Thanks for once again casting my mod! Refugees are definitely as complex as the races get. Their gimmick is the absurd amount of mechanics itself, heavily inspired by Frostpunk and its The Last Autumn dlc. The player has to manage: -motivation -hope -dissatisfaction -hazard level -manning buildings and units -laws -tech research -food -housing -power -multi-worker construction -weapon part production -individual unit upgrades WHILE still being a part of an active sc2 match. The end result is that Djrvy(the player in the video) is one of the roughly 5 total people who can play Refugees for over 3 minutes without losing to revolts of their own workers.
@@erlsgood7932 glad you found s your way to this video! Absolutely amazing work. Haha I had a feeling that the refugees were frostpunk inspired! That is so much management the player has to work with. I’m going to play them myself and see how long I survive before my people turn on me lmao Again, excellent work on this!
I really like the idea of Refugees. I would've loved if Terran had a similar mechanic where they can build as many mech units as they want however those need to be manned by people who contribute to the pop-cap. It would allow for interesting strategies where when maxed out, instead of building a bank, you would build a military depot of unused equipment. This in turn would allow for fast remaxing Zerg style with the downside of potentially losing all the unmanned vehicles in a run-by.
It would open the door for so much strategy! I understand balance might be an issue but even in some campaign missions it would be cool, having to keep an eye on your unmanned equipment would be really interesting
A quick side note on Refugees vs anything else: they are not that overpowered, had an economy deflation and even got nerfed several times after that to keep their stuff in line with other races' units and abilities. Without addressing the enormous skill gap between the players, Refugees are complex and probably the single hardest race in the entire mod that needs you to know exactly how to play them. Of course since they only have a handful of rather micro-intensive units they will beat a swarm of zerglings each costing 5 minerals, that's game logic. What the Combined Broods player could do is macro better, use quality(Dominant and Angelic Bloodlisks and Ambushers, Angels, Dominant Torrasques, Empresses and even the more formidable Abathur's Chamber spawns) instead of quantity and simply use the Abathur's Chamber more often. Most of the time Combined Broods are playable with one or two cerebrates, but adding more tech trees and units is always great. Still, the games turned out to be pretty one sided unlike other games with djrvywfbjr. SharkFavorit's main is Forces Of Augustgrad, so he definitely played worse than he could. Edit: the lings on 13:51 probably died to the Combater after their frenzy stopped
Thanks for the info @Xhromosomae - I'm curious about the dissatisfaction mechanic: at what point do the workers start retaliating? And do only a few at a time start doing damage to your buildings?
@@ElleixGaming From what I get about how dissatisfaction works - I think revolts start around 500 dissatisfaction (if you're confused, it's the red number on the Construction site). The way it works is that every few seconds the game rolls on "priming" one of the workers for a revolt. If the revolt succeeds, the worker then "pulses", causing nearby workers (and himself) to go on a rampage. Revolts can be quelled by giving extra food or offering minerals. If you hit 800 dissatisfaction, then the game checks for "priming" a worker for a revolution. If the check succeeds, it works the same way, but at a much bigger scale and, unlike a revolt, the revolution will spread and cause all nearby workers to go on a rampage. Much like a revolt, it's possible to quell it with food or minerals, but the chances are much lower (I think food has only 20% chance, minerals 50%). In both cases, workers that have been quelled (or "handled" by a specific unit made for just an occasion) will not revolt for a certain amount of time. As for the game itself, Shark... did not play that well. You need to be a korean or Serral to win the game with lings alone - especially weaker lings that die to a stiff breeze. Shark did not tech up, did not expand a lot and did not adapt when the siege blimp appeared, or his lings were obliterated by djrvy. So, naturally, he lost the moment djrvy got his momentum going. Not to mention, as Xhromosoma said, Shark was playing off race, he probably would be much better as Forces of Augustgrad, though considering his playstyle, it wouldn't be too fun to watch. As for djrvy, he is basically the primary refugee player in the community, and knows that race in and out. I wouldn't expect any less from him.
YESSSS COMBINED BROOD SHOWCASE!! I've been waiting to see them (among my other TUMOE faction showcase wishlist) in action for a while! I love the idea of the individual Cerebrates from the first game being actually playable, in their entirety, and expanded to have individual diverging tech branches too no less! That sort of stuff makes my SC1-fanatic Zerg brain SUPER happy! LIVE FOR THE SWARM! LONG LIVE THE OVERMIND!!
Love how both players saw that the Brazier completely dominates Lings and the response was for the Brood to keep building purely Lings and the Refugee to stop making Braziers. 5:30: Holy Carrion Locusts, Batman! 😮 That seems very strong. 6:08: Siege blimp is BALLER! 😄🥳 7:00: 9:10: OMG those Rays look sick AF! 13:40: The Combater's don't seem very... combative. 13:45: I don't know what that is either but it happened a couple times when he was attacking the Zerg base in the first game. 15:00: Who knew 70 Lings could die so fast 17:27: Yeah, so... the AoE dmg might be a TAD OP... 18:35: Siiiick xD
Oh boy. Refugees are THE hardest race in the mod, hands down, and is very powerful in the hands of a player who can make them work, like djrvy. Players who can't, won't last five minutes as you need to pay attention to race mechanics IMMEDIATELY, or your race would just implode. I don't so I don't know much about this race - i know it was barely playable until like two or three months ago since its weapon mechanics were stuck in limbo. Another is that there are three subfactions within refugees that provide different ways of managing dissatisfaction, and some unique units. Meanwhile Combined Broods takes most of its cues from SC1 zerg tech tree. It has five cerebrates to choose from, and you can spawn a cerebrate every 5 minutes. The cerebrates have similar, but distinct tech trees, each focusing on a different gimmick. Finally, there's Abathur's chamber, which acts like a "top bar" kind of structure. Combined Broods are kind of controversial - that big an amount of variety means there's SO many cheese strategies that they can employ, and that races with weak base defence do not enjoy at all. While the skill floor for this one is not particularly high, you don't have to mix and match every cerebrate, the ceiling is indeed very, very high.
I would love to have a mod that would make the Terran race have the mechanics of Halo Wars, mix the Halo universe with Starcraft, add Spartan soldiers and Cyclops as playable units.
@@ElleixGaming I think it would be a little difficult to create the models, but it would be very interesting and I could also replace the zerg with the Flood
I think the refugees gameplay is pretty slow for one MAJOR REASON - Extremely slow base building. RTS is not just about Warfare, Its also about fast base building. So how can one expect to have the full might of the race with just one base 😅
30races??😮 Howw?? Im a fan of rts and modded games but damn 30.. not even soulstorm all in one mod lol.. can we have a list with the names? Every race has is own design and unic units?🤔 Or just variants of the original races
@@artemkezlya3983 Because there have a race can create hero unit. this hero unit can make 999999 damage for a area. Anyway, as long as one side has heroes and the other side doesn't, the game is not fair.
@@artemkezlya3983 The difference is that the side with a hero can use the hero's health to free resources from the other side. Even if the imbalance can really be eliminated with equal construction time and price. There is still an imbalance in player operations.
@@whatisit-g3z Factions that have full-fledged heroes usually build the game around them, being weaker in other aspects than factions that do not have heroes, you just need to be able to exploit their weaknesses, and a hero usually needs to be given much more time in the game than an army, and you can of course exchange the hero's HP for the enemy's resources, but usually at the moment the heroes appear, the opponents also have ways to counter them, which is why you need to play them very carefully, and thus you will not be able to exchange so well that you do not lose anything, but at the same time the enemy constantly loses something in such quantities that it becomes critical for him, unless of course you have about the same level of play, when playing for Protoss against Zerg on the ladder, Protoss can come with stalkers and on good micro he can exchange for some time without losing anything, but for some reason Protoss does not have a 100% win rate in this matchup
Everything about this mod feels like it's trying too hard. Why have "bIrThErIeS" and "sMaLlInGs" when you can just have hatcheries and zerglings with alternate evolutions and upgrades from one another between the different race varients
@@davidfitcher2953 I know, and it still it look like Terran. The big guys with the green weapons are like Thors with Fungal Growth. OP AF while watching the video.
Thanks for once again casting my mod! Refugees are definitely as complex as the races get. Their gimmick is the absurd amount of mechanics itself, heavily inspired by Frostpunk and its The Last Autumn dlc. The player has to manage:
-motivation
-hope
-dissatisfaction
-hazard level
-manning buildings and units
-laws
-tech research
-food
-housing
-power
-multi-worker construction
-weapon part production
-individual unit upgrades
WHILE still being a part of an active sc2 match. The end result is that Djrvy(the player in the video) is one of the roughly 5 total people who can play Refugees for over 3 minutes without losing to revolts of their own workers.
@@erlsgood7932 glad you found s your way to this video! Absolutely amazing work.
Haha I had a feeling that the refugees were frostpunk inspired! That is so much management the player has to work with. I’m going to play them myself and see how long I survive before my people turn on me lmao
Again, excellent work on this!
I'm in love with this concept, great job man!
@@erlsgood7932 frostpunk developer wants to have some serious chat with you☺
Is that all?
ah yes, Stellaris in 2 min.
I really like the idea of Refugees. I would've loved if Terran had a similar mechanic where they can build as many mech units as they want however those need to be manned by people who contribute to the pop-cap. It would allow for interesting strategies where when maxed out, instead of building a bank, you would build a military depot of unused equipment. This in turn would allow for fast remaxing Zerg style with the downside of potentially losing all the unmanned vehicles in a run-by.
It would open the door for so much strategy! I understand balance might be an issue but even in some campaign missions it would be cool, having to keep an eye on your unmanned equipment would be really interesting
Feels like I'm watching interdimensional cable. An alternative version of StarCraft.
Dude I love that description 😂😂 it really is like interdimensional TV for StarCraft
imagine how fuckin sick Starcraft would be if Blizzard started dropping these sub-sets of races as fully fledged playable races
A quick side note on Refugees vs anything else: they are not that overpowered, had an economy deflation and even got nerfed several times after that to keep their stuff in line with other races' units and abilities.
Without addressing the enormous skill gap between the players, Refugees are complex and probably the single hardest race in the entire mod that needs you to know exactly how to play them. Of course since they only have a handful of rather micro-intensive units they will beat a swarm of zerglings each costing 5 minerals, that's game logic.
What the Combined Broods player could do is macro better, use quality(Dominant and Angelic Bloodlisks and Ambushers, Angels, Dominant Torrasques, Empresses and even the more formidable Abathur's Chamber spawns) instead of quantity and simply use the Abathur's Chamber more often.
Most of the time Combined Broods are playable with one or two cerebrates, but adding more tech trees and units is always great.
Still, the games turned out to be pretty one sided unlike other games with djrvywfbjr. SharkFavorit's main is Forces Of Augustgrad, so he definitely played worse than he could.
Edit: the lings on 13:51 probably died to the Combater after their frenzy stopped
Thanks for the info @Xhromosomae - I'm curious about the dissatisfaction mechanic: at what point do the workers start retaliating? And do only a few at a time start doing damage to your buildings?
@@ElleixGaming From what I get about how dissatisfaction works - I think revolts start around 500 dissatisfaction (if you're confused, it's the red number on the Construction site). The way it works is that every few seconds the game rolls on "priming" one of the workers for a revolt. If the revolt succeeds, the worker then "pulses", causing nearby workers (and himself) to go on a rampage. Revolts can be quelled by giving extra food or offering minerals.
If you hit 800 dissatisfaction, then the game checks for "priming" a worker for a revolution. If the check succeeds, it works the same way, but at a much bigger scale and, unlike a revolt, the revolution will spread and cause all nearby workers to go on a rampage. Much like a revolt, it's possible to quell it with food or minerals, but the chances are much lower (I think food has only 20% chance, minerals 50%). In both cases, workers that have been quelled (or "handled" by a specific unit made for just an occasion) will not revolt for a certain amount of time.
As for the game itself, Shark... did not play that well. You need to be a korean or Serral to win the game with lings alone - especially weaker lings that die to a stiff breeze. Shark did not tech up, did not expand a lot and did not adapt when the siege blimp appeared, or his lings were obliterated by djrvy. So, naturally, he lost the moment djrvy got his momentum going. Not to mention, as Xhromosoma said, Shark was playing off race, he probably would be much better as Forces of Augustgrad, though considering his playstyle, it wouldn't be too fun to watch. As for djrvy, he is basically the primary refugee player in the community, and knows that race in and out. I wouldn't expect any less from him.
YESSSS COMBINED BROOD SHOWCASE!! I've been waiting to see them (among my other TUMOE faction showcase wishlist) in action for a while! I love the idea of the individual Cerebrates from the first game being actually playable, in their entirety, and expanded to have individual diverging tech branches too no less! That sort of stuff makes my SC1-fanatic Zerg brain SUPER happy! LIVE FOR THE SWARM! LONG LIVE THE OVERMIND!!
Yoooo awesome! I was wondering when we were next gonna have a TUMOE matchup again
It was about time 😤
Idk The Zerg player build the same unit in both game just to have 80 of them die to 3 of the other races units and still kept building them.
Yes, he's not the sharpest tool in the shed ;p
erls rules. Wish this had better skirmish AI for bot play
Love how both players saw that the Brazier completely dominates Lings and the response was for the Brood to keep building purely Lings and the Refugee to stop making Braziers.
5:30: Holy Carrion Locusts, Batman! 😮 That seems very strong.
6:08: Siege blimp is BALLER! 😄🥳
7:00:
9:10: OMG those Rays look sick AF!
13:40: The Combater's don't seem very... combative.
13:45: I don't know what that is either but it happened a couple times when he was attacking the Zerg base in the first game.
15:00: Who knew 70 Lings could die so fast
17:27: Yeah, so... the AoE dmg might be a TAD OP...
18:35: Siiiick xD
Oh boy.
Refugees are THE hardest race in the mod, hands down, and is very powerful in the hands of a player who can make them work, like djrvy. Players who can't, won't last five minutes as you need to pay attention to race mechanics IMMEDIATELY, or your race would just implode. I don't so I don't know much about this race - i know it was barely playable until like two or three months ago since its weapon mechanics were stuck in limbo. Another is that there are three subfactions within refugees that provide different ways of managing dissatisfaction, and some unique units.
Meanwhile Combined Broods takes most of its cues from SC1 zerg tech tree. It has five cerebrates to choose from, and you can spawn a cerebrate every 5 minutes. The cerebrates have similar, but distinct tech trees, each focusing on a different gimmick. Finally, there's Abathur's chamber, which acts like a "top bar" kind of structure. Combined Broods are kind of controversial - that big an amount of variety means there's SO many cheese strategies that they can employ, and that races with weak base defence do not enjoy at all. While the skill floor for this one is not particularly high, you don't have to mix and match every cerebrate, the ceiling is indeed very, very high.
refugees are rather incomprehensible, their mechanism of discontent works very strangely
would be so cool if they somehow introduce those races in coop...
I would love to have a mod that would make the Terran race have the mechanics of Halo Wars, mix the Halo universe with Starcraft, add Spartan soldiers and Cyclops as playable units.
Spartans and Cyclops as playable SC units would be so cool to see
@@ElleixGaming I think it would be a little difficult to create the models, but it would be very interesting and I could also replace the zerg with the Flood
I stop using internet for week and some guy make 30 races in starcraft 2
😂 The modding community can't be stopped
this is sooo cool
LETS F-ING GOOOOOOOOOOO
It’s happening!
Those refuge cannons seem to be way too strong
Al the 🎵
Smallings🎵
infested horde race battle when?
is it just me or does this guy sound just like McDoubles
It would be nice to have good players to try the mod. but it was fun anyways
Is this mod available to all if i look for it? And is it A.I supported in any way?
I think the refugees gameplay is pretty slow for one MAJOR REASON - Extremely slow base building. RTS is not just about Warfare, Its also about fast base building. So how can one expect to have the full might of the race with just one base 😅
30races??😮 Howw?? Im a fan of rts and modded games but damn 30.. not even soulstorm all in one mod lol.. can we have a list with the names? Every race has is own design and unic units?🤔 Or just variants of the original races
you can run this mod and check it out and yes each faction has unique units
so the reloaded version is the best version?
more balanced and with some bugs fixed
Yes, Reloaded is continued development of the original by a trusted dev.
Warhammer 40k mod?
Who create this? Fanmade or blizzard?
At last , human race know how to build adjacent to mineral patch😊
I made this.
@erlsgood7932 the mod? Oh wow.
need more tumoe
How do you get this mod
create a map with this mod in the custom game section
Anyone have a valid invite for their discord? The one in the description has expired
Here's the invite, my bad discord.gg/BV4U6N8mfW
Where do I download?
Melee tab in StarCraft 2 game
I don't understand why you want to create an unbalanced game.
Why did you decide so?
@@artemkezlya3983 Because there have a race can create hero unit. this hero unit can make 999999 damage for a area. Anyway, as long as one side has heroes and the other side doesn't, the game is not fair.
@@whatisit-g3z How are heroes fundamentally different from regular units?
@@artemkezlya3983 The difference is that the side with a hero can use the hero's health to free resources from the other side. Even if the imbalance can really be eliminated with equal construction time and price. There is still an imbalance in player operations.
@@whatisit-g3z Factions that have full-fledged heroes usually build the game around them, being weaker in other aspects than factions that do not have heroes, you just need to be able to exploit their weaknesses, and a hero usually needs to be given much more time in the game than an army, and you can of course exchange the hero's HP for the enemy's resources, but usually at the moment the heroes appear, the opponents also have ways to counter them, which is why you need to play them very carefully, and thus you will not be able to exchange so well that you do not lose anything, but at the same time the enemy constantly loses something in such quantities that it becomes critical for him, unless of course you have about the same level of play, when playing for Protoss against Zerg on the ladder, Protoss can come with stalkers and on good micro he can exchange for some time without losing anything, but for some reason Protoss does not have a 100% win rate in this matchup
Everything about this mod feels like it's trying too hard.
Why have "bIrThErIeS" and "sMaLlInGs" when you can just have hatcheries and zerglings with alternate evolutions and upgrades from one another between the different race varients
These races are boring af
And very unbalanced it seems. Terran units are way to op. So what else is new. :)
@@Gogohobbytv It's not even original Terran
@@davidfitcher2953 I know, and it still it look like Terran. The big guys with the green weapons are like Thors with Fungal Growth. OP AF while watching the video.