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Terran
Buildings |
| Terran
buildings have the ability to "Lift Off". When your
enemy is attacking you with units that cant attack air, it is best
to lift off and move somewhere. Some Terran buildings allow
you to "add-on" other buildings. Add-ons do not have
self-contained power generators and require additional support or
resources once constructed. Add-ons will shut down if the
structure it's attached to is destroyed or disconnected. If a
Terran building is in red zone, it will burn until it reaches 0 HP
unless repaired quickly. |
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Protoss
Buildings |
| Protoss
buildings have shields. The shields will recharge
automatically during and after an attack. You can upgrade
shields at the Forge. Pylons are needed to expand your base.
You have to build within the aura of Psi of each Pylon which
provides power for the building or buildings. When the Pylon
that is powering the building is destroyed, you will no longer be
able to use that building since it got disconnected from the Psionic
Matrix. To reconnect, you must build another Pylon there to
replace the one that was destroyed. Protoss use Warp Gates to
produce their buildings. Unlike the other races, while one
building is warping in you can use that same probe to warp in
another building. |
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Zerg
Buildings |
| Zerg
buildings can heal on their own. If you leave a damaged Zerg
building before it is destroyed, it will eventually return to full
health. Zerg do not need a barracks to train units. They
have a Hatchery which produces Larvae. The Larvae can morph
into units. All units are produced at the Hatchery. To
produce units faster you must build additional Hatcheries.
Zerg buildings must be built on the creep. Since Zerg
buildings are alive, it must be morphed on the creep which keeps it
alive. The creep can grow and expand with the help from
Hatcheries and Creep Colonies. Unlike other species, once a
Drone morphs into a building, it cannot morph into other buildings. |
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