High Tech Terrans Mod

	This mod adds lots of units and upgrades when added to any normal map.  Almost all units get reskinned halfway through the upgrade tree (marine → war pig, etc).  Intended for playing against however many computers and at whatever difficulty you like, solo or co-op.  Although campaign units for Zerg and Protoss will likely be added, this mod is all about the terrans.  Could conceivably be used for player vs player, but it's not balanced for it.  
	I'm not super concerned with PvP balance.  Although Terran doesn't start with overpowered brute strength, it's likely you could get a guaranteed win against a player by SCV rushing and salvaging the SCVs before they die, or something like that.  I don't care; it pleases me to be able to do things like the salvage SCVs if they become stuck, so you can.  It's also possible that I made the terrans' start too slow to possibly hold off a good Zerg or Protoss rush; not sure.  Also, base defenses are probably too strong for a fun pvp game, but excellent if you want a “hold out against the hordes” game.  The other races' units are the same as multiplayer with a couple noted exceptions.
	The balance that I do care about is that there should be some time or reason you would want to build every unit, and I'll do my best at that.  Unit balance changes a lot depending on the situation.  For example, the larger the army for massing, the better long range units become.  Late game, massing long range units is always going to be the best.  If it weren't, then you would never build them because any short range unit that could match a long range unit's power en mass would be ridiculously stronger in small numbers.  I tried to give long range units at least some kind of drawback, such as the classic siege tank's limit to ground attacks and requirement to siege (Tempest range was reduced from 15 to 12 with no compensation and it's probably still the best massing unit).  Also, there are some transportation options that I'm sure would be game-breaking in pvp and let your short range army appear in the middle of the enemy.
	Anti-fun abilities such as mind control, damage reflection, mana burn, and other mechanics that punish you basically just for playing, are weakened to the point where if you really wanted to win, you would do something else instead.  I left a few abilities like that in for novelty, but those abilities can't be balanced.  If they are ever strong enough to turn the tide of a fight, they are already overpowered, so I made them somewhat weak or left them out.
	In epic long games, your units keep upgrading and get stronger like campaign units and Co-op units.  Also, you can get heroes.  The Artifact Replica building gives map-wide powers like Co-op commanders.  (If you haven't played the Co-op mode, it gives you way more power than default or even campaign units.  A bronze player with a level 15 Co-op commander could have a 100% win rate against a grandmaster with multiplayer units.  (Note that bronze players in Starcraft can still play; I'm not talking about someone who struggles with Normal difficulty in the campaign).  The commander Vorazun is twice as good as the other commanders, but it's not too big of a deal since there is no PvP.).  With max upgrades, this mod eventually makes you more powerful than Co-op commanders, but it takes a long time to get there.  It would never happen in a competitive situation.  It eventually gets even more powerful than Vorazun because mind control and disruption web wouldn't work on units above 2 supply or that are marked as elite or heroic, and stuns wouldn't affect massive or heroic units, confusion wouldn't affect units over 4 supply.  Even time stop would not affect your heroes, of which you can get many.  Also, you have many options for cloak detection.

	First draft; powers will be shifted around a bit, entries more fleshed out, and more basic bonuses such as HP added.  I have a start on the mod that incorportates Blizzard's voidmulti mod and Alfx01's fix for voidmulti functionality built in.

Upgrades:

WEAPON, 6 ranks.  Each adds 1 damage to every basic attack, whether unit, building, or summon.  Large damage attacks are divided into smaller packets so that armor upgrades make at least some difference.  Packets generally 5-10 damage each.  The damage all still applies at the same time, not changing the timing of the attack at all.
	So instead of doing 65 damage at upgrade level 3, a siege tank would be set to do 14x6 damage (11 +1 per rank).  Against equal armor upgrade level, this does approximately the same damage vs 1 base armor, slightly more vs 0 base armor, and slightly less vs 2 base armor.  In effect, it gets +6 damage per upgrade rank, and opposing armor upgrades subtract 6 damage each.  Protoss and Zerg units have their damage changed likewise.

ARMOR, 6 ranks.  Each adds 1 armor to all units, buildings, summons, etc.  Also applies to any shields they may have or get from an ability.

QUALITY, 6 ranks.  Individual unit upgrades are fun, but it's hard enough to build and use a variety of units without having the game punish you for even trying.  Instead, all units gain their individual upgrades from researching these upgrade classes that affect everything.  Specific upgrades vary by unit, but this is where they get bonus health, range, sight, speed, damage or armor intended to outscale the basic weapon and armor upgrades, etc.

TECHNOLOGY, 6 ranks.  This gives new abilities or increased energy.  Some units gain energy increases from Quality upgrade instead.

RANK 7:  Final upgrade requires all others maxed.  Counts as rank 7 in all the others.

Protoss and Zerg keep their regular upgrades, but protoss get 6 armor, weapon, and shield ranks and Zerg get 5.  Upgrades should affect all units including buildings.  Their weapon damage modified as above and all weapon upgrades add 1 just like for Terran.

Buildings:

Universal building upgrades:
1 armor at quality rank 1
regeneration at technology rank 2, turns off when building is on fire
fire suppression bots at technology rank 4

	Command Center:  Builds SCVs and Inconspicuous Bots.  Can lift off.  Morphs to Orbital or Planetary.  Can carry units at tech rank 1, Can crush units of up to 2 supply (larger get out of way) at tech rank 2, increased carry capacity at tech rank 3.  All units with cargo space unload instantly and if destroyed, units inside survive if carrier is destroyed.
	Orbital Command:  As command center, plus can chrono boost and scanner sweep.  Gains MULE at tech rank 1.  Mass Recall at tech 3.  Increased energy regen at even tech ranks.  Morphs to Planetary Fortress or Bio Dome.
	Planetary Fortress:  Requires a unit production building.  As Command Center, with a big gun.  Cannot lift off.  Gains ability to attack air at tech rank 3, increased range at all quality ranks.  Can morph to Orbital, refunding the cost difference.  Tech 7: lift off.
	Bio Dome:  As Orbital Command.  Can trade 300 minerals for 200 gas or vice versa.  Can train tech-saavy colonists.  Can retire any unit for a full refund after a 30 second delay.  Morphs back to Orbital refunding the difference.  At tech rank 6, can create a 1500 mineral patch at the cost of 500 minerals or can add 1500 gas to a geyser for 500 gas.  Uses tree biodome model normally; command biodome for liftoff and construction.

	Supply Depot:  Adds 8 supply, +1 per quality level.  Max 10 supply depots.  Can salvage (all salvage abilities are for full refund).  Tauren Outhouse model, cargo space 2.  Can lift off at tech rank 1, increased cargo at even quality ranks, increased speed at quality 3 and 5, increased sight range at quality 6.
	Refinery:  Can upgrade to Automated Refinery for 250 minerals.  Can summon a drone that harvests a little more gas at tech rank 3.
	Automated Refinery: As Refinery but doesn't use workers.
	Nuke Silo:  Requires Fusion Core.  Can build nukes for 200 gas and minerals each.  Can hold up to 1 +1 per quality rank.  Building HP +20% per quality rank.  Nuke radius and range increased slightly each tech rank.  If it is destroyed, all of its nukes +1 are detonated on the spot.
	Artifact Replica:  Requires Solarium Generator.  Increased energy max per quality rank, increased energy regen per tech rank.  Global abilities per tech rank:  1) Kharax' orbital strike for 25 energy each.  2) Summon Archons for 50 energy.  3) Emergency Shields for 50 energy.  4) Summon Celestial Avatar for 50 energy, 5) Solar Lance for 100 energy, 6)  10 second Time Stop for 50 energy.  7)  Solar Bombardment for 200 energy.  Uses the assembled artifact model.

	Barracks:  Trains infantry, builds add-ons, lifts off.  Can crush 1-supply units at tech rank 2.
	Factory:  Builds mech, builds add-ons, lifts off.  Can crush 1-supply units at tech rank 2.
	Starport:  Requires either Barracks or Factory.  Builds air units, builds add-ons, lifts off.  Can crush 1-supply units at tech rank 2.
	Reactor:  +15% build speed, +2% per quality rank.  Add-ons are sort of cool, but are sometimes annoying for base layout, so they are very cheap and give a small bonus and can salvage.
	Specialist Tools:  8% reduced unit cost, +1% per quality rank.
	Transporter Room:  Units arrive at rally point by drop pod.  At tech rank 4, warps units in, delay reduced with quality level.  (some generic glow will be good enough for a warp in model).

	Engineering Bay:  Research Armor and Weapon upgrades.  Lift off.  Can crush 1-supply units at tech rank 2.
	Academy:  Research Quality and Tech upgrades.  Lift off.  Can crush 1-supply units at tech rank 2.
	Rec Center:  Unlocks units.  Cargo capacity, units inside double energy regen.  Armory with dancer model.
	Fusion Core:  Unlocks units.  Cheap.
	Elarium Generator:  Unlocks units.  Cheap.  Umojan lab generator model.
	Solarium Generator:  Requires all of the 3 above tech buildings.  Max 1.  Unlocks units.  Burrows, cloaked while burrowed.  All buildings within 20 radius work 25% faster, construction 25% faster, energy regen 25% faster; +5% per quality level.  Can overload, losing 100 HP per second.  If it dies, does 10,000 damage to everything within radius 20, killing everything except burrowed bomb shelters and heroes that have one-shot protection.  It can also be used like a cheat code against the computer if you want.  Building it in their attack path is likely to kill their whole army.  Armored Generator model.
	Research center:  Requires Solarium Generator.  Unlocks heroes.  Researches Rank 7.  Lift off.  Can crush 1-supply units at tech rank 2.  Science Facility model.

	Sensor Tower:  Non-cloaked enemy units appear on the mini map, radius increases with quality level.  Salvage.  Tech level 4 becomes a detector.  Tech level 5 also marks cloaked units.  Tech 7 scanner sweep. 
	Bomb Shelter:  Burrows.  Cargo capacity 2 +1 per quality rank.  Salvage.  Can purchase Nano Bot System, allowing it to repair nearby structures when raised; tech 5 also hastes nearby turrets.  While burrowed, it gains 5 armor and takes half damage from spells, max 50 damage from any spell. Supply Depot model.
	Overcharger:  Makes your structures attack 15% +2%/quality level faster.  Fragile.  Salvage.  Radius increases with quality level.  Psi Disruptor model
	Bunker:  4 infantry cargo space +1 at odd quality levels.  Salvage.  Adds 1 range to units inside, +1 at quality 3, 5, and 7.  
	Missile Turret:  Anti-air.  Salvage.
	Laser Turret:  Requires Solarium Generator.  Long range anti-air.  Salvage.  Korhal Palace Turret model.
	Perdition Turret:  Requires a unit production building.  Cheap burrowing flame turret.  Salvage.
	Giantslayer Turret:  Requires a unit production building.  High damage vs armored, long range.  Salvage.  Tech 2 slows targets.  New Folsam Turret model.
	Artillery Turret:  Requires Solarium Generator.  Very long range ant-ground.  Salvage.  GuntowerSmall model.
	Sentry Gun:  Requires a unit production building.  Tiny burrowing.  Salvage.
	Sattelite:  Requires starport. Flying, good anti-air, short range anti-ground.  Blocks enemy flight(and construction of other sattellites) within radius 3.  Salvage.  TerraTronMissileSpinner model.

Units:

	SCV:  Harvester, builder.  Salvage.  Cliff jump and multi-scv construction at tech level 1, free repair at tech level 2, flight at tech level 4, increased harvesting at tech level 5, fast repair at tech level 6, fast build at tech level 7.  Tech 4 use SoulFilcher's Models Repair Bot.
	MULE:  Harvester.  Builds at tech level 4.  Fast repair at tech level 5, fast build at tech level 7.  Tech 4 use HERC model.
	Tech-saavy Colonist:  Expensive Ranged harvester, builder.  Strong shield but quits if shield goes below 30%.  Blink, reduced cooldown with quality level.  Salvage.  Proton grenade (short range, friendly fire) at tech level 2.  Half supply at tech level 3, healing at tech level 4, fast harvesting at tech level 5, fast repair at tech level 6, 0 supply at tech level 7.  Civilian models.
	Inconspicuous Bot:  Registers as a neutral unit to enemies.  Emergency Thrusters at tech level 1 like starport units.  Can transform into critter forms at tech level 1 (complete with wander), marine/zergling/zealot forms at level 2 (which register as friendly to the enemy like a changeling), cloak at tech level 3, detection at level 4, see past cliffs and sight blockers at level 5, blink at level 6, target nukes at 7.  Increased sight range at even quality levels, half supply at quality 3, 0 supply at quality 5.  Cleaning Bot model.

	Marine:   100 minerals, 2x6 dmg, +10 HP at quality rank 1, +1 range at quality rank 4,6.  Half supply at quality rank 5.  All infantry gain stimpack at tech level 1, 50% attack and move speed for 10 seconds at the cost of 25 energy and 10-20 health.  Tech 4 use MarineMercenary model.
	Reaper:  C-8 charge at tech level 1, increased speed at  quality 3, increased range at quality 4,6.  Flies at tech 4.  Attacks air at tech 5.  Tech 4 use mercenary reaper model.
	Medic:  Increased energy regen with quality.  Restoration like brood war at tech 2, Heal 2 targets at tech 4, Increased healing at tech 7.  Tech 4 use mercenary medic model.
	Gene Mod Soldier:  Leap attack like zergling.  Can jump up cliffs.  Revive from egg on 2 min cooldown at tech 4.  Shadow Fury at tech 6.  Move speed at quality 3 and 6.  Reincarnate at start location on 2 min cooldown at tech 7.  Use Thrikodias' Team Color Kerrigan then 
	Sniper:  Range 10, attack 3x7 dmg/ 2 seconds, channel snipe at tech 4.  Range increase at quality 2, 4, 6, 7.  Tosh model, then Kerrigan ghost model.
	Ghost:  Cloaking.  Phases through other units at tech 1.  Can target nukes at tech 2.  Energy drain round at tech 3.  Stun round at tech 4.  Cloak takes no energy at tech 6.  Range at quality 3,5,7.  Specter then ghost model.
	Wizard:  5x4 damage, +5 versus armored or massive /2 seconds, range 6.  Elite (immune to effects that don't work on high supply units).  Attack aoe radius increase at quality 3,6.  Range increase at 2,4,7.  Summon Predator at tech 2.  Damage aura at tech 4,7.  Slow enemies hit at tech 6.  Uses 
	Psychic:   5 damage/second, range 7.  Elite.  Hallucination at tech 1, EMP at tech 2.  Attacks slow enemies at tech 3.  Haste aura at tech 4,7.  Uses 

	Swoop Bike:  6X3 damage +3 vs armored /2 seconds.  Range 5.  Spider mines at tech level 2.  Attacks slow enemies at tech 4.  All mech units and base turrets get Rapid Fire at tech level 1, 50% attack speed for 10 seconds for 25 energy.  Vulture then Diamondback model.
	Rocketeer:  Anti-air.  Marauder then merc marauder model.
	Firebat:  Tech 7:  Reincarnate, 2 min cooldown.  Tech 4 use mercenary firebat model.
	Cyclone:  Attacks while moving.  Tech 4 use warhound model.
	Widow Mine:  
	Hellion:  Transform to hellbat.  Tech 4 use mercenary model; may still need original model for transformation.
		Hellbat:  Tech 4 use 
	Goliath:  Attack air and ground simultaneously at tech 4.  Tech 4 use mercenary model.
	Siege Tank:  Range increase at tech 3,5,7 in tank.  Tech 4 use mercenary model.
		Siege Mode:  Range increase at tech 2,3,4,5,6,7.
	Thor:  Counts as structure / won't get out of way of landing buildings.  330 mm cannon at tech 3. 330 mm flak cannon at tech 6.  Tech 4 use mercenary model.
	Android Alien:  Confusion, small AOE, max supply 4, range 9, 50 energy.  Tech 2:  Mind control, range 9, 3 second channel, max supply 2, 100 energy.  Tech level 4:  50 energy drain.  Death model: warhound.  Ideally, use WoW models that it can shift between.  If those are unavailable, use whatever we can find.  Death model is warhound.

	Wraith:  Cloaking at tech level 2.  Attacks slow enemies at tech 4.  Reduce damage taken by 30% when cloaked at tech 6.  Attack while moving at tech 7.  All air units get Emergency Thrusters at tech level 1, increasing move speed 100% for 10 seconds for 25 energy.  Tech 4 uses 
	Viking:  AOE air attack at tech 4.  Ground Armor at tech 2.  Heal when transforming at tech 6.  Tech 4 use mercenary model.
		Viking Assault: 
	Medivac:  HP and cargo increase with quality.  Dual healing beam at tech 4.  Energy increase with tech.  Tech 4 use Special Ops Dropship model.
	Banshee:  Tech 1:  Cloaking.  Tech 2:  line AOE.  Tech 3: brief invuln on taking damage.  Tech 4 use merc model.
	Science Vessel:  Elite.  Repairs.  Irradiate.  Defense matrix.  Increased healing at tech 3 and 7.  AOE slow at tech 5.  Energy increase with quality. Tech 4 use Hammer's Assets Magellan AV model.
	Raven:  Sumon autoturret, summon pdd, Summon spy drone, seeker missile.  Blimp model then Raven model. 
	Spyplane:  Transform to inconspicuous flying sheep at tech 1, registers as neutral to enemy.  Tech 2 can transform to flying critters complete with wander.  Tech 3 cloak when not transformed.  Tech 4 mutalisk/wraith/phoenix forms, register as allied to enemy.  Tech 5 brief invulnerability when attacked.  Doesn't need transform animations; they are instant.  Tech 6:  Summon Spy Drone, stationary cloaked spy.  Space Valkyrie model.
	Liberator:  AOE rockets like broodwar valkyrie.  At tech 4, can transform to ground attack mode.  Valkyrie model from Mass Recall then Liberator model at tech 4.
		Ground Attack Mode:  Immobile
	Valkyrie Gunship:  Long range cannon blasts.  
	Hercules:  Transport any unit.  Cargo capacity +4 per quality level.  Tech 1: warp.  Tech level 3: Mass Recall.  Tech level 7:  Mass warp when landed.  Tech level 4 Zeus model.
	Carrier:  Interceptors.  Repair bots.  Pirate Ship model then
	Light Cruiser:  BattlecruiserYamato model then BattlecruiserEX2 model.

	Tychus:  Range 6, damage 4x6, attspd 1 second.  400 HP.  1 armor.  2 supply.  100 minerals, 100 gas.  Tech 5: Grenade.  All heroes limit 1.  All heroes get stim/rapidfire/thrusters at tech 1 and incapacitate once per minute at tech 5, during which they can be finished off.  At tech 7, they respawn at start location up to once every 3 minutes.
	Stetmann:  2 supply, 300 minerals, 500 gas.  500 shields, 100 life.  Can heal any unit life, shield, or energy.  Rapidly regenerates out of combat.  Tech 2:  Heal 2 targets. Tech 3:  Defensive Matrix.  Tech 4:  Stasis.  Tech 5:  Mass defensive matrix.  Tech 6:  Heal 3 targets.  Tech 7:  Invulnerability shield.
	Swann:  Attacks slow enemies.  Tech 1:  Summon Flaming Betty, Tech 2: Warbot.  Tech 3: Fighter.
	Nova:  Can target nukes.  Permanent cloaking.  Tech 1: Can mind control a unit of no more than supply 2 at range 5 after a 3 second channel for 50 energy.  Tech 2:  Attacks slow enemies.  Tech 3:  Crushing Grip.  Tech 5:  Pull.  Tech 6:  Optic flare damages and blinds detectors for 20 seconds on autocast.  Tech 7:  Kinetic Blast.
	Archmage Valerian:  Attacks with chain lightning.  Can take off and fly with distortion effect similar to the distortion behind the pirate ship and making a roaring jet noise, speed 20 and instant acceleration.  All powers available while flying but doesn't regenerate energy.  Mass telekinesis at tech 1.  Mirror Image at tech 2.  Mass Dispel at tech 3.  Shadow Clones at tech 4.  Telekinesis at tech 5.  Frenzy at tech 6.  Black Hole at tech 7.  Range aura at tech 4,7.
	Sgt. Hammer(Odin):  Counts as structure; won't get out of way of landing buildings.  3300 mm cannon at tech 3, 3300 mm flak cannon at tech 6.
	Horner(Command Ship):  Long range cannon blasts.  Tech 5 Cloaking aura.  Loki then BattlecruiserGiant model.
	Raynor(Hyperion):  Fire while moving, Yamato, shields, blink, warp, 

	Predator:  Basic melee attacker
	Point Defense Drone:  Shoots down missiles for 10 energy each.
	Autoturret:  5 damage /.8 seconds, range 6.
	Flaming Betty: 4x6 damage /1.5 seconds, range 5.
	War Bot:  Transforms to speed, tank, or dps mode.
	Fighter:  Tough, short range fighter.  Uses
	Summoned Archon:  Looks like a Protoss archon, but is just an animated ball of energy.
	Celestial Avatar:  Area attacks.
	Interceptor:  Uses Tac Fighter then Griffin Fighter model.

Other:

	Except for Sniper, probably keep the same portrait and voice when the model changes.
	Button layout: Replace patrol with scatter, a command that makes the unit move away from the targeted location for 1 second.  Middle row: attack, stop, scatter, move, hold.  With grid hotkeys, that puts attack on a, stop on s, hold on h, makes scatter convenient, and leaves the move button on the display, though why you would ever use it instead of right click, I don't know.  Top row can be used for tooltips of passives, or some actives if you run out of space.  Bottom row for actives.  (See the SCV button layout that I started to do in the preliminary map.)  Make sure each ability uses a different hotkey just in case anyone uses them; I always use grid.
	I downloaded a bunch of people's custom models that we can try on the extra units.  Only thing I don't have is the WoW models for the android alien.
	Any unused behaviors should be removed from units to increase performance.  I took out the unused zerg and protoss death variation checks and a few others from the couple units that I started messing with, but there are many more that might not be used and I just wasn't sure.
	I hope to keep the units as small as they are in my initial map.  Might need a way to make the colors more vibrant so the units are easier to see.  I may have to enlarge them in the end but I hope this size will be workable.
	Heroic and massive units should be immune to all special abilities, such as slows, of smaller units.
	Quick fix for feedback is to copy snipe except that it works against units with the psionic tag regardless of energy.  Optionally, it can sap up to 50 energy if the target has it.  Archons, infestors, queens, most spellcasters, and actually most protoss, would be tagged as psionic.
	I reduced zerg egg armor to 3.  I don't want to duplicate the hokey behavior of the 10 armor eggs, but I left them at a sort of halfway point between what seems reasonable and what they were.
	Infestor control power limited to 2 supply.  Yoink limited to 4 supply.
	Terran AI should be functional.  At the least, it should still build all the units it did before.
	If possible, spawn hybrid for the AI every 10 mins or so starting at 20 -30 mins, nothing for normal AI, varying up to lots for cheater3 AI. 
	If you want to tackle the protoss, feel free to add whatever unit choices, campaign upgrades, and powers you want.  Anything more powerful than the standard multiplayer units should require time and upgrades to get.
	If you really feel like adding some zerg units, feel free, but they don't need any kind of intricate upgrades or morphs; just add the ability to get the campaign units and we can adjust for appropriate costs later.