Staredit Network > Forums > Modding Projects > Topic: Central Independent Systems Conversion Mod
Central Independent Systems Conversion Mod
Mar 11 2019, 1:29 am
By: razorback9423  

Mar 11 2019, 1:29 am razorback9423 Post #1




CENTRAL INDEPENDENT SYSTEMS CONVERSION MOD
A mod by CIS_Razorback, alias razorback9999able, XZrazorbackX, razorback9425 and razorback9423.



STORY:
Long ago before the events of both Great Wars and End War, there was a planet outside the Korprulu Sector called Vendixus, an earthlike planet rich of high value resources. That all changed when a Terran carrier crashed onto the planet's surface. No one survived the crash, except for the sentient Alpha One, the first unit of the enhanced artificial intelligence unit called the Central Independent Systems.

Over time, the C.I.S. under the rule of Alpha One constructed their own military and civilization, bent on a quest for galactic domination. Over time, their numbers grew rapidly and the green planet has been terraformed. Running out of resoruces, the C.I.S. are in fear of a complete power failure.

In order to survive longer, Alpha One leads it's military space fleet to search and conquer worlds throughout the entire galaxy....


DESCRIPTION:
Central Independent Systems Conversion Mod is a mod that replaces the Protoss race with the Cybernetic Powerhouse faction called the C.I.S. including new units for the existing Terran and Zerg races. This mod was made to help revive the Mod Night tradition that SEN started back then.

Campaign: The Warmachines


Screenshots (may contain outdated material)


Download: Version 1.3.1 (includes prequel map and window mode support)

If there are any problems, feel free to post your issues here, the Moddb page or the mod's Discord server. One of the known issues I cannot resolve (because I am not an AI programmer) is that the AI isn't advanced enough, so expect some crashes while playing against an AI on melee.

#SCCIS #MakeModnightGreatAgain

Post has been edited 11 time(s), last time on Yesterday, 8:26 am by razorback9423.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

Mar 24 2019, 9:45 am razorback9423 Post #2



UPDATE: The number of downloads were utterly a disappointment :(, as it only reached 95 downloads in almost two months, which is below average than other StarCraft mod.

The reasons why it didn't gain much popularity and downloads was #1. The SC Modding community wasn't interested in making SC mods anymore, and #2. Competition of popularity and downloads against another mod, recently StarCraft Burning Ground version 2.0.

Despite these reasons, the mod will still continue to be supported and maintained by the creator, despite this mod being made by a single person.

This mod was made to help the Mod Night tradition live longer. Thanks for reading!

Post has been edited 1 time(s), last time on Mar 26 2019, 4:01 am by razorback9423.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

Mar 25 2019, 1:11 am Kolokol Post #3



I've played the mod for a couple minutes and two things stood out to me at once.
The first is the build time for the CIS units. CIS units and buildings, especially late ones, take forever to make. It seems to me as if they take longer than anything in the standard game. The buldtimes for the other races seem to be the same.
The second thing is balance. For instance, the spider droids can go toe-to-toe against Anacondas despite being cheaper and the Anaconda being what seems to be a ground attack craft and being more expensive and taking longer to build.
I'll add more things to what I see as a list of flaws as I continue to play the game.



None.

Mar 26 2019, 4:00 am razorback9423 Post #4



The first reason why is because the CIS is a Powerhouse faction that is balanced with long build times but compensated for a very powerful force. The second reason is why Anacondas are expensive is primarily because they serve a dual role purpose as a transport and a ground attack craft, that might cause CIS drops to be devastating compared to the other races, especially the Bastion drop which is almost near unstoppable. Your feedback is clear, Kolokol. I'll be fixing these problems in a new version very soon.

Also, have you tried the Tempest-Bastion combo? It is the scariest army composition right now.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

Mar 28 2019, 2:33 am razorback9423 Post #5



Version 1.2.2 is out! Here are a list of changes:
Warning: Can't load saved games or watch replays of previous versions
CIS Building rubble is now gray
Warhead Depot build time decreased to 37.5 seconds
Warhead Depot gas cost increased to 200
Bastion leaves building rubble when destroyed
Bastion build time decreased to 83.33 seconds
Bastion armor decreased to 5
Cruiser Droid health and shields reduced to 50/75
Phantom health and shields reduced to 60/120
Silencer build time reduced to 37.5 seconds
Anaconda ground weapon damage increased to 12x2
Anaconda health and shields increased to 125/90
Lockdown energy cost decreased to 50 to compensate the supply increase
Spectre range decreased to 12
Banshee build time decreased to 43.75 seconds
Pulverizer Tank build time decreased to 50 seconds




Mar 31 2019, 11:37 pm razorback9423 Post #6



(April Fools) Version 4.1 is out! Here are a list of changes:
Warning: You may have to require the StarCraft source code file to work or else a Unicorn Wizard will do it for you
Mutalisk health changed to 150.
Mutalisk Glave Wurm damage increased to 12.
Mutalisk name changed to Sockolisk.
New CIS Unit: Mega Bastion
Health: 1000/1000
Cost: 100 Minerals, 100 Gas, 1 Supply
Scarabs are infinite, deal up to 500 damage each scarab
New CIS Superweapon: Vortex Architect
Use the Tempest Droid to summon a Vortex that deals up to 1000 damage but with less radius with a nuke. Arming it costs 200 minerals, 200 gas and 8 supply.
New Hero: Ultra Instinct Shaggy
Health/Shields: Over 9000!!!!!
Cost: It does not matter!
Weapon: 0.00000001% True Power - Deals 10000 damage to all units and structures around Shaggy
Other aesthetic changes:
Zergling graphic changed to Carbot Zergling.
All races music changed to All Star - Smash Mouth.

Post has been edited 2 time(s), last time on Apr 1 2019, 11:28 pm by razorback9423.




Apr 1 2019, 11:24 pm razorback9423 Post #7



Version 4.1 is not happening! You just got April Fooled!




Apr 8 2019, 7:52 am razorback9423 Post #8



Version 1.2.3 Changes:
These changes are aesthetic, so replays of Version 1.2.2 are compatible
New music for the C.I.S. Faction.
Music Credits:
Protoss1: Seamless - Antecoder (Razorback Extended Mix)
Protoss2: World Beyond - The Rescue (ft. Nicholas Standing)
Protoss3: Galaga Destination Earth OST - Stage 3 Theme




Aug 20 2019, 9:41 am razorback9423 Post #9



Sorry for the long hiatus due to the search for an AI Script programmer, by the way, Version 1.3 is now out with major balance changes! Now is the time for another mod night!
Warning: Can't load saved games or watch replays of previous versions
General:
- Some weapon sound effects have been changed.
- Spell durations of lockdown, stasis field and dark swarm are reduced.
Terran:
Spectre
- No longer attacks air units
- Bonus damage from infantry weapons upgrade increased to +2 per upgrade.
- Terrazine grenade cooldown reduced.
Wraith
- Size changed to small.
Banshee
- Size changed to medium.
- Build time reduced to 37.5 seconds.
Pulverizer Tank
- Mineral cost increased to 325.
- Damage reduced to 36.
- Movement speed increased, now similar to Siege Tank.
Zerg:
Scorpalisk
- HP reduced to 150.
- Movement speed increased due to lack of speed upgrades, and to catch up with speed upgraded Zerglings and Hydralisks.
Queen
- Spawn Broodling energy cost reduced to 125. Spawn Broodlings damage reduced from instant to 100x2.
Spore Colony
- HP reduced to 350.
Spider Droid
- Plasma Cannon renamed to Quantum Cannon, removed air attack
- Added air attack weapon, Quantum Pulse, deals 15 (+2 per upgrade) normal damage to air units.
Triton
- Damage increased to 12x2.
- Weapon type changed to Concussive.
Cruiser Droid
- Health and shields reduced to 40/60.
- Mineral cost reduced to 75.
- Missile Barrage damage reduced to 16 (+8 with upgrade) per missile.
Nightshade Droid
- Damage increased to 30.
- Size changed to small.
Anaconda
- Health and shields changed to 100/100.
- Supply reduced to 2.
- Gas cost reduced to 75.
Tempest
- Health and shields reduced to 80/125.
- Movement speed increased.
Raptor
- Health and shields increased to 150/100.
- Ground weapon changed to "Predator Laser Cannons", deals 8x2 damage (+1x2 per upgrade), transferred from Silencer
Silencer
- Ground weapon "Predator Laser Cannon" removed, transferred to Silencer
- Health and shields changed to 75/75
- Size changed to small.
- Plasma Flamethrower splash changed, now identical to Firebat's, damage decreased to 15x3
- Gas cost reduced to 125.

Post has been edited 1 time(s), last time on Aug 20 2019, 10:20 am by razorback9423. Reason: mistakes




Aug 27 2019, 4:17 am razorback9423 Post #10



Version 1.3.1 changes:
Warning: Can't load saved games or replays of previous versions
Warning: The AI is in alpha stage, so expect crashes while playing against CPU. There is nothing I can do about this (please ask Nekron or any AI programmer for this).
General:
- AI is now able to use Spectres, Banshees, Pulverizer Tanks, Scorpalisks, Tritons and Silencers in Melee maps.
- CIS Probe has a new graphic.
Wraith:
- Build time reduced to 31.25 seconds.
Banshee:
- Mineral cost reduced to 150.
- Number of missiles launched reduced to 4, in exchange of decreased cooldown.
Cruiser Droid:
- Damage reduced to 10.
Phantom:
- HP reduced to 45.
- Shields reduced to 90.
- Fix: Ground weapons now affects weapon
Bastion:
- Armor reduced to 3.
- Base scarab count increased to 10.
Mirage:
- HP reduced to 90.
- Shields increased to 60.
- Damage reduced to 9x2.
Interloper:
- HP reduced to 150.
- Shields increased to 200.
Warden:
- Interceptors are no longer selectable by any means.




Sep 3 2019, 12:25 pm razorback9423 Post #11



Protecates! C.I.S. Conversion mod will have an upcoming 5 mission campaign in version 1.4 set after the events of Legacy of the Void in a non-canon continuity. Development has started, with the first mission preview being on it's final stages:




Sep 3 2019, 3:06 pm Voyager7456 Post #12

Responsible for my own happiness? I can't even be responsible for my own breakfast

Cool. I look forward to playing it.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Sep 6 2019, 8:07 am razorback9423 Post #13



The second mission in the campaign returns a Heart of the Swarm character, as Niadra's Brood threatens the C.I.S. staging ground on Tarsonis.
Failed to get ImageSize ( http://www.moddb.com/mods/central-independent-systems-conversion-mod/images/cis-02-return-of-niadra )




Sep 8 2019, 9:45 am razorback9423 Post #14



Protecates, it seems that due to heavy load of work time and myself working on with two upcoming mods, I'm gonna update this mod less frequently. By the way, i'm gonna release the campaign in two parts:

The Warmachines Part 1:
- C01 - Initiation
- C02 - Return of Niadra
- C03 - Seizure of Systems

The Warmachines Part 2:
- Interlude - Strategical Decision
- C04A - Nesting Raid
- C04B - Dylarian Demise
- C05 - Men vs Machines

They will be released before the end of the year.



CIS Conversion Mod discord server: http://discord.gg/HepwNn4

Sep 11 2019, 3:53 am razorback9423 Post #15



The third map in the campaign is harder than the previous two missions, because you have to endure both the C.I.S. forces hacked by Nova's forces. The objectives are not beginner friendly, as it forces the player to stay safe:
1. Destroy the Control Ships, as Alpha One cannot restore them
2. Send the Protecate (hero unit) to the Megacortex
3. Hold off for 3 minutes (1 minute for first Megacortex)
4. Repeat for the second and third Control Ships and Megacortexes.
5. Destroy Nova's Command Center.
You also have to not kill or lose 3 Bastions, owned or not because the C.I.S. needs them for the grand invasion plan, and Nova's Ghosts which can Lockdown all of your units and nuke your base frequently.



The map takes place on planet Tyrador VII, the darkest, coldest planet in the Tyrador system, and is set four months after the second mission. This mission is the first time the player uses Raptors, which are very powerful against large air units including the Control Ships.

This mission also unlocks the Phantom, made by combining two Nightshades into a faster, frailer Dark Archon clone.




Yesterday, 8:45 am razorback9423 Post #16



Protecates! This change will be a big one, as you will experience the campaign soon and more aesthetic changes!
Version 1.4 preview changes:
Warning: Can't load saved games or replays of previous versions
- New campaign: "The Warmachines" added.
- Updated pls readme.txt file.
- Added main menu music.
- Screens for C.I.S. briefing, victory and defeat were fixed.
- Some building sounds tweaked/changed.
- Added tooltips.
- Silencer's plasma flamethrower now attacks ground units.
- Silencer's health and shields increased to 80/80.
- Silencer's gas cost increased to 150.
- Nightshade Droid's range increased to 8.
- Nightshade Droid's damage reduced to 25 (+7 per upgrade).
- Anaconda's gas cost reduced to 0.
- Anaconda's mineral cost increased to 250.
- Anaconda's armor reduced to 0.
- Anaconda's attack range reduced to 12.
- Raptor's health and shields reduced to 125/75.




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