Protoss Biter race for Enemy Race Manager experimental (HD Assets included - requires Protoss HD Graphics Assets).
A few experimental tweaks differing from heyqule's original ERM Protoss:
I simply updated the sprites to higher resolution sprites, slightly modified the unit spawns to try and match Protoss unit spawns a little more with the structure they're associated with, and added 7 additional Protoss buildings and units.
- Updated the sprites to higher resolution sprites.
- Added psionic matrix effect to Protoss Pylons that additionally glows at night (cosmetic only).
- Slightly modified the unit spawns to try and match Protoss unit spawns a little more with the structure they're associated with; units higher in the Protoss tech tree will have a greater chance of spawning at higher evolution levels, while from the same structure more common Protoss units will spawn early on.
- Buffed the attack range of Protoss Carriers, Arbiters, and High Templars to suit the original feel and compete with longer ranged modded weapons.
- The Protoss Probe now has a construction animation as it warps in turrets (the Probe is absorbed in the process for balance reasons).
- Added 3 buildings & 4 additional Protoss units: Robotics Facility, Robotics Support Bay, Shield Battery, Reaver, persistent Scarabs (if they don't detonate on a target), persistent Interceptors, and Dark Archon.
- The Carrier's now buffed long range attack now spawns actual Interceptors now in waves of 8 with a long cooldown. The Interceptors fly around and shoot as normal units once spawned, but are pretty easy to take down; consider the Carrier a mobile unit_spawner.
- The Scout now shoot both its Photon Blasters and Missiles when attacking.
- The new Reaver unit spawns the new Scarab units which are basically long range homing bombs.
- The new Dark Archon unit is basically a range Archon with the visual effects of a Dark Archon casting its spells.
- The new Robotics Facility is a unit_spawner focused on spawning Protoss Shuttles.
- The new Robotics Support Bay is a unit_spawner focused on spawning Reavers.
- The Shield Battery spawns as a turret, but merely heals nearby allies with an AoE effect (I'm looking into giving actual shields to Protoss buildings and units based on the Turret Shields mod, but we'll see...).
New feature added in ERM 1.19.0: you can now change the map colour and team colour of each race in Mod Settings! Team colour will determine the colour physically appearing on the units and structures' armour plates and whatnot. This should be done when you first generate a new map!
Any other work and coding I 100% attribute to and appreciate the original ERM - Protoss Units modder heyqule: https://mods.factorio.com/mod/erm_toss
If you use Krastorio 2, beware harvestable Krastorio 2 creep tiles will also spawn around Protoss bases; consider them infested Protoss. The Krastorio 2 creep is able to be toggled off in Mod Settings per race, but if you want access to Krastorio 2's tech tree, I strongly advise you to have at least one Biter race with Krastorio 2 creep; I personally leave it on for vanilla Biters and ERM Red Army. This should be done when you first generate a new map!
If there are any updates to the base ERM mods or Factorio which require this mod to be updated please let me know.