Glad to hear you're feeling better. Sorry for those 4 pms I sent you loll
Current Lists:Terran Building Functions
Building (Name): Function
Command Center (Torpedo Launcher): Lift to create 2 Scourges at your position. Build ComSat to create 3 Scourges. Build Nuke Silo to create 4 Scourges. Dies after one use.
Supply Depot (Small Armor): As long as you have at least one of these, all your non-armor buildings are invulnerable.
Refinery (Engine): Required for movement.
Barracks (Special Weapon Launcher): Lets you use your ship's "signature ability": Yamato Gun, Cloaking, or Defensive Matrix/EMP Shockwave if you are playing as a Battlcruiser, Wraith, or Science Vessel; or HALO Rocket Swarm (creates ONE clone of your ship every time you get a kill) for the Valkyrie.
Engineering Bay (Nano-Repair System): Lets you upgrade your armor. (Whenever you research Terran Infantry Weapons, your Observer's HP goes up.)
Missile Turret (Auto-Gun): Create and remove one invincible marine (turret) that attacks once underneath you every 6 seconds for each turret you have in your base
Bunker (Cockpit): If your SCV is not in the Cockpit, you can't control your ship.
Academy (FTL Drive): For each of these you have, you have a shuttle with 8 Broodlings in each. If you drop one, an animation is played, the Shuttle dies, and you are teleported where you dropped the broodling. Then after 4 minutes of "recharging", that shuttle is recreated.
Factory (Signature Weapon): Create a Vulture (costs gas only) to activate your special skill. For Battlecruiser, the skill creates a Meteor Swarm around you: Seven "Meteors" (Kakarus) come falling down to random positions (determined by JYD units) near your ship. The Wraith's skill spams Dark Templar underneath it which last for about 8 seconds. The Science Vessel's skill launches a missile towards the top of the screen. The Valkyrie can plant a Time Bomb (Psi-Emitter) under it which explodes in about five seconds. You get XP from kills from your skill. Against bosses, the skill's effects are a lot weaker (or maybe totally nonfunctional). You gain gas at a rate of 1 gas unit per Factory per second, to a cap of 200 gas. If you build a Machine Shop, you can build Tanks, which also activate your special but cost less. (Machine Shops are very expensive, though...)
Starport (Reinforced Armor): Same as supply depot, but with more life. Building a control tower enables the building of Science Vessels, which, when built, increases the starport that built it to full.
Armory (Weapons Array): Required for firing/Irradiate.
Science Facility (Tactical AI): You gain extra XP per kill! Create Physics Lab or Covert Ops for even MOAR bonus XP!
Protoss Building Functions
Building (Name): FunctionNexus (Psionic Bomb): Create a probe to make an explosion beneath you that destroys all ground units underneath you. Destroyed after use.
Pylon (Power Node): Necessary to build stuff. Low life and low cost.
Assimilator (Gravitric Drive): Required for movement.
Gateway (Enhanced Psionic Link): Build unit to enable signature feat. The Carrier's feat is to instantly jump up to 8 Intercepters for a few seconds. The Scout's feat is temporary invulnerability. The Corsair's feat is Distruption Web. You can create any of the gateway units, with Zealots being the cheapest and Dark Templar being the most expensive. The more expensive units are better, because they make the duration of the feat longer (for the Scout, and Carrier), or have a shorter cooldown (for the Corsair). With the arbiter, built units stick around in your base and can be recalled to the battlefield.
Forge (Plasma Shield Matrix): Research Protoss Ground Weapons to increase your vHP's HP.
Photon Cannon (Anti-matter Cannon): Create and remove one invincible archon that attacks once underneath you every 6 seconds for each, so you need to be right on top for it to work..
Shield Battery (Reserve Shield Plasma): Every few seconds, your vHP's shields are restored to full. It takes less time for each battery you have.
Cybernetics Core (Tactical Locus): Required for attacking. For the Carrier, for each Core you have, you can have one more interceptor. If you ever have more interceptors than cores, one interceptor is killed. (feel free to dispute this)
Stargate (Warp Gate): Functions just like the Terran Academy.
Citadel of Adun (Shield Matrix): Functions just like the Supply Depot.
Fleet Beacon (Khala Link): If destroyed, complete loss of function - Must be placed in correct spot
Templar Archives (Armor Matrix): Functions just like the Citadel of Adun, but with more HP.
Robotics Facility (Psionic Weapon): Enable special skill. The Scout's skill creates explosions (Kakaru deaths) all around it for a few seconds. For the Carrier, like 25 invisible wraiths are created for him at his location for visual effect. They all travel towards the Carrier. While this is happening, a medium-sized location is centered on the carrier and every second for 5 seconds, every non-boss in the location dies in a blue explosion. After the 5 seconds are over, all the wraiths die. The Arbiter Special is - A nuke like missile (observer) comes down from the very top of the screen killing every non-boss unit in its path and when it reaches the arbiter, a large explosion is created. It will take a little while for the missile to reach you from the top of the screen, but it is worth it!
The Corsair's special is that a recall swirly black hole thing is created on your Corsair, all units on screen walk towards it, and once they get there, they (except bosses) are removed and you get the kill. This special lasts for 6 seconds, so some units need to be closer to you in order to reach the black hole.
Robotic Support Bay (Improved Psionic Weapon): Costly building. Lets you create Reavers at your Robotics Facility, which also activate your skill, but cost less.
Observatory (Psionic Charger): Pretty cheap building that makes it so that your special gas meter goes up 1 extra per second per observatory.
Arbiter Tribunal (Stasis Bomb): Upgrade Stasis to make one enemy non-building unit around you owned by player 12 for 20 seconds. Then all Arbital Tribunals in your base are also given to player 12. After 20 seconds they are given back. This cool-down time is reduced by having more Tribunals in your ship (example having two makes it 10 seconds, having 3 makes it 6.6 seconds, having 4 makes it 5 seconds and having 5 makes it 4 seconds). Bosses are only affected for 0-2 seconds instead of 20. (random).
Zerg Building Functions
Building (Name): Function
Hatchery (Overmind Link): Necessary for control of your zerg unit; if this dies your zerg unit is given to player 12 and is ordered to junk yard roam until you build another one. Also, this is where you build many units for the overlord and drones for all zerg. Also provides one more supply for Overlord's use.
Lair (Improved Overmind Link): Serves the same purpose as the hatchery, except it has more life.
Hive (Ultra Overmind Link): As above, but with even MOAR HP.
Spawning Pool (Thicken Skin): See Supply Depot.
Creep Colony (Circulatory Chamber): Normal function. Only useful for morphing into Sunkens/Spores.
Extractor (Air Bladder): Required for movement.
Sunken Colony (Adrenal Glands): Whenever you kill an enemy, you get a bunch of Mutalisks at your position for a few seconds.
Spore Colony (Toxic Spines): For each of these you have a lurker is created beneath you every 6 seconds and fires once.
Evolution Chamber (Chiten Enzyme Gland): Research Zerg Melee Weapons to increase your vHP's HP.
Hydra Den (Improved Thickened Skin): As Spawning Pool, but more armor.
Spire (Acid Glands): Required for firing.
Queen's Nest: (Specialized Glands): Enable signature skill (Click upgrade to use skill). The Mutalisk Skill is to create 1 weaker enemy-type mutalisk, 1 weaker enemy-type guardian, and 2 scourge to fight for you until they die. The Queen Skill is to create an Infested Terran that rushes toward an enemy unit and, when exploding, instead of killing the units it splashes, it converts them to your side. The Overlord skill is to create a dark archon inside next to the Greater Spire that you created that has all of its skills (mind control costs 150 to cast, feedback 50, maelstrom 100) to drop down to the field below. It fights for you until it dies, so you can build up many of these!
Greater Spire (Special Acid Glands): Enable signature feat. Mutalisk feat is to morph into a Devourer or Guardian (takes 7 seconds to take place) and then you create mutalisk from your hatchery to morph back (takes 7 seconds), Queen feat is to become a hero Queen, thus enabling ensnare which costs 3 energy and expanding energy capabilities to 250. Overlord Feat is to be given two Hives somewhere in the map, thus allowing him to create 2 more supplies worth of troups (kind of lame ability, no other ideas tho). Note that having more than one greater spire is redundant.
Ultra Den (Ultralisk Egg): Click on the upgrade button and the Den will die before the upgrade finishes and a hero ultralisk (Taurasque) will be created beneath your character. You can only have one Ultralisk Den or ultralisk at a time.
Defiler Mound (Warp Morph): See Academy.
Nydus Canal (Egg Sac): Kill this (as long as it is finished) with your drone (or it might be killed by an enemy) and 10 broodlings pop out to fight for you. Placing COP is disabled.
Changes from last list
Quote from Addition to Ultralisk Den Description
You can only have one Ultralisk Den or ultralisk at a time.
The main reason is because when you upgrade from an ultralisk den in your base, if you have more than one ultra den there is no way to know which one upgraded and thus which one to destroy. That is unless we detected mineral gain, which I don't even want to go into. Also it could get a little insane if you had an army of Ultralisks goin'. And flavorwise we could say that Taurrasque has only one home or Taurrasque is already on the battlefield and then refund the drone and the minerals.
Quote from New Overlord Feat
Overlord Feat is to be given two Hives somewhere in the map, thus allowing him to create 2 more supplies worth of troups (kind of lame ability, no other ideas tho).
It's just an idea, but it's better than the other one for sure.
Quote from New Observatory Function
(Psionic Charger): Pretty cheap building that makes it so that your special gas meter goes up 1 extra per second per observatory.
Better than any other idea mentioned imo, definitely open to something else tho.
Quote from New Arbital Tribunal Function
(Stasis Bomb): Upgrade Stasis to make one enemy non-building unit around you owned by player 12 for 20 seconds. Then all Arbital Tribunals in your base are also given to player 12. After 20 seconds they are given back. This cool-down time is reduced by having more Tribunals in your ship (example having two makes it 10 seconds, having 3 makes it 6.6 seconds, having 4 makes it 5 seconds and having 5 makes it 4 seconds). Bosses are only affected for 0-2 seconds instead of 20. (random).
A little different than originally suggested but I like it better. Cool? Oh and to do this, all boss units would be given to the computer player from neutral every two seconds, preserve trigger.
Quote from Control Tower Function
Building a control tower enables the building of Science Vessels, which, when built, increases the starport that built it to full.
It would be much more intuitive to make a dropship trigger it instead of a sci vessel (so the player knows that he just needs a control tower to create the dropship) but unfortunately it would be hard to make it so that it distinguishes from the dropship that is already there. One easy way would be to constantly center a location on dropship as long as there is exactly one there, and if there are two, it teleports the dropship at the location to random location and uses the other one that's there. But that means we'd have to use six extra locations. Any other ideas for how we could make it be dropship instead of sci vessel that triggers it?
None.