Is there anyone over here, who has insight into modding StarCraft 2 or even better some experience with it? Someone who knows, how to do certain things, what is possible and what is not, what exactly is needed, if one wants to give it a try, given the fact StarCraft 2 was actually released in 3 parts, etc...
I presume you are talking about using the galaxy editor included by blizzard. I have some experience with that and should be able to answer a couple of your questions.
Funnily, i was never really a fan of SC2, i own the first of the games and barely played it
I'm not 100% sure but I think you have access to the same assets in the editor as you would have if you owned all three parts. I don't have the Nova mission pack for example butcan use art models from that through the editor. I also could access the legacy of the void models before I bought it.
Not only it seems to have quite a strong editor, making modding bit more accessible to people like me with no experience in coding, but the game (i think) has things like shields, cloaking, lasers, some kind of teleportation, infestation, etc... which could actually be quite useful for a Trek based mod and obvious stuff like Klingon/Romulan cloaking, Borg transwarp and assimilation and so on.
Well,... don't expect the editor to solve all your problems. You will still need to study it, which will take some time. I'm just saying. If you have never coded before, it may be easier though, but that's hard to judge for me, because I knew some coding before I got into it and I think it helped. Shields, cloaking, beams, missiles, teleporting, ... there are inbuilt systems for that. You don't exactly have to get fancy to get those working. Though the editor leaves you space to get fancy if you know what you want and bring some time.
I still have many questions, though, which i would need to get answered, before i decide it is the best choice. Perhaps it will turn out Ashes of Singularity might be even better, once its modding tools get released.
Well ask away.
Since you asked about limtations: SC2 is by now a 7 year old engine. This implies some limitations which no amount of modern hardware can solve. The most prominent among these, is that the engine breaks down when you have about 1000 units on the map. You can have more, but it will just lagg for people playing it, no matter how good their hardware. The SC2 engine can not make use of 8 cores or multiple graphics cards or 16 GB ram. Keep in mind, that units are not just starships for example, but also say a photon torpedo or a plasma bolt will be a unit. In a combat situation your big ass mothership can easily count for 10 units.
On the other hand, you get access to a huge amount of art assets right away. All the normal starcraft units can be opened with the editor, so you can look up how to - for example - make a void-ray beam. Expect to be doing this a lot. So for this it will actually be useful if you play some skirmishes, so you see what is there and what unit you can look up if you want to have a guided missile for example.
The galaxy editor is a GUI for .xml modding (and scripting. You will need to get to know the trigger editor at least a tiny bit), but that does still not make it simple and sometimes not intuitive either.
For getting started you can go through blizzards tutorials:
http://eu.battle.net/sc2/en/game/maps-and-mods/
Another great ressource is this forum:
https://www.sc2mapster.com/forums
It's basicly exclusively sc2 modders. It is still somewhat active, so you can expect to get an answer on questions you ask there. The also have Team Recruitemnt section for example, where you could ask if people are interested in helping on your project.