Hypercraft Readme file
Version Final
www.mooch.cjb.net
michi@worldmailer.com

Made by:
Starkraftman & Mooch

Special thank you to:
-WKYA-Royal, -WKYA-Killa, -WKYA-2Hell, |{illa, -=Windstar=-, and Scwire

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There is a "Tactical Hypercraft" map, which is the same map, but with limited resources. Please look for it in at www.mooch.cjb.net!


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MAP UPDATES:

There are no further balance changes to be expected. All versions beyond 1.08 are considered very near balanced.


Fixes and balance changes:
----- --- ------- --------

Final
*Zerg hero names now are the correct color
*Zerg Mineral Chamber display is now correct
*All heroes all gain additional damage bonuses per upgrade
*Infested Command Center now has the correct life total
*Ally vision is enabled as a player dies
*Terran Spies no longer replace ghosts
*Terran Spies are spawned in a cloaked form
*Zerg start condition now correctly reflected in readme
*Terran start condition updated to reflect readme, "reduced" to 325 ore
*Zerg Lurker Spawner armor decreased by 1
*SCV now have 52 life (from 48)


1.11 Bug fix
*Terran Sniper only appears when a player also owns a bunker
*Zerg units no long spawn when placed inside Overlords
*Terran Spy now has 160 life, 2 armor, and 10 damage
*Removed information display for Observers


1.10 User interface fix
*Mission objectives changed for observing players
*Observing players no longer have Terran warnings
*Missile Turret was renamed
*Ending credits for winners has been speeded up
*New warning for Terran about Gas Generator and Teleportation beacon usage

1.09
*Observer mode now erases all resources a player has
*Initial text moved to left side, lift time, 10 second lift rule displayed
*Mission objectives now display information about the race
*Redid Starport and Damnation descriptions to aid new players better
*Added more critters
*Transport Beacons correctly dissapear when a player dies

*Terran start conditions now include 25 gas (to compensate for extra bay needed)
*SCV life reduced to 48
*Terran buildings (not including bunkers and depots) AND build time are reduced by 20% HP
*Missile Turret HP corrected, damage increased to 38
*Terran buildings that morph now have more descriptive warnings about usage
*Teleportation is now known as "Transport"
*Transport system may now be removed one at a time
*Transport system now works only one way, is instantaneous, and heals all units that go through it (not shields)
*Gas Generators now require at least 1 other Engineering Bay
*Bishop now only heal's wraith energy
*Bishop reduced to 300 life with 2 armor
*Terran Spy has 250 life, 2 armor, deals 5 damage
*Terran Spy heals every 25 seconds to full life
*Terran unsieged tanks have 2 armor (instead of 3)
*Ghost name changed
*Missile Turret name changed
*Gas Generator build time was reduced to 64 (repair is affected)

*Modified Damnation's description to emphasize usage
*Protoss start condition increased to 200 minerals
*Carriers have 150 points transferred from their base life to their shields (350/300)
*Interceptors now gained 8 HP (40/88)
*Photon cannon modified: 40 shields 140 life, build time reduced by 8 seconds to 42 seconds
*Protoss ground armor now reaches level 4
*Probe damage reduced to 6

*Overlord armor reduced to 0
*Building a Mutalisk informs players of possible hero
*Lurker Spawner spawns twice as many NON-burrowed hydralisk instead of burrowed ones
*Hatchery, Nydus Canal, and Greater Spire build times restored to their former settings
*Zergling reduced to 17 life again


1.08
*Teleportation System properly warns players
*Erasing a Teleporter refunds players half the cost of each Starport (75/50) invested
*Increased Spawn Broodling to 180 magic [cheap vs Protoss]
*Mass attack effects Broodlings, Scourge and the Lurker Spawner now
*Fixed text so new players don't mistakedly LIFT OFF [annoying]
*Spidermines upped to 1 armor (from 0) [useless with new super power Protoss and mass swarm Zerg]
*Zealot costs upped to 115 (from 100) [mass Zealots came too early, this causes a slight early game shift]
*Dragoon costs upped to 135/50 (from 125/50) [same reason]
*Briefing, force names, map properties, and objectives modified
*Fixed version information
*Dark Archons now ALWAYS take 6 minutes to respawn
*Vulture mines do not recharge


1.07 Emergency edit
*Fixed a bug associated with Zerg Hives
*Fixed a bug associated with The Protector
*Fixed Scout hero names


1.06+
*Fixed Zerg spam bug

1.06 (A major, and balanced, update)
*Start conditions changed
*Observer mode (lifting Command Center in 10 seconds) added
*Race information added in begining
*Modified briefing again

==Changes to Terran==
*Teleportation beacons now only appear if a player has 3 or more starports
*Teleportation beacons erase correctly
*Removed the Terran Explosive Specialist
*Added a new Terran Bunker Sniper 1 life, 0 armor, 300 damage
*Added a new Terran Spy which has infinite cloak, 1 damage, 100 life, 8 armor (req. Sniper)
*Terran Detection System now covers all units of the entire tech tree
*Engineering bay cost dropped to 100/25
*Scanner cost dropped to 40
*Added a description informing a maximum limit to Gas and Mineral generators (Terran and
   Zerg).
*Teleportation now causes a message and a mini map ping
*Terran Marine dropped to 32 life
*Terran Tank (unsieged) has 3 armor and 32 damage
*SCV damage reduced to 5 and armor reduced to 0

==Changes to Zerg==
*Spawn Broodling dropped to 100 energy (from 110)
*Ultralisk costs dropped to 75/75 (from 100/100)
*Mutalisk costs dropped to 40/40 (from 50/50)
*Devourer costs upped to 85/35 (from 75/25)
*Guardian costs upped to 35/85 (from 35/85), armor reduceed to 0, damage reduced to 17
*Zerg Infested Kerrigan now has 110 life and has 1 armor (from 200, 2)
*Zerg Beacon unit now spawns only after a player owns 3 Hives
*Zerg Beacon weakened to 120 life, 3 armor (from 200, 5)
*Infested Kerrigan is now known as The Matriarch
*Zerg heroes: Hydralisk Farmer, Lurker Spawner, and Mutalisk Breeder now respawn
   at 120 second intervals
*Drone life increased by 1, to 26

==Changes to Protoss==
*Shield Battery cost reduced to 75
*Damnation may now spawn, at the earliest, 15 minutes into the game (and 6 minute intervals)
*Temporal Warrior life upped to 0/2000 life from 200/1600
*Storm cost dropped to 100, hallucination to 90
*Cannons upped to 80/100 life
*Added a new hero: Advanced Scout 400/200 life, 24/28 damage. Spawns every 2 minutes
*Added a new hero: Archon of Flight (scout) 400/1000 24/56 damage. Spawns every 5 minutes 
   from the Advanced Scout.
*Shield Battery recharges to full every 45 seconds
*Probe damaged increased to 7
*Mind Control cost reduced to 100/100 and 125 energy (since it is less usable now)


1.05
*Zerg now have level 4 missile and air attacks available to them
*When a player dies, their Teleportation and shrine beacons dissapear correctly
*Zerg Beacons now work correctly with multilpe players
*Stimpack must now be researched (U238 are still free already)
*Shield Battery dropped to 100/100 life
*Greater Spire takes half as long to build: 60 seconds
*Hatchery build time reduced to 100 seconds from 120 seconds
*Nydus Canal build time reduced to 20 from 40 seconds
*Lurker damage per upgrade reduced to 1 from 2
*Mission briefing has more unit portraits
*Force starting locations rebalanced
*Temporal Warrior now has 200 shields
*Fixed "run-home Zergling Generator" bug

1.04
*Start locations redone to balance team games.
*Mission brief slightly modified
*Zealot damage decreased to 14
*Dragoon shields and life reversed
*Dark Templar life corrected (was 40 too much)
*Adjusted Lurker Spawner life (+200 more)
*Changed Hydralisk Farmer into a hero Hydralisk
*Changed Zergling Generator into a hero Zergling
*Zerg units with 17 life were increased to 18
*Infested Terran life was increased to 45
*Scout life and shields balanced to 200/200
*Dark Templar damage per level is now 2
*Damnation life is now 680 shields and 20 life
*Fixed Terran warning system - Guardian

1.03
*Eliminated confusion by placing a fourth force.
*Changed map description
*Dark Archon warning about not stealing workers is now displayed.
*Turret damage increased to 36
*Spawn broodling (110), Dark Swarm (80), Plague (115), Ensnare (65), Parasite (65), Defensive Matrix (90), and Irradiate (70) costs reduced.
*Heroes are now clarified when spawned (ie, hydralisk breeder is a zergling)
*Heroes are now picked out by a minimap ping to help players find them
*fixed text to clarify that lifting starport makes a teleporter
*Dragoon damage decreased to 18, their armor was decreased to 0, and their build time is now up to 50 (10 more seconds than a zealot)
*Psionic Storm cost is increased to 125 (due to Zerg imbalance)
*Photon Cannon life decresed to 80/80
*Added refunds for SCV (35 minerals)
*D-web increased to 130 to cast
*Zerg start conditions include 100 gas
*Lurker Spawner makes Hydralisk ever 25 seconds on top of previous Lurker spawning.
*Marines down graded in life to 35, but increased damage to 8, but upgrades only add 1 per level now.
*Wraith ground damage increased to 10
*Version # in the map name now

1.02
*New force name added to clarify that there is no default alliances when the map begins
*Fixed Teleportation Beacon appearing bug that happened when enemy units where on it
*Fixed requirements for Mutalisk Generator
*Fixed version #'s in various sections of the map

1.01
*Fixed bug that made all players lose when a player allied with everyone.






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A Quick tip/clarification:
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At first, the game will seem just like normal melee...

Just remember, this is vastly different from any traditioanl melee. Thus, normal tactics work only moderately for all races. Protoss is very similar to orginal game play, although must adapt to a new environment of super defense Terran and massive swarm Zerg.
The Terran machine is now much more defense oriented, and must rely on smart playing rather than brute force. Honestly, Terran no longer have dominance in the ground or air vs the Protoss due to the new upgraded Protoss units. The Zerg and Terrarns are now a constant battle for ground supremacy, but Terran can atleast win in the air. Attacking a foe with terran will prove harder than ever before since Marines now have more damage, but have less life - confining them to bunkers often.
The Zerg is now oriented toward swarms. Their units have far less life but now are faster to build and many spawn for free. Armies will rise and fall by the minute, but with constant pressure, victory should be guarranteed. Beware or the Protoss's anti swarm capability with Psionic Storm, Reavers, and Corsair. Always use a wide range of units during attacks.
The Protoss have been greatly strengthened with their enhanced units and powerful new heroes, some with mind boggling powers. Their superiority on ground and air have been greatly enhanced, but their defensive capabilities are now no longer reliant on just photon cannons.
The game may not seem fair at first, but the truth is that most players are trying standard tactics. As a result, the Protoss newbies thrive on this level. Be warned, Terran take a lot of patience to play, and a Zerg player must know that his armies will get slaughtered by the hundreds. The game will shift away from Protoss players, as other players realize their own race's advantages...

Use your heroes wisely... They always respawn...



This is the modifications of each race
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NOTE: Heroes are only spawned every so often. They usually spawn from another *normal* unit. Thus, you must own the necessary original unit and keep it alive unit the switch takes place.

***START CONDITIONS***
Terran: 325 Ore, 25 gas, 2 new SCV's
Protoss: 200 Ore, 0 gas
Zerg: 42 Ore, 50 gas, 1 new drone



***RACE MODIFICATIONS***

--Terran--
**NOTE: All the new Terran structures require room directly above the structure to be lifted. Be warned. Money lost in this manner is gone forever!!**

*Tech attacks, such as hallucinations, mines, and detection.

*New structures, Note: Structures built from lifted ones are easily errored. In order to minimize lost buildings, please build all replaced structures with space ABOVE it.

*Powerful defensive capability

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*Unit refunds (1/2) for Medics, Goliaths, Tanks, Vessels, and Cruisers.

*Gas Generator - Adds 2 gas per game cycle. (lift the engineering bay)

*Teleportation Beacon - Allows instant mobility between points. Maximum of one system (lift the engineering bay)

*Sniper - Super damage unit with no life. To be used inside a bunker. (120 Respawn time)

*Spy - Tons of life and armor. Infinite cloak. (120 Respawn time)

*Vultures' armor are increased by one, their damage per upgrade is now 3, and their build time is now 5 secnods less. 

*Detection system that allows early warnings for first time units of enemy players

*The bishop - creates invincable hallucinations of wraiths and cruisers 25 and 45 seconds. (360 respawn time) Restores energy of nearby wraiths and ghosts.

*Terran Ghost has 80 life, 15 damage, but costs double to build. Has infinte cloaking.

*Terran sieged tank damage is enhanced to 80 damage.

*Marines have 35 life and 8 base damage (1.03)

*Max upgrade for air armor is now 4 (1.02, to balance with toss)

*Turrets deal 36 damage

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--Zerg--

*cheaper units

*mass spawning

*Spawning centers

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*Unit costs and life is half. Build time reduced to one fourth.

*Scourge are enhanced to deal 120 damage and have 4 armor

*Zergling Generator - Spawns free Zerglings every 1.5 seconds (max 8 in one area) (10 respawn time)

*Mineral Chamber - Adds 2 ore per game cycle.

*Hydralisk Farmer - Hydralisks appear under it every 10 seconds. (120 respawn time)

*Mutalisk Breeder - Spawns 1 Mutalisks every 10 seconds. (120 respawn time)

*Cerebrate - Every 45 seconds, an Infested Terran spawns. Every 2 minutes, a Kerrigan spawns.

*Lurker Spawner - Extremely powerful Ultralisk that spawns Lurkers every 45 seconds. (120 respawn time) He also spawns burrowed hydralisk.

*The Beacon - When dead, all men will suicide rush to where it was last seen. (45 respawn time)

*Max upgrade limit for MELEE attacks is 5 (since 1.02)

*Max upgrade limit for MISSILE and AIR attacks is 4 (since 1.04)

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--Protoss--

*Double base life

*Heroes

*Aura affects - heal, plague, invin

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*Ground units also gain double shields

*Shield battery energy recharged to full every 45 seconds

*The Slayer - Just a really strong Zealot (120 respawn time)

*The Plague - Reduces enemy men near it to 5% life, 10% shields, 1% energy, every 4 seconds, extra strong (300 respawn time)

*The Protector - A reaver that heals all shields adjacent units (360 respawn time)

*Damnation - Kills all near by men from all enemy players (360 respawn time). Appears from the shrine.

*Temporal Warrior - A very powerful warrior (420 respawn time). Appears from the shrine.

Note: Mind control may not target worker units nor other dark archons. Dark archons may only be summoned through the shrine.