see also: StarCraft II
With the release of a powerful new StarCraft modding program, DiscipleOfAdun had this to post in the forum:
You can view the thread and post comments here.
Firegraft is HERE! After over 2 years, I have completed a stable and suitable release version. For those of you who don't know, Firegraft is a modding program that is a successor for both Stargraft and Memgraft. It allows for editing of certain memory aspects such as the button sets and the tech tree. However, that's not the limit of what Firegraft can edit. In a controlled way, Firegraft allows modifications of many previously untouchable aspects of Starcraft. With things like the number of spidermines to the amount of time a unit is in stasis, from the ability to set multiple peons constructing a building to reversing the effect of recall, Firegraft allows for greater freedom in creating modifications.
Some of the features in this version:and many others.
- Current support for version 1.15, meaning modifications can be played on battle.net.
- A 'smart' button preview which updates based on the currently editing button.
- PAT Importing. Old Stargraft patches can be directly opened for editing.
- Requirements are done radically different. No more track bars. Now you can see exactly what it is in just a glance.
- Button sets automatically rearange and count themselves, removing the two most common grafting problems.
- Over 230 different editable values from the executable.
Download it here
Any feedback can be posted or PM'd to me on any site that I have an account on.
You can view the thread and post comments here.
I decided to re-release ITAS. Refer to my original posting on CC, here for further details on this SC mod.
In this version, I made some minor changes in the hopes to get the word out about the SC2 rendition I am going to be making. The changes include:
Download it and talk about it.
In case you're too lazy to check the initial release link, this mod only works with SC:BW version 1.10. All original restrictions about using project content and such still apply.
In this version, I made some minor changes in the hopes to get the word out about the SC2 rendition I am going to be making. The changes include:
- Some minor changes to the AI; it already functioned well, I just did a few minor touchups. Probably not even noticeable.
- Removed the ready room background since it just blinded you.
- Added response sets for the Alrashann II and Sorrow.
- Added music for the Undead and title screen.
- Removed the annoyingly-loud Confederate responses.
Download it and talk about it.
In case you're too lazy to check the initial release link, this mod only works with SC:BW version 1.10. All original restrictions about using project content and such still apply.
"The final battle has begun. Will you rise to the challenge, or crumble to ruin?"
In the wake of sc2, I figured it would be worth having actually "completed" a project. So, I took it upon myself to go around asking questions and making a complete and total revamp of RequiemD.
A number of interesting developments were made.
First off, this new AI is a complete and total rewrite of the old code. I wrote a lot of it using a program called Rep2AI by Lif3style, then went about heavily modifying the generated code to produce new build orders. This version of RequiemD passes the beta stage and enters final tuning stages with the following features -
http://forum.samods.org/index.php?topic=9532.msg161980
In the wake of sc2, I figured it would be worth having actually "completed" a project. So, I took it upon myself to go around asking questions and making a complete and total revamp of RequiemD.
A number of interesting developments were made.
First off, this new AI is a complete and total rewrite of the old code. I wrote a lot of it using a program called Rep2AI by Lif3style, then went about heavily modifying the generated code to produce new build orders. This version of RequiemD passes the beta stage and enters final tuning stages with the following features -
- Improved stability and reliability.
- Faster, more aggressive gameplay.
- More reliable tech sequences.
- Functional Warlord and Muta God scripts for the Zerg.
http://forum.samods.org/index.php?topic=9532.msg161980
The Starcraft resources page has been updated. You can now find portraits, units and transparent overlays.

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