) Structure Training IV

    "Increases damage and health by 10%."

    [Effects: All Structures.]


    5) Structure Training V

    "Increases damage and health by 10%."

    [Effects: All Structures.]

    -------------------------------------------------------
    Tech Line 2
    1) Personal Shielding

    "Grants a weak personal shielding."

    [Effects: Photon Cannon.]


    2) Psionic Force Generator (Shield Generator)

    "Allows the Psionic Force Generator to be warped in."


    3) Damage Boost

    "Increases damage by 10%."

    [Effects: Photon Cannon.]

    -------------------------------------------------------
    Tech Line 2
    1) Power Income Boost

    "Increases Power income by 25%."

    [Effects: Psi Core.]


    2) Research Income Boost

    "Increases Research income by 20%."

    [Effects: Templar Archives.]


    3) Mineral Income Boost

    "Increases Mineral income by 25%."

    [Effects: Mineral Assimilator.]


    4) Power Synthesizer (Mineral Converter)

    "Allows the Protoss Power Synthesizer to be warped in."

    PCU Research Techs

    Tech Line 1
    1) PCU Training I

    "Increases damage and health by 10%."

    [Effects: PCU.]


    2) PCU Training II

    "Increases damage and health by 10%."

    [Effects: PCU.]


    3) PCU Training III

    "Increases damage and health by 10%."

    [Effects: PCU.]


    4) PCU Training IV

    "Increases damage and health by 10%."

    [Effects: PCU.]


    1) PCU Training V

    "Increases damage and health by 10%."

    [Effects: PCU.]

    -------------------------------------------------------
    Tech Line 2
    1) Damage Boost

    "Increases damage by 30%."

    [Effects: PCU.]


    2) Movement Speed Boost

    "Increases movement speed by 25%."

    [Effects: PCU.]


    3) Weapon Range Boost

    "Increases attack range by 50%."

    [Effects: PCU.]


    4) Personal Shielding

    "Grants a powerful personal shielding."

    [Effects: PCU.]
     
    Last edited: Jun 11, 2010
  13. Tahril

    Tahril

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    Oh damn. I so wish I had the beta, just for this alone. When SC2 comes out, this will be the first map I get, I swear on it.
    Quick question:
    Are you going to do Commander/Unit/Structure upgrades, as per Supreme Commander 2, where you can research something to give X% damage/hp/shield strength/speed/etc.?
     
  14. Sgt. Johnson

    Sgt. Johnson

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    Yup I just spent the last 15 minutes typing out the whole Protoss Tech tree (Only one done atm) tell me what ya think :)
     
  15. CyberDuelX16

    CyberDuelX16

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    XD. Ofc you are! We knew it all along.

    Looks interesting enough, I'll have to play it some time! =D
     
  16. Sgt. Johnson

    Sgt. Johnson

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    Initial post in the thread updated with new information (And a new screenshot to get a better feel for the amount of units you may or may not have as your army, you can control even more than that too :p)
     
  17. CyberDuelX16

    CyberDuelX16

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    Weird, i see no screenshot
     
  18. Sgt. Johnson

    Sgt. Johnson

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    The thumbnail near the top of the first post, check the first page :p
     
  19. CyberDuelX16

    CyberDuelX16

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    Hmm, I think it's just cus I'm having a trip in china right now, they block imageshack =D
     
  20. Sgt. Johnson

    Sgt. Johnson

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    Ah ya that would be the problem lol