Any cheat codes | Browse by game: A B C D E F G H I J K L M N O P Q R S T U V W X Y 0-9 |
|
StarCraft cheats / StarCraft hints / StarCraft faqs / StarCraft solutions StarCraft hints Terran Building Listing - Version 1.1 By Roland Carlos FongSucks@hotmail.com Taken from: Commander RC's SC Page - http://commander.geminisector.com (I own the site) Version Updates --------------- 1.1 January 10, 1999 - Updated with 1.04 info 1.0 December 17, 1998 - First online text release of listing Little Intro ------------ Terran Buildings can be quickly repaired by SCVs. However, the Terran Buildings have a disavantage to this. Whenever a Terran Building gets to the red zone in HP, the building begins to lose HP quickly. Be sure to bring a SCV to repair it quickly. Some Terran Buildings can also fly and some buildings also require add-ons for enhancements. Explanations: Cost: How much the building costs to build. HP: How much damage the building can take. Mobile: Yes means the building can move, No means it cannot. Requirements: Any requirements needed to build the building (if any). Add-ons are clearly stated in the title. --------------- Command Center: Cost: 400 Minerals HP: 1500 Mobile: Yes Requirements: None Options: Build SCV Build Comsat Station, Requires Academy Build Nuclear Silo, Requires Science Facility with attached Covert Ops The Command Center provides 10 Supply Units. The heart of all Terran operations, it is the best HQ of all the races. The ability to have it fly and reach island expansions quickly is very useful in early game. Also, you can repair it faster than any Zerg or Protoss building. The Command Center is great in early game as it provides 10 Supply Units, other than the usual 9 for other races. This means you can create another extra unit before making a supply depot. ----------------------- Comsat Station, Add-on: Cost: 50 Minerals, 50 Gas HP: 500 Mobile: No Requirements: Academy Options: ComSat Sweep Comsat Station are very important to your offense and defense. Beginning players may however make Nuclear Silos in place of Comsats, but that will be a fatal flaw in many Terran bases. Since the Comsat is a detector, you can see any cloaked units in the revealed area. Also, you can perform the scan on an enemy base and see what they are up to without the loss of any units. In 1.04, Comsat only costs 50 instead of 75 in 1.00 to .03. --------------------- Nuclear Silo, Add-on: Cost: 100 Minerals, 100 Gas HP: 600 Mobile: No Requirements: Science Facility with attached Covert Ops Options: Build Nuclear Missile Nukes are built at this add-on. The building of the nuke is costly (200 Minerals and 200 Gas as well as 8 Supply Units) and very long. Don't ever lift-off your base when building a Nuke (unless it is under direct attack). If you do, you'll lose the Nuke and will not regain the resources (supply units are returned). In 1.04, the Nuclear Missile will be built a bit faster. ------------ Supply Depot: Cost: 100 Minerals HP: 500 Mobile: No Requirements: None The Supply Depot provides 8 Supply Units. Build these in bulk. Since they provide the Supply Units, you can never have enough. Also, Supply Depots are great in creating make-shift choke points. (Choke points are paths that the enemy must go through). Be wary of other Terran players. Nukes are a great target for bunched up Supply Depots. If the Nuke hits, you'll be way behind in supplies. --------- Refinery: Cost: 100 Minerals HP: 750 Mobile: No Requirements: None This is just a boring Gas collector. --------- Barracks: Cost: 150 Minerals HP: 1000 Mobile: Yes Requirements: Command Center Options: Build Marine Build Firebat, Requires Academy Build Ghost, Requires Science Facility with attached Covert Ops The first of the Terran unit producers, the Barracks makes all of the Terran cheap infantry. You can also fly the Barracks and produce units behind enemy lines. You'll want to make more than one Barracks so you can create many units at one time. ---------------- Engineering Bay: Cost: 125 Minerals HP: 850 Mobile: Yes Requirements: Command Center Options: Infantry Attack Upgrade Infantry Armor Upgrade Infantry upgrades are made here. If you plan on using a ton of infantry, you should research all upgrades. Usually though, in late game you'll want to keep them in the bunkers and maybe sometimes send out Ghosts to nuke. If that is the case, you should only research all the weapon upgrades. That way, the damage of the bunker attacks are maxmized. -------- Academy: Cost: 200 Minerals HP: 600 Mobile: No Requirements: Barracks Options: Marine Attack Range Upgrade Stimpak Upgrade for Infantry Very useful early game upgrades are researched here. The Marine range upgrade is very useful in attacks and in bunkers. The Stimpak may take away a little bit of HP, but you get a quick and fast attacker(s) when used. -------------- Missile Tower: Cost: 100 Minerals HP: 200 Mobile: No Requirements: Engineering Bay Air Attack: 20 Attack Range: 7 Build these all around your base. The Missile Tower attacks air units as well as detecting cloaked units. Even if you leave one space open, air units can charge through there with little damage and do some damage. ------- Bunker: Cost: 100 Minerals HP: 350 Mobile: No Requirements: Barracks One of the most useful buildings throughout the whole game, the Bunker allows you to place up to 4 Infantry units in it and allow them to fire away without taking any damage. The best units to put in it are 3 Marines and 1 Firebat. That way you have a good anti-air anti-ground defense. For support, have an SCV close by to repair and a Siege Tank in Siege Mode for even more damage. -------- Factory: Cost: 200 Minerals, 100 Gas HP: 1250 Mobile: Yes Requirements: Barracks Options: Build Vulture Build Siege Tank, Requires Attached Machine Shop Build Goliath, Requires Armory Build Machine Shop Produced here are the ground vehicles of the Terrans. The Vulture (after speed upgrade) can be used to perform quick recon. The Siege Tank is great in defensive and offensive attacks because of the Siege Mode ability. The Goliath is one of the best vehicles as it is fast and has a good ground and air attack. Always make a Machine Shop so you can create the Siege Tanks. --------------------- Machine Shop, Add-on: Cost: 50 Minerals, 50 Gas HP: 500 Mobile: No Requirements: None Options: Vulture Speed Upgrade Vulture Spider Mine Upgrade Siege Mode Upgrade for Siege Tanks You create various useful upgrades here. The Vulture speed upgrade is very useful. The Spider Mines can be an early-warning system, an attacker and may also discourage any attacks from the enemy. The Siege Mode for the Siege Tank should be the first upgrade researched. ------- Armory: Cost: 100 Minerals, 50 Gas HP: 750 Mobile: No Requirements: Factory Options: Ground Vehicle Attack Upgrade Ground Vehicle Armor Upgrade Air Units Attack Upgrade Air Units Armor Upgrade Here you can create the various upgrades for the machines of the Terran forces. However, you'll want to build more than one Armory as the upgrade process is slow and you'll want to learn more than one upgrade at a time. --------- Starport: Cost: 150 Minerals, 100 Gas HP: 1300 Mobile: Yes Requirements: Factory Options: Build Wraith Build Dropship, Requires Attached Control Tower Build Science Vessel, Requires Science Facility Build Battlecruiser, Requires Attached Control Tower and Science Facility with attached Physics Lab Build Control Tower Here is where all Terran air units are produced. Wraiths are built very quickly, and you can have a full force quickly (if you have more than 1 Starport). The Control Tower is needed to create all other air units. If you intend on making Battlecruisers, you better make more than 1 Starport. The Battlecruiser training is long and will mess up your building order. In 1.04 the building of the Starport is somewhat faster. ---------------------- Control Tower, Add-on: Cost: 50 Minerals, 50 Gas HP: 500 Mobile: No Requirements: None Options: Learn Wraith Spell Cloak +50 MP Upgrade for Wraiths Always make sure this never dies. If you lose the Control Tower, you lose all abilites to create air units (except the Wraith) on the formerly attached Starport. You can also create the very useful Cloak and Energy upgrades learned here for the Wraith. ----------------- Science Facility: Cost: 150 Minerals, 200 Gas HP: 1500 Mobile: Yes Requirements: Starport Options: Learn Science Vessel Spell EMP Blast Learn Science Vessel Spell Irradiate +50 MP Upgrade for Science Vessels Build Covert Ops Build Physics Lab The last building you usually build, the Science Facility affects you in usually unseen ways. The Science Facility is needed for all Terran unit weapon and armor upgrades above level 1. Also you need this building to create Science Vessels. You learn the useful anti-Protoss spell, EMP Blast and the anti-Zerg spell, Irradiate. ------------------- Covert Ops, Add-on: Cost: 50 Minerals, 50 Gas HP: 750 Mobile: No Requirements: None Options: Ghost Sight Upgrade Learn Ghost Spell Cloak Learn Ghost Spell Lockdown +50 MP Upgrade for Ghosts The Ghost upgrades are researched here. A must for any nukers are the sight upgrade and Cloak. The Lockdown is only useful against Terrans and Protoss who like to use machines such as Siege Tanks and Carriers. -------------------- Physics Lab, Add-on: Cost: 50 Minerals, 50 Gas HP: 600 Mobile: No Requirements: None Options: Learn Battlecruiser Spell Yamato Gun +50 MP Upgrade for Battlecruisers If you plan on making Battlecruisers, you'll need to make this building. The Yamato Gun is a necessary upgrade as it is the main point for even building Battlecruisers. If you don't want to build the Battlecruisers, don't even waste time making the Physics Lab. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Starcraft and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Starcraft is a trademark of Blizzard Inc., copyright 1998. All other trademarks copyright their respective owners. Copyright Roland Carlos 1998 Other StarCraft cheats hints faqs solutions: 1. StarCraft cheat codes 2. StarCraft cheat codes 3. StarCraft cheat codes 4. StarCraft cheat codes 5. StarCraft cheat codes 6. StarCraft cheat codes 7. StarCraft cheat codes 8. StarCraft cheat codes 1. StarCraft hints 2. StarCraft hints 3. StarCraft hints 4. StarCraft hints 5. StarCraft hints 6. StarCraft hints 7. StarCraft hints 8. StarCraft hints 9. StarCraft hints 10. StarCraft hints 11. StarCraft hints 12. StarCraft hints 14. StarCraft hints 15. StarCraft hints 16. StarCraft hints 17. StarCraft hints 18. StarCraft hints 1. StarCraft faq and solutions 2. StarCraft faq and solutions 3. StarCraft faq and solutions 4. StarCraft faq and solutions 5. StarCraft faq and solutions 6. StarCraft faq and solutions 7. StarCraft faq and solutions 8. StarCraft faq and solutions 9. StarCraft faq and solutions 10. StarCraft faq and solutions |