Tactical Hypercraft Readme file
Version 1.04
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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Hypercraft 1.11 is considered the final version of that map. If there are long term notices of race imbalance, I will immediately see to it that the imbalance is fixed. Please email me general trends you may see when one race wins all too often.

Tactical Hypercraft is a limited resource version of the original map. However, with the limited resource environment, the game is still largely UNTESTED. Please go to the website and email me if there are any problems.


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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.

1.03
*Added a new Terran Firebat hero
*Zerg air Flyer Attacks have been limited to level 3

1.03
*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
*Protoss start condition increased by 50 ore to 125 ore
*Zerg Lurker Spawner armor decreased by 1
*To compensate for Zealots, Marines now have 34 life
*Zerg special units and resource names and stats updated and formatted correctly
*Lurker reduced to 62 life from 63
*Feed Back reduced to 40 mp
*Stasis cost increased to 115 mp


1.02
*Fixed player 1 slot auto-Terran bug (OOPS!!)


1.01
*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
*Placed Vespene Geysers on every expansion place to make map fair
*Start conditions properly adjusted
*Removed information display for Observers


1.00
*All changes up to Hypercraft v1.10 are implemented
*All start locations have 10 patches with 1500 each
*All expansions have been reduced to 6 patches of 1500 each
*All Geysers now are in similar positions as (8)The Hunters.scm and have 5000 gas
*Removed cheap land locations and increased space behind minerals for certain areas
*Slightly scrambled start locations
*Mineral generator now generates half as fast
*Gas generator now generates half as fast
*Mutalisk Breeder now generates two every 25 seconds (instead of one every 10)
*Lurker Spawner no longer generates Hydralisks
*Reduced Starting conditions
*Zealots are increased to 16 damage again (compensate for limited minerals)
*Interceptors are back to 40/80 (from 40/88)
*Hatchery cost upped to 350
*Photon Cannons upped to 60/140 (to allow them to be useful again)


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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: 125 Ore, 0 gas, 1 new SCV
Protoss: 125 Ore, 0 gas
Zerg: 25 Ore, 0 gas



***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 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.