Conquest of Elysium 5

Conquest of Elysium 5

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2.469 MB
22 Jun @ 3:20am
23 Oct @ 12:51am
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Description
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 :)
Popular Discussions View All (3)
26
16 Sep @ 7:37pm
Bug Reports
forrestomintero
11
16 Aug @ 6:11pm
Suggestions
forrestomintero
4
16 Aug @ 7:47pm
Balance Reports
forrestomintero
101 Comments
Doggsothoth 20 hours ago 
You can infest a hamlet next to the ocean but not one away from it in other words.
Doggsothoth 20 hours ago 
You got coastal hamlets and inland hamlets mixed up though.
forrestomintero  [author] 29 Oct @ 1:27am 
they can't infest on any tile adjacent to water. the reason being the consequences of the way I ended up coding creep to prevent people from being able to terraform creep onto water. lore-wise, I explained it as elysium's oceans have too high of a salt content so creep withers if it gets too close. I felt it was better to keep it consistent, so they can't infest there either.
Doggsothoth 26 Oct @ 10:38am 
Hey, just wanted to let you know infestors cannot infest inland hamlets or ports.
forrestomintero  [author] 23 Oct @ 12:26am 
glad to hear you like it, and yes that makes sense to me, I'll add it right now
Doggsothoth 22 Oct @ 7:09pm 
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  [author] 11 Sep @ 9:29pm 
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 11 Sep @ 3:16pm 
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 Sep @ 7:59pm 
Ah okay still a neat mod otherwise, thanks for the response!
forrestomintero  [author] 9 Sep @ 6:16pm 
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