The Moebius Mod – Part 3



You can find this mod in the GiantGrantGames Custom Campaign Manager Discord under the “Search Mods Here” section: https://discord.gg/UCDyZyr6gg

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43 thoughts on “The Moebius Mod – Part 3”

  1. Hello, Nadrel here,

    The main differences compared to normal Nightmare Edition on this map are the following:
    – Mineral trap at the beginning of the mission. You can either run very fast or kill all the zerglings in a line by staying in the forest and have no loss.
    – Raptors on the cliffs attacking when you take the free resources a bit everywhere on the map.
    – About 10 times more enemies from the East and in general bigger waves.
    – More upgrades for the Zerg as time goes by.
    – You don't lose if you lose the colonist huts if you have enough colonists on their way to win the mission.

    The original Nightmare Edition was the one introducing, among others, :
    – The upgrades received for the bonus objectives, including the baneling immunity.
    – The minerals given by the colonist truck
    – Most wave's timing, Nydus spawns, Drop pods, etc.

    Balance thoughts:
    – Might need to reduce the Field Engineer's cost reduction a little bit.

    The last available version is 1.14 for now. I will normally get out the 1.15 today which will mostly introduce a few balance changes for normal difficulty and (mostly minor) bug fixes.
    Have fun and good day.

    Edit: Forgot to mention, the game can be paused manually while you read the mails. Unfortunately, pausing the game with triggers sometimes breaks it.

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  2. I've downloaded the mod and am enjoying it a lot. Playing it on hard at the moment and every mission so far has been frantic (just enough)
    You're gonna really like having baneling immune firebats when you get to Meinhoff, trust me.

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  3. Grant freaking out about protecting the buildings thinking he will lose if they die, not noticing the notification on the screen literally saying its okay if they die so long as the convoy makes it
    Classic blind Grant…never change <3

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  4. This is legitimately a great mod.
    A few missions are…. frustrating to the point where I needed to turn the difficulty down to Hard, but thus far I'm having a great time.
    Best way I can describe it is it makes the Terran feel a bit like the Protoss, where units are crazy expensive but way stronger than the average.
    Bunkered PF+Widow Mines+Siege Tank line=I'm sorry, this area is unavailable for breaching. Have a nice day.

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  5. Didn't get a good look at it in Mission2, but cool detail that the SCVs you start with are the old versions from SC1. Shows that the Dominion doesn't give a crap about the fringe worlds to even provide updated equipment/schematics.

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  6. Oh wow, the attack around 16:45 looks like it was specifically pushing into the base to target down the e-bay or even the convoy. That's so awesome!

    Also, surprised no one noticed that the SCVs you start with are SCI models, because they're the colonists'!

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