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Cruiser Command v0.93g

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
-Cruiser Command-

As crew of a heavily armed battlecruiser, you must work as a team to destroy the enemy. Each cruiser features an arsenal of powerful weaponry, advanced equipment and launchable strike craft, as well as the surprise element of using a teleporter to board enemy cruiser.


Player Roles:

Captain:
The captain must lead his crew to victory. He can manually steer the battlecruiser and fire any armed missiles. The captain must ensure each player is pulling his/her weight and instruct new players on what to do; good communication is therefore essential for this role.

Pilot: The pilot can fly one of the two launchable vessels within the cruiser. The mining vessel is the most important of the two ships, as the battlecruiser cannot function without a steady mineral income. The fighter vessel is useful for assisting battlecruiser assaults or harrassing enemy miners.

Engineer: The engineer has access to some of the more advanced battlecruiser technology, including the refinery and the molecular constructor. and other consoles which he can build. An engineer will need to refine any minerals delivered by the mining vessel, and use the product to construct missiles and other equipment. Engineers can reroute power to different areas of the ship to enhance shields, weapons or engine speed.




Computer AI support:

The AI can perform simple and easy tasks currently. If a players stays inactive the AI will take control when players enters afk mode. So far AI can only support the human players. AI Added in 0.90

Current AI capabilities
  • Pilot Miner AI
  • Performing Refining tasks
  • Missile Loading
  • Using Repair Matrixes and First Aid kits
  • Engage in close combat
  • Can join teleport assault team
Lacking AI capabilities
  • Cannot control the cruiser
  • Cannot use the fighter
  • Cannot make any engineering tasks (creating items and upgrades)
  • Sometimes bugs, the AI miner might stop up



Credits:

This map was created by Callex ([email protected])
This map was continued development by TKF

Special thanks to Blizzard for the SC2 battlecruiser model (Edited by Blodmon)

jk2pach (hive) for the weaponless marine model
epsilon (hive) for Energy Rifle, Energy Backpack, Medical Backapck and Green Dual Plasma
Champara Bros (hive) for Bazooka model
Suselishe (hive) for Both Plasma weapons and Bolter weapon
Sunchips (hive) for the black horde armor model
Anvil (hive) for Hidden floor gun model
Trollschnitzel (hive) for console models
ZippeR (hive) and Sean Beeson (Soundcloud) for the music.
killst4r (hive)for the SCV and Wraith starcraft model
syc (hive) for the Colonian raptor model
olofmoleman (hive) for the starforge model
Kofi_Banan (hive) for "Wasp and piranha" missile model
Ham Ham (hive) for the "Sabretooth" missile
Mc ! (hive) for the "Laser burst" model
anarchianbedlam (hive) for the SHIVA nuclear model (deleted from hive)
WILL THE ALMIGHTY for explosion models
RedShift? for asteroid model
_-nexXxor-_ (hive) for the interior ship doors

Vexorian for the wc3 map optimizer

Dont worry if I left you out, there is many who contributed
to the map with many suggestions and inputs! Also I some resources don't exist anymore so I lack the names of those who made the floor terrain and space (maybe eleandor?)

If you enjoyed this map, then be sure to try out 'Space Rogues' by Laosh'ra!
This map was partially inspired by Space Rogues


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Beta Debug Commands:
-unstuck: Fixes most bugs that for some reason makes your crew member unavailable
-cam: Fixes the camera view, if its mispositioned or bugs during boarding
-rec: Recall computer miners back to the cruiser (Captains only)


-Youtube videos-

By MegaFuzzyGuy - Edited video of Cruiser Command 0.85d with music
By Vidya Only (Youtube) - Shows the gameplay from start of Cruiser Command 0.93e version from a miners perspective


-Screenshots-

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v0.71 onwards kindly updated by TKF!

- Detailed Changelogs -

This map is protected!

v0.60b First release version on hiveworkshop
v0.61b Numerous bug fixes and balance tweaks, added mercoxium and yamato cannon
v0.62 Cruiser movement redesign, camera rotate function added, hull repair system changed, speedometer added, slightly more start minerals, colliding cruiser repel eachother, and a mining exploit fix
v0.63 New cruiser model (by blodmon), cruiser interior changes, laser damage tweaks, 3 new battlecruiser upgrades added.
v0.64 Disabled teamkilling, added hull, speed and escape pod upgrades for launchable spacecraft, changed collision damage/repel ability slightly, optimised triggers + bug fixes
v0.65 New docked vessel system, changed pricing on ship upgrades, changed promotion system, tweaked hotkeys, reduced power cooldowns + other bug fixes.
v0.66 New survey scanner, shield upgrades and shield boost ability. Redesigned upgrade tooltips, fixed a laser exploit, fixed numerous other bugs & balance tweaks.
v0.67 New turret system with dual firing modes, new sabretooth and hellfire missiles, updated cruiser model, many bug fixes and balance tweaks.
v0.68 Numerous bug fixes, and a serious exploit fix. Asteroids are now controlled by the neutral passive player.
v0.69 Redesigned the tracking system to prioritise nearest targets, added two space mines and counter-missiles. Added terminals in the wings to retrieve items, added an armament drone that automatically loads the cruiser, and other bug fixes/balance tweaks.
v0.70 Doubled the size of space, added asteroid cluster generator, added refinery drone, fixed ai bugs, added sensor nodes and mining stations, remade survey scanning ability, added autostore to the cargo hold, various other bug fixes/balance tweaks etc.

v0.71 by TKF
Added automatically loading bays upgrade for missile hatches (6 levels)
Added cruiser laser upgrades (5 levels, 20%+ pr level)
Increased the fusion core max level from 5 to 6
Increased the item drop range
Greatly increased the damage done to the cruiser when overriding the speed limit
Slightly increased the shield regeneration to balance power settings
Increased the starting resources of the ship, giving more starting tactics
Repair kits repairs 50% more on miners/fighters
Fixed a missle count bug when you loaded missiles
Captain does now aquire qualifications from those he promotes
Fixed an unbalancing issue with the laser causing cruiser 2 to do more damage
Reduced the damage done by beamlaser attacks against vessels by 20%
Added minor teleport ability to crew members
Increased the speed of the cruiser drones by 35%
Power drain caused by sabertooth and yamato is reduced when shields is online
When using assign captain ability, you do other crew member skills
Added 1 unigue ability for every rank
Renamed Cruisers Force Names
Minor fixes

v0.71b by TKF
Added a -eject command if anyone is stuck in the fighters/miners
Made a counter fix to reduce the missile loading bug
New unique abilties: First Aid, Power Specialist
Changed the cost of repair matrixes from 15 vel, 4 nont -> to 12 vel, 5 non
Changed the color of missile boxes
Missile boxes autoloading system should work properly now
Increased the missile damage against vessels
Made the missile boxes Armament Drone friendly
Reduced the energy drain by refinery drone from 15gw to 10gw pr second
Increased the view distance of space view when controlling the ship
Fixed a bug that caused the cargo consoles on wings to work only once
Minor Changes

0.72 by TKF
Added Merculite Heavy Missile - Deadly mercoxium based missile
Added First Aid Kit - revives dead crew members
Added new crew rank: Officer - They can only control the ship
Added new panel for Captain at bridge: Access Console
Added 1 starting repair matrix in cargo console
Crew does now automatically lose control over consoles when they die
The team do now also lose if entire crew is dead or has left the game
Crew Members do now drop items on death instantly

0.72c by TKF
Fixed a severe zooming bug that caused camera to hang up
When zooming into your ship, you will now zoom on your crew member instead
-cam should now also fix camera bug inside the ship
typing -cam no longer gives you way to close view
Added worker classification to fighter/mining controls in order to regain control
Fixed a trigger bug that caused the a leaver captain to not distribute captain ranks
Fighter laser cells do now also get improved by laser upgrades
Fixed a bug that caused dead crew members to stuck panel permanently
Fixed a region size bug with the refinery conveyor belt
Reduced lifetime of merculite missile from 45 to 35

0.73 by TKF
Added Overcharge Laser ability to power generator (20k energy cost)
Added combat music theme, and removed silent themes to lower filesize
Removed the new intro music and reverted back to 0.70 intro music
Improved the Refinery Drone AI
Sensor node should now pick up enemy missiles with purple ping color
Implemented a failsafe to player 11 or 12 if it's a human player to exit game
Increased the chance for Devastator mines to create fires from 50% to 75%
Yamato cannon creates more fires on impact
Greatly improved the missile loading trigger, only 1 missile is removed now
Fixed a bug that caused captains adapted repair ability to not work
Fixed refinery station AI bug
Fixed a severe leaver bug when captain left the game
Fixed a bug that caused the wing cargo panels to sometimes malfunction
Fixed several other bugs

0.73c by TKF
Added turn of drone ability to power specialist engineer
Attempted to fix the missile loading bug
Slightly increased the starting resources
Reduced the casting delay on vessels and consoles
Players is now informed that they need qualifications to use panels
Fixed a bug that caused captain sometimes not being able to adapt ability
Added a couple of help nodes to help players understand what telepads are used for
Help nodes should now appear to those players after watching tutorial

0.74 by TKF
Added a new missile: Wasp Light Missile (Can overload enemy power useage)
Added teleporters on the wings so crew can teleport between wings
Made a counter fix to prevent control loss bug
Impacts on engines will now slow the cruiser
Opposer mine cost 5 less nontrium now
Opposer mine does now slow cruiser even if enemy cruiser has shields up
Fixed a bug that caused the captain unable to adapt pilot abilties
Fixed a Dock panel leaver bug that made it to laser console
Fixed a leaver bug that caused sometimes the crew member to not vanish
Fixed the annoying stop bug that caused channeling spells to be cancelled

0.75 by TKF
Changed the Battlecruiser Model - Thanks to Blodmon
Added engine boost ability to bridge console
Added fighter scanner ability to fighters
Added slightly more start nontrium
Fixed a refinery AI bug. Made a counterfix
Fixed asteroid ownership bug
Fixed several minor bugs
Minor changes

0.76 by TKF
Added Yamato cannon and Overcharge laser to cruiser abilties
Added -afk command to allow your team to control your crew (only inside)
Added autoidle system that removes afk players from panel controls
Increased the ombite costs of Predator from 20 to 25
Predator Heavy Missile does now 25% more hull damage
Using -eject will now recreate your vessel faster than normal
Crashing while overboosting do now cause devastating hull damage
Cruisers in speed overboost mode won't be slowed down when crashing
Slightly buffed the fighter scanner and decreased its cooldown
Overboost ship speed is now shown in green
Improved the refinery AI a little
Reduced collision sizes on refinery drones that are turned off
Added collision blockers near power generator
Fixed a bug with the officers losing access to bridge
Made an attempted counterfix to regain control after losing control
Minor fixes

0.76b by TKF
CONTROL BUG FIXED!
Fixed a glitch with the refinery AI
Fixed a glitch with the wing consoles
Added drop/pickup all ability to crew members

0.76c by TKF
Fixed a fatal bug which allowed abuse of -eject command
Removed the teleport ability from the pilot to prevent abuse
Added Pilot Ace passive ability which replaces Teleport ability
Fixed a minor bug with promote captain ability
Fixed a bug that caused Engine Boost to be used rapidly

0.77 by TKF
Implemented hull damage events too add more realism into the game
Damage events is not triggered by ship lasers, it varies from minor to fatal
Using chat should now prevent a player from going auto-afk while not moving
Added first aid kit on the multiboard list when extracting items
Fixed a bug that caused the Engine Boosting only to be used once
Fixed a combat music bug which maybe it disappear sometimes

0.78 by TKF
New Asteroid Collision System
Asteroids do now reduce shield strength when hitting the cruiser
If asteroids hits a cruiser without shields it will deal hull damage
Asteroids will now lose some minerals upon collisions
Reworked the minerals pr asteroid from 45 to 49 on average pr size
Fighters do now have a permanent pulse gun
Hellfire Heavy Missile does now about 25% less direct hull damage
Wasp Light Missile power drain effect has been reduced by 25%
Refinery will no longer work when power is down
All consoles except main console and power console will not work when power is down
Fixed a bug that caused you not being able to retrive wasp missiles from wing consoles
Fixed an officer promotion bug that caused is to sometimes never work
Fixed a damage bug that caused the hellfire to do more damage against team 2 cruiser
Fixed an event bug that caused a crew to be killed at wrong cruiser
Minor changes

0.79 by TKF
Added a new cruiser upgrade: Carbonite Deflector Cruiser Ability
Drones can now be turned on/off from captains personal Access Console
Asteroids in high speed does now damage vessels and stations
Asteroids do now 25% more damage to cruiser shields
Crashing with mercoxium ores do now cause even more damage
Asteroids will now stop instead of being bounced instantly on high speed hit
Fixed a permanent camera lock bug on cruiser when mining and selecting F1
Fixed the wing console bug for Epsilon Crew
Minor fixes

0.80 by TKF
Added 3 new energy class console construtions at molecularic constructor
Added Cereberus Shield Console (must be built)
Added Antimatter Power Console (must be built)
Added Mass Replicator Console (must be built)
Added new systems along the new consoles
New system: fusion core stability
Added a new power console ability: Inertial Nullifier Field
Yamato cannon ability to bypass shield reduction is now mentioned
Yamato cannon is now a perfect counter against carbonite shields defense
Engine Boost no longer requires lv1 Stabilisers to be activated
Cruiser Hull Repairs no longer instantly repairs the ship
Overcharged laser does now do 20% more damage (cuz yamato pierce hard shields)
Decreased the engine boost cooldown from 150sec to 120sec
Carbonite does now have proper cooldown settings
Carbonite energy cost for use increased from 12500gw to 17500gw
A team with a leaver will now gain 50+ movement speed bonus for crew
Fixed an upgrade bug with hardened shields
Fixed a space camera bug
Several minor changes and bugfixes

0.81 by TKF
Added new vessel item: Small Shield Battery
The vessels at right side starts with a shield battery at start
Added a simple Vessel Status Multiboard when you are using vessels
Added a new vessel upgrade: Improved Mining Laser
Antimatter Power Console has a new ability: Engine Energy Blast
Antimatter Power Console has a new ability: Teraflop Shields
Reduced the energy cap for antimatter core from 500tw to 400tw
Cerberus Shield Console has a new ability: Pump Shields
Cerberus Shield Console has a new ability: Harden Shields
Reduced the energy cost on all abilties on replicator
Using the replicator quite much will now reduce core health
Cruiser Laser upgrades will now also decrease the cruiser turrets cooldown
Increased the cost of cruiser laser upgrades
Using cruiser laser do now have minor effect on core
Sabretooth missiles will now also damage the enemy cruisers core on hull hits
Laser beams are now in 30% shorter beams, but also stronger (bit less lagg)
Laser beams does now more damage against hull now
Laser Bursts and fighter laser does about 20% less damage against hull
Nerfed the overboosted Yamato Cannon effect against hull
You can now change the cruiser name with "-team <name>" command
The victory end game delay is extended with 20 seconds when battle ends
Doubled the core reactor hitpoints, preventing to fast decrease
Core drop when the capacitor is unstable does drop much less now
Inertial Nullifier can now also be used to recover some core health
Improved the missile loading system a bit
Fixed a selection bug with the new consoles
Fixed a bug that sometimes enabled miners the ability to fire wasps
Fixed a survey scanner bug that did freeze asteroid colors when you docked
Fixed some minor bugs


0.81b by TKF
Increased the damage of missiles against vessels
Changed the mining laser upgrade level limit from 5 to 6
Reduced the mining laser bonus from 7% to 6% pr level
Asteroids do now 30% more damage against shields
Anti Matter production upgrade bonus decreased from 90gw to 60gw
Anti Matter energy cap limit decreased from 400000gw to 300000gw
Anti Matter core adjustments increased from 10gw to 30gw
Refinery Robot inventory slots increased from 2 to 4
Slightly improved the refinery AI (but still bit bugged)
Increased the speed of armament robot from 420 to 470
Doubled the amount of mineral contents in asteroids, but halved refinery income
Refinery upgrades do now reduce the amount lost instead of amount produced
Docked vessels do now repair 3 hp pr second if they are damaged
Damage events may now occur when hull is below 60%, instead of 45%
Increased the proximity mines speed from 200 to 300
Fixed a bug that caused overpowered yamato cannon to do full dmg vs shields
Fixed a fatal desync bug with the wing consoles
Fixed 1 point leak with the pickup ability
Minor changes

0.81c by TKF
Added a new 70 seconds background soundtrack to the game: Through the asteroid field
When the cruiser is decelerating, 40% of the unused energy is recycled
Opposer mine does now also cause core damage if it hits a cruiser with shields offline
Core damage drop speed induced by energy usage and special weapons increased by 50%
Unused repair points will store at maximum 18% if cruiser is overrepaired
Halved the amount of collision calculations when cruisers do collide to reduce lagg
Improved the bumping system a bit when cruiser crashes, which should reduce lagg
Readjusted the hints
Fixed a fatal bug with the repair system distrupting the cruiser 2 ability to repair
Fixed an energy display bug when replicating materials
Fixed a false sensor alert bug that regonized enemy miners cargo batches as missiles
Other forgotted unlogged fixes and edits

0.81d by TKF
Fixed a fatal bug with replicator repair which caused core meltdown
Improved the mining laser mining speed upgrade from 6% to 7%
Slightly reduced the energy cost of all replicator abilties
Reduced the energy drain and mineral costs on robots

0.82 by TKF
Added a new system to vessels: Energy
Vessel shields will now slowly regenerate if below 100%
Mining vessel do now have a new ability: Turbo Jump (5500gw)
Mining vessel do now have a new ability: Accelerate Mining (2000gw)
Return minerals do now cost some energy (500gw)
Fighter do now have a new ability: Energy Blast (5500gw)
Fighter Pulse Burst do now cost some energy to shoot (400gw)
Fighter Pulse Burst cooldown halved
Vessels might suffer from power failure if they lose their power
Vessels might take energy damage from Sabretooth and Wasp EMP missiles
Vessels engines will drain energy
Replaced the journey soundtrack with "Though the asteroid field" soundtrack
Slightly reduced some of the vessel upgrade costs for balancing
Decreased the fighter hp from 3000 to 2500
Increased the miners hp from 2000 to 2500 (hp is same to prevent swap repair abuse)
You should now get a notice when your mining station has been destroyed
Fixed a bug with the vessel shield which made it malfunction
Fixed a bug that caused a destroyed robot to drain power after 4 minutes of death
Fixed a vessel hull upgrade bug that caused the vessels max hp to drop when docked
A few typos is correncted

0.82b by TKF
Docked vessels can now connect to the cruisers energy grid
Slightly increased the starting minerals
Increased the cost of vessel energy core upgrade
Fixed a bug that caused the Epsilon Cruiser burst laser to only fire 2 shots
Fixed an order ID conflict that rendered the mining laser upgrade useless
Fixed a bug that sometimes caused the miner to keep the engine trail after a jump
Fixed a bug that allowed a vessel to accelerate when suffered from power loss
Fixed an exploit that could cause the core to become overstable
Minor edits on the refinery AI

0.82c by TKF
When a cruiser dies, it will now cause explosion damage (might cause the other cruiser to explode)
Reduced the cost of fighters laser blast from 5500gw to 4500gw
Also nerfed the fighters laser blast damage a bit according to energy cost reduction
Rebalanced the laser weapons damage vs cruisers, nerfing burst and fighter laser
Slightly buffed the cruiser laser beam so 2 beam rounds is now slightly stronger than 3 bursts
Reduced the cruiser beam count from 8 to 6 for each shot (buffed 33% accordingly)
Cerebeus shield system will now also drain some core when recovering shield
Fixed a bug related to the replicator that caused the core to always display 100%
Fixed a miner stop bug that made all vessels stop in space suddenly
Fixed a bug that could cause the miners turbo trail to not disappear
Fixed an info bug that showed your station as destroyed instead of recovered
Fixed a cooldown bug with inertial nullifier
Reworked the refining pathing AI so it should pickup the refined minerals first
Turned off a AI debugging system near refinery which made it often drop items

0.82d by TKF
A proximity alarm should alert your if the enemy cruiser is close to your cruiser
Slightly nerfed the yamato cannons damage vs hull
Fixed a mismatched location bug which affected the refinery robots on cruiser 2
Nerfed the insane power drain from the overpowered yamato cannon
Fixed a vessel power failure bug

0.82e by TKF
Fixed a fatal annoying bug with proximity alarm
Properly fixed the annoying perma vessel power failure bug upon death
Readjusted a core damage event on cruiser when taking fatal hits

0.83 by TKF
ADDED A NEW CONSOLE: ENERGY WEAPON CONSOLE
The new console features 4 new torpedoes: Plasma, Photon, Energy and Lightning
The new console can now strengthen the shot of each overcharged laser significantly
Added a AFK dialog which appears when you are in AFK mode (more noobfriendly).
A cruiser will get a warning message when wasp missiles does quite much overload
Decreased the cruiser proximity warning alert range by 15%
Fixed a bug that could cause you to get negative nontrium values when doing cruiser upgrades
Fixed a bug with stalemate victory condition not working when both cruiser explode
Fixed a bug that caused an officer if promoted to captain to retain old rank

0.83b by TKF
Added a new turret fire mode: Plasma Shots (You must have energy based weapons console)
Each Plasma round costs 1500 turret energy
Made some adjustments to the latest energy weapons, both nerf and buffs
Removed the abilties events which causes leaks and laggs
Fixed a realtime loading bug for the new energy weapons console
Fixed a deselection bug with the newest console

0.83c by TKF
Added a new ability to the replicator: Replicate Core Health
Greatly reduced the minerals costs of the Mass Replicator System
Added restrict door access ability to Access Console
Hangar Consoles can now tranfer energy to vessels and energy from vessels to cruiser
Photon Torpedo does now cause random effects upon impacts represtented by a color
Photon Torpedo does now have one of 4 random colors: Red, Purple, Yellow or Blue
Greatly reduced the fast recovery rate of cereberus shield system
Energy Torpedo does more shield damage if the enemy cruiser has cereberus shield system
Slightly reduced the energy costs on torpedoes
Slightly buffed the Overcharged Laser damage vs everything
Nerfed the power distruption ability of wasps against cruisers
Set the correct energy costs for robots for Cruiser 2
Added a liftetime to the constructor, which should remove it in case triggers don't
Changed the AI priorities when it's less than 4 refined ores to prevent stuck
Greatly reduced the stuck delay of the refinery robots

0.83d by TKF
Added a new ability to the anti matter energy console: EMP
Cruiser engine trails will now disappear when they are without power
Fixed a player group bug that still restricted promoted captains to use the cruiser
Fixed the credits settings to blizzard for the SC2 Cruiser model
Fixed the AI bug which made it not working in 0.83c version
Refinery AI should now be much faster than before and less buggy
Fixed a bug that made the engine overdrive spit flames from wrong cruiser

0.84 by TKF
Added a new constructable console: Tractor Beam Console (Bridge)
Tractor beam has 2 modes: Slowing and Draining Effect
Tractor beam can also be used to redirect asteroids
Added -unstuck command if you happens to be completely stuck on a panel
If someone is watching tutorial, noone can use vessels or cruiser until its finished
Mines released by vessels will now spawn behind the vessel in opposite facing direction
Pressing ESC should no longer toggle tutorial when you operate a panel
Hints will now only occur for that player if the tutorial settings is enabled
Increased the chance of damage events by 20% (Internal explosions only)
Most damage messages inside the cruiser is now given local except for status
Increased the asteroids collision damage vs shields
Increased the opposer mines slow effect when hitting shields by 40%
Tweaked the energy costs and cooldowns of the miner vessel abilties
Added a visible sprint buff to running crews
Fixed a bug that caused the cruiser 2 to not lose core when the core is leaking
Fixed a bug that gave the cruiser 2 less damage when crashing into asteroids
Fixed a loop bug with the combat music
Fixed a bug that could cause you to get stuck behind the power console after explosion

0.84b by TKF
Decreased the starting minerals by about 40%
Default refinery efficiency is now increased from 50% to 75%
Refinery upgrades costs has been reduced from 30/15/15 to 20/10/10 Vel, merc, non.
Fixed a refinery AI script which did not run properly
Fixed several local scripts which multiple seperated game splits

0.84c by TKF
Added wormhole jump event
Fixed a level text bug when upgrading refinery
Fixed a fatal bug which made instant desync when cruisers was taking hull damage
Fixed a bug that did make the loading text not appear during preloading

0.84d by TKF
Changed the default refinery efficiency from 75% to 70%
Increased the refinery upgrade effeciency upgrade from 5% to 6%
The lumber does now show the amount of time in minutes game length
The gold does now show the main cruisers hull health at all times
Made attempts to fix fatal error occuring by the tractor beam

0.84e by TKF
Fixed another FATAL ERROR damage issue with the hull impacts
Fixed a lacking message bug which didn't alert the 2nd team

0.85 by TKF
ADDED A NEW CONSOLE: SENSOR CONSOLE
Sensor console can scan a large area around the cruiser
Sensor console can also scan for important data from the enemy cruiser
Sensor console has a radar ping ability with low cooldown
Sensor console will automatically detect enemy missile launches
Mines will now once activated pursue the enemy cruiser through the map edge
Mines will fly accross the map when active if there is no nearby enemy targets
Mines will no longer deactivate itself once active
Activated mines can now only last for maximum 120 seconds, instead of 25 minutes
Cereberus shield pumping ability duration increased from 8 to 12 seconds
You no longer requires engineer qualification to access wing consoles
Your screen will turn red for a few secon ds once you die
Readjusted the afk detection timer
Anti-Matter core will radiate a strong purple light from inside the cruiser core
Changed the tutorial intro text for the refinery (outdated)
Fixed a bug that didn't cause the opposer mines to do core damage
Fixed a bad angle with a vessel upon spawning
Fixed a text bug which appeared for the wrong team
Fixed a bug that made the sensor to sensitive for cruiser 1 missiles
Fixed minor bugs

0.85b by TKF
Yamato Blast and Overcharged Laser should no longer stopped by counter-missiles
Transferring energy to vessels do now strain the cruiser core a bit
The sensor console advanced radar ping does now have a 50 seconds radar cooldown
Slightly increased the cooldown of area scanner
Reduced the Sensor Consoles automatic vessel detection from 6000 range to 4500 range
Greatly decreased the area revealed caused by the Area Scanner from 8000 to 6000
Greatly decreased the sight range of the caster dummy
Fixed a bug for cruiser 2 when loading opposer mines, making it not appear for captain
Fixed a bug that caused the missile sensor to accidentally ping enemy vessels
Fixed a bug with the area scanner revealing the area at wrong cruiser
Fixed a bug with toggling the tutorial

0.85c by TKF
The captain will now always get the leavers qualifications, even if it's only 1
EMP do now cause less 70% core damage and energy minimum is set to -30000
Fixed a bug that caused you to drain negative energy from the vessels
Fixed a bug that caused opposer mines to afflict odd values in enemy cruiser speeds
Fixed a bug that caused sabretooth and energy torpedo to cause unlimited negative energy
Fixed a bug that could cause medivh in crowform appear in the docks
Fixed a group leak with the Mining Station
Fixed a bug with the "-unstuck" command, making it reset custom unit values on consoles
Also fixed a bug with the unstuck command related to hangar consoles
Minor starting resources adjustments
Minor adjustments
0.85d by TKF
Fixing rubbles will now also repair the cruiser with 0.7% for each
Removing fire will now only fix 0.2% instead of 0.5%
Increased the initial shield regeneration by 15%
Reduced the regeneration bonus from Cerebus upgrade from 25% to 10%
Increased the core damage caused by Cereberus shield energy drain
Energy torpedo energy costs increased from 9kw to 10kw
A engineer or pilot leaver will now give all their abilties
Mining station will no longer benefit from improved mining laser upgrade
Improved Mining laser costs reduced from 15/20/15 to 10/15/10 (vel/omb/non)
Fixed a leaver bug regarding promotions
Reverted the fix in 0.85c which disabled the mining station (but laggs)


0.86 by TKF
4 NEW BUILDABLE CONSOLES
Medical Console (Hangar)
Cruiser Mining Laser Equipment (Hangar)
Teleporter Console (Hangar)
Crew Weaponry Console (Hangar)
You can have 2 hangar type consoles
Changed the base crew model to customized marine model
Consoles can now be disabled by damage events
The crew can now shoot on rubble piles to blast them away
Sensor console operator do now have free cam in space
The cruiser acceleration/deceleration rate is increased
Cruiser collision will now more likely break through
When the cruiser loses power, it doesn't completely loses shield
Miners mine slightly faster
Increased the speed of the Miner vessels cargo drone
Overcharge Main Laser cost 25% less energy now
Replicated minerals do now have correct text info
Replicator uses about 10% less energy now to replicate
Battle Scanner ability should now provide correct scan info
Fixed a bug that gave the epsilon cruiser unfair emp advantage
Fixed a bug that caused sensor to ping teams 2 cruiser
For each player a team lacks the crew member gains +50 max hp
Reduced the default max hp of crew from 400 to 300
Yamato max overload level decreased from 5 to 4
Fixed a point leak when using consoles
Missile doors should no longer bug and not open
Overcharged laser will now temporary disable shields
Lots of minor bugfixes and tweaks

0.86b by TKF
Fixed a fatal variable misplacement for player 8 and 10
Fixed a misplace bug for weapon console
Adjusted the recall range to be at same range as proximity sensor

0.86c by TKF
Fixed a fatal bug that gave the cruiser "phase shields" (immune to attacks)
Fixed the starting laser cell in hangar to give 50 shots, instead of just 1
Fixed a bug that caused the hangar console to drop items

0.86d by TKF
Added new command console ability: Laser Barrage
You should now get message when your cruiser is in teleporter range
Improved the sensor triggers pings to distinguish missiles only
Emergency Recall ability do now benefit from Amplification factor
Range check should now also display a calculated teleport success chance
Removing unnecesary dead invisiblle dummies after death
Anti-Matter energy limit should now be at 200,000gw
When a vessel is destroyed, it will take 1 minute longer until its rebuilt
Replicator Panel can now be used to restore core even with no power
Fixed a bug with the doors which made it bug
The armament robot should now be inactive when missile bays are full
Robots should now be hit by crew weapons
First Aid kit can now only be used on a single crew member at the time
Fixed a teleporter bug

0.86e by TKF
Added survey scanner ability to cruiser mining console
Fixed death bug on ships doors
Damaged doors will now stay damaged even when used
Repair matrix should now repair damaged doors to full strength
Increased the range of personal teleport recall a bit
Fixed a condition shield bug that sometimes prevented you from teleporting
Fixed several minor bugs

0.87 by TKF
Added a new vessel feature: Cruiser Boarding (fighter only)
Added a ability: Escape pod (Hangar tele pads for boarding crew)
Added new crew weapon: Bolt Minigun
Reworked predator missile and given it special close range homing
Reworked the pulse rifle to be haltable with stop command
More detailed damage info added on missiles
Slightly buffed phasewave rifle due to its costs
Fixed a bug that caused phasewave to move vessels in hangar
First aid ability does now only give 140 hp to the revived crew
Buffed healing kit a bit
You should now experience shake effect of sabotage bombs
Fixed a fatal periodic leak regarding homing missiles and cargo drones
Added a missile load fix which moves missiles near autoloader boxes
Properly fixed a bug with the doors not taking damage
Removed friendly fire restriction on cruiser doors (removes most door bugs)
Fixed a serious bug with teleport ability which caused massive trigger hangup
Screen will stay red until you are revived
Some bugfixes and minor changes

0.87b by TKF
Fixed and order id conflict which prevented you to get battery pack
Reduced the events created by Merculite missile impact from 4 to 1

0.87c by TKF
Increased OC laser energy cost from 15k to 20k due to new ability
Recalibrated the shield regen formula which makes shield regen a bit faster
Properly revmoved the 4x event multiplier by merculite missile
Made a fix which prevents bombing your own cruiser
Fixed a fatal bug with escape pod which resulted in fatal error
Fixed a boarding camera bug for epsilon fighter team
Fixed a bug that caused both team to die when cruiser had hull breach event
Fixed a bug which caused permanet blackout screen when boarding and cruiser lost power
Fixed a bug which allowed a player to leave ship when power was down
fixed a autofire bug with bolt minigun
Fixed a bug casuing crew member to vanish using escape pod
Fixed a bug that removed the vessel from play when usef for boarding
Reduced damage to hull of Merculite and Devastator missile by 1%
Reduced damage to hull of Predator missile by 0.5%
Minor adjustments

0.87d by TKF
Added new command: -balance (can make 4v2 to 3v3 ingame)
Added a new item in medic console: Medical Backpack
Medical Backpack abilties: Medical Treatment, Protection Field, First Aid
Added visual armor model when marine carries Heavy Armor
Disabling Access Console will enable enemy boarders to use doors
When boarding using fighter, it will respawn in 4 minutes instead of 5
Reduced the slow pernalty of armor and energy backpack by 5%
Increased Rocket launcer damage from 120 to 150
Increased rocket launcher energy cost from 8 to 10
Fixed a bug that didn't stop autofire shooting when you moved
Fixed a bug that killed entire Cruiser 1 crew when Cruiser 2 died
Minor adjustments

0.87e by TKF
New feature: Autobalancing when a player leaves
New command: -autobalance (disables or enables autobalancing)
Fixed a bug with command console for boarding team
Boarding team can now adjust enemy cruisers power settings
Undid some variable changes in 0.87d which caused bugs
Added a condition which should prevent mining station to overmine
Fixed a bug with feature if random player had a dead crew nothing happened
Rebalanced laser damage to be same against shield vs hull ratio
-cam command should enforce camera fix view in boarding
Added a camera debug trigger to change camera bounds if mismatched
Fixed a critical bug with escape pod from enemy cruiser
-unstuck command should now fix the problem with bugged escape pods
0.87f by TKF
Added slow healing medic pads on Cruiser Wing Section
Medic pads only heal 1 friendly unit at the time, boarding team can't use those
Minor crew weapon cost adjustments
Fixed a boarding bug
Fixed minor bugs
Fixed a bug with access console not properly allowing you to control cruiser
Fixed a bug mining bug that sometimes gives 1 stacks of ores
Fixed a bug which removed units special abilties when returned to the cruiser



0.87g by TKF
Added a periodic check to change back ownership of bugged units
Removed hp regen bonus from Heavy Armor
Added info which shows how much weapons slow crew member
The Phasewave rifle model is now bigger (visual)
Put a fix against multi vessel bug, fix removes the 2nd vessel when used
Fixed a bug with the crew which could turn into cruisers team
Fixed a bug with autobalance function, it should now only run once
Fixed a bug that enabled you to use enemy vessels

0.87h by TKF
Fixed major door glitch not taking damage
0.88 by TKF
Added starcraft UI
Added new crew weapon: TX2 Sniper Rifle
Added new cruiser upgrade: Security Floor Defense Turrets
Improved Tutorial to include use of teleporter, combat and medpad
Crew members should no longer decay
Removed asteroid spawn hull damage at start
Changed the fire sound of Bolt minigun to a more realistic sound
When using enemy cruisers escape pods, camera should now lock on escape pod
Most hull damage text message now only appear for crew on the cruiser
Removed local alert sound at hull impact which could create player desync
Slightly adjusted camera distance
Fixed a bug when walking near enemy vessels their hp dropped
Fixed a bug with disabling the Access Console
Fixed a bug with crew ownership to Delta/Epsilon bug
Fixed a balance bug which didn't allow a player to gain leaver benefit bonus
Fixed a camera point bug


0.88b by TKF
Reduced the mining speed of mining station due to a fix earlier
Undid hull damage fix in 0.88 due to trigger loop bug not ending
Asteroids spawned on the cruiser will now be bumped away during tutorial sessions
Fixed a bug which accidentally made you able to fire cruiser missiles remotely
Fixed a mining station bug which made it mine up to 101 minerals
Fixed a bug with Floor turret which natural AI made it popup when not needed
Fixed a bug which did hide help nodes for those who watched tutorial
Speeded up the he Refinery AI a bit


0.88c by TKF
Added an experimental vote mode: Rush Game or Normal Game
Slightly increased normal starting resources
Fixed a fatal loop bug in wing teleporters which crashed the game
Fixed a bug with autoloaders
Fixed a bug with help nodes, they should work now


0.88d by TKF
Renamed Rush to Fast Game - Gives you more starting minerals
Greatly increased the cost of floor turrets upgrade
Disabled Autobalance due to many bugs, -balance command remains for bug checking
Increased energy cost of Phasewave rifle and TX2 Sniper rifle by 1
Delayed AFK detection because it triggered right after tutorial
Fixed a boarding bug which removed your weapon in backpack sometimes
Fixed a bug that allowed vessels in hanger to fly around inside
Fixed a debug glitch on vessels inside hangar
Fixed a glitch where you didn't get resources until vote was over
Fixed a bug where boarding players did lose their secondary ability when boarding
Fixed a bug when returning with stolen minerals it reduced to 1
Fixed a bug which sometimes didn't allow you to build crew weapon armory


0.88e by TKF
Halved the cost of fighters pulse burst ability from 400 to 200
Readjusted Cruiser Damage message to appear only for crew inside
Reduced ombite cost of hellfire missile from 50 to 40
Fixed an accidental bug in 0.88d which readded starting resources


0.89 by TKF
New asteroid system: Asteroids can be hit by weapons
Removed refinery upgrade, it operate default at 100% efficiency
Flying asteroids can now damage vessels and mining statios
Mines can now be hit by cruiser laser weapons
Doubled Asteroids hp to match up with missiles damages
Asteroids will now by pushed away when hit by weaponry
Access console door restriction no longer affects dead doors
-cam command should now lock on cruiser when used
Fixed a desync bug on hull impact
Fixed a bug which caused negative shield regen
Fixed a collision size misadjustment on crew
Fixed a bug with Huge ombite asteroid only containing 150 minerals
Fixed a bug with cam debug which could cause pilots to lose control
Fixed a bug which allowed a player which swapped to to -eject even in cruiser


0.89b by TKF
Increased the collision size of asteroids a bit
Fixed a medical console requirement bug


0.89c by TKF
All missiles can now be hit by lasers and other missiles
Missiles may now collide with each other
Added Cruiser upgrade view info options on Access Console
Reduced the HP of floor turrets from 250 to 200
Reworked the missile cruiser loading system working in laggs
Fixed a bug which resulted the red player do die if a dead player leaves
Fixed a camera debug bug which should now work properly using fighter boarding
Fixed a debugger bug which remove missile when to many missiles were loaded
Fixed a bug which sometimes reduced the GW limit when anti matter was installed
Fixed a bug which allowed dead crew to regain vision after power restore
Minor bugfixes


0.89d by TKF
Fighters Laser Cell do now have a small spread when fired
Fighters can now use laser even when laser cell is consumed, at cost of energy
-zoom command does now set a permanent distance to camera
Fixed a fatal bug which caused the Epsilon Cruiser unable to load missiles
Fixed a misbalanced feature which made stack of mines to kill each other
Fixed a bug with -cam command not locking on cruiser on space view
Fixed a bug escape pod
Fixed a with yamato and OC laser "phasing through ship" bug


0.89e by TKF
Added new vessel upgrade: Permanent Fighter Laser Cannon Upgrade
Nerfed the TX2 sniper rifle max damage from 270 to 220
Nerfed mining station mining speed a bit
Added a message which indicates which team has won when cruiser is dying
Fixed a F1 camera bug when boarding
Fixed a bug which allowed cruiser laser to fire plasma shots without upgrade
Fixed a balance bug
Fixed a bug which messed up with max cruiser energy limits


0.89f by TKF
Improved the maps projectile system
Reworked the homing system to work more efficient
Made the missile angle turning smoother
Missiles do now target cruiser first instead of random wobble
Reduced the lagg created by cargo drones
Added tip for mining vessels if they try to mine while moving
Shielding effect now only appear max every sec, instead of every hit
Increased the turret max energy from 15000 to 20000
Increased the Hellfire Missile damage against cruiser shields
Wing Consoles can be accessed by boarding team if AC is disabled
Fixed 1 ore stack problem produced by mining station
Fixed camera -zoom settings when boarding
Fixed a bug which caused mines to not deflect properly
Slightly improved the refinery AI
Minor bugfixes and changes


0.89g by TKF
Custom names is reset when games ends
Custom names is reset if a player has left the game
Fixed several bugs with homing in the new missile system
Fixed deflection bug


0.89h by TKF
Armament drones do now only drain 5gw instead of 10gw
Improved cruiser collision system a bit
Fixed a laser turret error
Fixed a refinery AI bug
Fixed a Collision system bug
Fixed a bug that caused crew projectiles to circle
Fixed a missile loading bug


0.90 by TKF
MAJOR UPDATE: CREW AI ADDED
Added a new weapon: Obliterator Proximity Mine
Computer Crew AI's added: Refining, Missile Loader and Pilot Mining
Afk players or computer players can be toggled for AI modes
You can only toogle 1 AI mode at the time on afkers/computers
Rocket launcher does now 50% bonus vs mechanical
Lasers can now sometimes cause internal hull damage events
Improved the Cruisers Shield Collision system and Vessel/asteroid impact system
Energy in turrets will return quickly when power is offline with 50% loss
Wasp Missile do now also cause 3% core damage on cruiser impact
Reduced Wasp missiles energy drain from 2500gw to 2000gw
Attempted to fix Tractor Beam lighting bug
Optimized vessel movement engine
Raised the max shield limit of vessels from 3000 to 4000
Shield vesselbattery charge the shields with 2500 instead of 3000
If players idle in space now, the afk detection system includes them
Fixed a bug with homing system
Fixed a deflection bug which sometimes only made missiles have 3 sec lifetime
Fixed a bug with repair matrix not fixing vessels
Minor adjustments


0.90b by TKF
Fixed AI mining loop bug
Fixed hull damage events bug
Fixed asteroid system bug
some bugfixes


0.90c by TKF
Fixed the player miner bug not being able to mine (hopefully)
Fixed the damage bug with asteroid taking no damage (hopefully)
Fixed a bug with floor turret which had "homing" shots
Added Pilot AI Recall ability on Access Console
Readded Counter-missiles in the utility tab
Slightly buffed all damage of crew weapons
Changed the Pulse Rifle shot bursts from 5 to 3
Removed the 1hp regen bonus from medical health kit
Nerfed the healing kit a bit
Reduced armor damage reduction from 40% to 35%
Increased the max range of most weapons


0.90d by TKF
Fixed a glitch space miner not being able to mine for players
Fixed the abilities settings for the afk player in space
Fixed a AFK return bug
Remade the counter missile homing system
Improved the Crew Missile AI to handle 6 items
Armament robot can also manage 6 items now


0.90e by TKF
Ported the map back to JNGP to resort to the map system bug issues
Attempted to fix the bug issues regarding mining
Wasp and Sabre EMP missiles do now ignore hardened shield reduction
E-Torpedos, Wasp and Sabre EMP missiles will now be very effective against cerebus shields
Cerebus shield system do now require hardened shields level 2 upgrade
Created Hashtable system of missile firing system
Increased the HP of mines/missiles
Increased the aquistion range of counter-missiles


0.90f by TKF
This version should be stable
Attempted to fix the bug issues regarding mining
Rolled back hashtable missile firing system (caused optimization bug)
The counter missiles will now die on impact
Fixed a bug that caused Yamato Cannon to be stopped by counter-missiles


0.90h by TKF
Added change vessel function for Miner AI
Increased the -zoom command limit from 2500 to 3000
Added periodic camera distance adjustment
Rocket does now also does 50% bonus vs robots
Slightly nerfed rocket dmg from 155 to 140
Fixed a shared control bug sensor console system
Fixed Autoloader boxes missile load bug
Fixed Permablack vision bug when recalled by teleporter
Repeating impact alarm should be local now (hull impacts)
Increased initial crew energy from 15 to 16'
Internal sensors will fail during power failure
Minor changes


0.90i by TKF
Added new damage event: Internal sensor failure (blinded)
Added repair subrutine to Crew Refinery AI
Quickened the Crew/Refinery AI pickup reponse
Increased hp of floor turrets from 200 to 215
Increased the wing medpads healing speed
Hellfire ombite costs reduced by 5
Predator Veldite costs increased by 5
Fixed a bug that allowed Epilon cruiser to overuse shield teraflop
Fixed a severe missile loading bug when hijacking enemy cruiser


0.90j by TKF
Refinery Robot does now have 6 inventory slots
Decreased cereberus shields weakness from special weapons
Fixed a camera periodic reset bug that make zoom command invalid
Fixed a bug that caused the Refinery AI to do nothing


0.90k by TKF
Added new vessel upgrade: Emergency Cargo Pods
Added new Crew Ref AI subrutine: Using First Aid Kits
Mining Console is now a Bridge Console
Increased the costs of Mining Console from 70/70/60 to 100/100/120
Added core repair option to generator console if core is less than 40%
Fixed a bug with mining console survey scanner
Fixed a bug with the repair AI dropping the rep kits all the time
Fixed an AI mining swap bug that caused it to swap nothing
Fixed a bug that caused the Ref AI to not drop all items
Fixed a "stray" bug with pulse rifle shots
Fixed several AI related bugs



0.91 by TKF
Added new crew AI: Close Combat AI
Missile Loader AI will now include Combat AI extension
Combat AI will join boarding team when activating teleporter
Combat AI is able to use healing pads when badly damaged
Combat AI is able to pick a varied amount of weapons
Combat AI is able revive dead crew members
Added Energy flow rate production to the ship status and generator multiboard
Fully charged shield will now be only using 50% energy to maintain
AI Miners will now return back the cruiser to revive dead crew
Crew members no longer lose all items on death, only 1 item
Minerals and Missiles will still be dropped on death
Greatly decreased cooldown of Power Generator based abilties
Energy Cell backpack do now have an active recharge ability
Removed passive regen bonus of Energy Cell pack
Computer players do now get a more personal name ingame
Emergency Cargo Pods will now return remains of fighter boarding cruiser
Radar Ping will now reveal nearby asteroids
High amounts of nearby asteroids may now block your ability to ping
Fixed some projectile bugs which should prevent bullets to stray off
Fixed a bug that stalled the repair AI system
Fixed a bug with human leavers staying in AI's death check system
Fixed a bug that didn't make the robots drop items on death/switching
Fixed a system bug that caused missiles to attract to miner laser dummies
Fixed a bug that made captains able walk far away from main console
Minor changes


0.91b by TKF
Fixed the F1 Camera bug, it should be working again
Fixed a vessel hull upgrade bug in fast mode


0.91c by TKF
Improved the damage point relocation system, it should run smoother
Made an attempted fix to deal with Shield impact lagg bug
Fixed a bug that allowed the use of -eject command when boarding
Fixed a multiboard bug that did show wrong energy flow for Team 2


0.91d by TKF
Replicator Console can now also convert minerals to energy
You can now enter vessels with Right Click action
Increased the Energy Based Console energy bank slots from 8 to 10
Recall AI miner ability (Access Console) do now have a toggle function
Fixed a Missile AI bug that made it only get 1 missile
Fixed a Combat AI bug which made it camp on dead enemy crew members
Fixed a recall bug with mining vessel
Recall function will debug the miner AI if it does nothing but drifting



0.91e by TKF
The cruiser can now move in reverse, 35% of full speed
Cruiser damages is now visible again
Fixed a waypoint fluke with reloading AI on Cruiser team 2
Increased Vessel shield regenerations with 33%, it was to slow
Reduced shield degeneration speed
Weapons will slow you slightly more now, except laser gun
(Unknown AI bugfixes, old changelog lost)


0.92 by TKF
Added Teleporting ability to vessels
It does have 3 sub abilities: Add cargo, Empty Cargo, Teleport
Added Autopilot Mining ability to miners (Mining AI)
Added Grenades in Crew Weapons Console
Adjusted default camera distance from 1900 to 2300
Inititial starting energy use on lasers set from 10gw to 20gw
Medical bay should no longer attacks boarders with lightning
Using fighter scanner do now cost 500gw energy
Using survey scanner do now cost 200gw energy
Fixed a fatal reverse bug that caused the cruisers to top each other
Fixed a fatal collision bug which locked cruisers on each other
Fixed a bug with Overboost Engines ability, which gave only 65% speed
Fixed a bug which caused lasers impacts to make cruiser go in reverse
Fixed a bug with engine energy recycling when not using full speed
Fixed a bug with not showing ship status tab after using escape pods
Fixed some boarding related bugs regarding consoles and tabs
Minor weapon changes and balancing


0.92b by TKF
Renamed Refinery robot to service robot
Service Robot can now help with ship repairs now in combat situations
Service robot costs increased by 5 veldite, 5 nontrium and 5 mercoxium
Repair AI should now take out 3 repair kits if available
Improved the Repair AI system
Increased hp of both robots by 50
Fixed a bug which accidentally allowed fighter to have miner abilties
Fixed a bug with autopilot toggle which caused afk display to other players
fixed a premature activation bug with mines
If a computer gets healed, it should no longer disables its AI
Minor adjustments


0.92c by TKF
Increased the cruiser shield regen rate with 25%
Cereberus Shield quick regen will now also depend on shield power levels
Changed the damage stats and costs of some missiles/mines
Nerfed Obliterator mine damage for some balancing
If service robot cannot repair, it should resume its default task
Changed one of the engineers specials from power to tazer specialist
The default power adjustment is now set to 10gw by default
The cruiser upgrades info tab on access console also shows stored minerals
Laser blast from fighters do now also disable internal sensors
Armament robots on team 2 do now drain 5gw instead of 10gw (bugfix)
Fixed afk return bug which accidentally gave fighter miner abilties
Fixed a few bugs with Service robot, less chance for it to stop up totally
Fixed a bug that caused a certain dummy to be visible on minimap
Fixed another bug which gave Fighter miner skills
Fixed a bug with cruiser mining console which should now work


0.92d by TKF
Removed the autopilot ability from miner due to bugs (afk bug)
Corrected the hangar visuals in tutorial to match with cruiser
Optimized Cruiser Energy system, should increase game performance a bit
Power failure will more quickly reduce the power spent now
Attempted to fix the Vessel swap bug (need more test for confirming it)
Improved the Combat AI
Leavers will now become AI automatically, instead of just dying
Boarding Computer AI will now return to home cruiser if health is low and heal
The Computer AI should now be able to arm itself with better crew weapons if available
If AI is set to combat and missile loader AI, it will join teleport assaults
Fixed a bug with TX sniper rifle which made it do minimal damage only
Fixed another AI healing bug, it should work now
Fixed a power setting bug which allowed -5gw energy usage in any category
Fixed another AI bug


0.92e by TKF
Redesigned the missile loading system, you now click on the missile to load it
Made internal missile fire look more realistic now with much higher speed
Failsafed the autoloader boxes missile loading system, also armament robot
Cleaning up tons of unnecesary conditions in the asteroid systems
Optimized vessel movement system
Some script optimization to reduce the game lagg
Fixed a fatal bug with crew missile loader AI, which made it fail totally
Fixed a bug that caused computer player to be removed suddenly off the game


0.92f by TKF
Cruiser Reverse Max speed limit raised from 35% to 50%
Increased the speed bonus with the Cruisers Boost Engine ability
Fixed the selection circles of asteroids
Fixed a bug with cruiser turret burst laser which made them stop
Fixed a bug that made a destroyed mining station create some ore after destruction
Fixed a bug with sensor node and mining station launch not showing up for captain
Minor bugfixes



0.93 by TKF
Added Interior to vessels
Vessel Interior features Main Console and Power Console
Power Console features many abilties for the vessel
Crew member can add items to vessel from vessel interior
Added EMP mines for miner (Requires Energy weapon console)
Added Plasma shots for fighter (Requires Energy weapon console)
Added all crew qualifications into a common ability (spellbook)
Optimized the Teleport System
Fighter no longer loses laser cannon if tech is available
Increased AI repair matrix outtake from 3 to 4
Reduced hull repair matrix junk repair from 0.7% to 0.5%
Added text message when using -rec command to call back AI miners
Internal missile doors should now always close properly
Updated some tutorial details such as vessel interioir
Fixed a bug that caused the fighter to have 2 fighter laser abilities
Fixed a bug with the internal missile doors not opening when they should
Fixed a bug that made the cruiser go negative speed at start
Fixed a bug that caused vessel with shields sometimes immune to damage
Fixed several vessel related bugs
Fixed vessel shield multiboard display bug
Minor fixes


0.93b by TKF
Pilot can board other vessels, if teleporter is built
Reduced the damage to crew caused by merculite missile
The "-eject" command should now work even if you look inside vessel
The "-cam" command should now include vessel interior
Mining should work now again
Boarding enemy vessel and using its power console no longer alters your own vessel
Pressing esc inside vessel will reset to space view if pilot stays near console
Fixed a bug with captains will ability which made the corpse vanish
Fixed a fatal bug which totally disabled missile firing (after map testing)
Fixed a bug that didn't selfdestruct a vessel if onboard escape pods were used
Fixed camera view inside vessels, the cam debugger should fix it now


0.93c by TKF
Added custom experience gain for crew members, which allows them to level
Added ability selection for crew members to pick their special ability
Added Survival Instinct and Stim Pack as new selectable abilities
Added a new vote mode, No miner mode (gradual income every 5 sec)
Teleporter beam is now a 2 way teleporter, which also teleports projectiles
When crew members arms, it should no longer drop its weapon if full
Renamed rush mode to accelerated start
Disabled a boarding debugger system which didn't work and bugged everything
Rocket Launcer missile do now have correct range
Fixed some teleport related bugs
Fixed a bug which didn't respawn vessel when using escape pod from cruiser
Fixed a bug that caused the enemy vessel you boarded to die upon using escape pod
Fixed some minor bugs


0.93d by TKF
Hiding Cruiser in asteroid field now reduces chance for being found
Added syntesize ability, mainly for engineers
Rebalanced stim pack ability so its weaker at lv1, but stronger at lv3
When learning 3rd ability, sprint ability moves to qualification spellbook
When learning 4th ability, drop all ability moves to qualification spellbook
Fixed a cam bug when using escape pod from vessel interior
Fixed a bug with sensor console which showed enemy miners
Fixed a requirement bug on survival ability
Fixed a bug that gave pilot qualification when dropping grenades
Fixed some minor boarding related bugs


0.93e by TKF
Improved pilot ace ability
Removed the 50 hp bonus when a player leaves
Energy torpedo will no longer trigger hull damage events
Energy torpedo no longer ignore shield resistance
Energy torpedo will cause 2% core damage now on hull impact
Fixed a asteroid bug which miscalculated push angle
Fixed a bug with engine turbo speed
Fixed a silo closing bug with launching mining station


0.93f by TKF
Survey scanner for miners is now available from start
Duration of survey scanner reduced from 10 to 8 seconds pr level
Increased the default starting mercoxium count to 18 from 10
Picking ores less than 100 should now stack together
Added a service robot reset trigger, in case it stops up
Chanced the cost of fusion core upgrade to 25 vel/25 omb/6 merc
Chanced the cost of vessel core upgrade to 10 vel/15 omb/4 merc
Chanced the cost of merculite missile to 15 vel/15 omb/20 merc
Reduced Obliterator hull damage from 12% to 10%
Fixed a bug that removed promotional abilities when boarding
Fixed a misplaced camera bug when using fighters board ability
Fixed a fighter boarding bug that made you die using this ability
Fixed a leaver bug that made the crew AI stay in perma paused state
Fixed a energy transfer bug on team 2 right hangar
Fixed a carbonite deflection bug which didn't reflect missiles


0.93g by TKF
Added a debugger for power consoles that get moved out of vessels
Fixed a permanent selection bug that didn't allow you to select
Fixed a bug that caused carbonite deflector to deflect yamato shot
Fixed a bug with vessel energy production
Fixed a fatal bug that ended the game if leaver occurred with computer players

- Last Changelog -

0.93g by TKF
Added a debugger for power consoles that get moved out of vessels
Fixed a permanent selection bug that didn't allow you to select
Fixed a bug that caused carbonite deflector to deflect yamato shot
Fixed a bug with vessel energy production
Fixed a fatal bug that ended the game if leaver occurred with computer players

Keywords:
starcraft, cruiser, command, battle, space, future, boarding, starcruiser, battleship, starmap, star, star wars, cruiser command
Contents

Cruiser Command v0.93g (Map)

Reviews
Vengeancekael Date: 2012/Nov/11 21:35:31 [Please do not send me a message, use Staff Contact] Comment:An impressively complicated, fun and original map, it is definitely recommended to anyone who likes space games and/or mining/upgrading, etc...
Level 4
Joined
May 1, 2008
Messages
80
Great Map ! : 5/5

I really like your map, like a PvP space rogues !
-add more missiles
-add an emergency charge for ths shield (wich give energy to the shield )
-Maybe add two missile launcher in the back of the Cruiser !
-add a 2 sec shield to the miner, wich allow him to evade one or two missile
-add upgrades for turret and hull, shield , generator ...
-add an anti shield missile and an hull breaker missile ( HBM - Hull breaker Missiles - do great damages to hull because they are created to make hull breach and explode after they pass the outer armor. They burn everything in the wing they touch . They have a small tracking capacity and they are slow. They are usually used to burn all crew in a wing or a room )
 
Level 3
Joined
Oct 5, 2008
Messages
39
@ dared, The fighter and miner take a lot of sustained laser fire to destroy anyway. Cluster missiles are ineffective if you are a good pilot, and a good team would save the miner in trouble.

Also the texture would be different between areas, The engineering bay shouldn't look like the bridge.
 
Level 3
Joined
Oct 5, 2008
Messages
39
@ Dared hmm AI would be good, but i think it should be added after he has finished all the warheads and such.

@lulol The warheads you suggested where similar to the ones Draz and i suggested, but other than that nice suggestions.
 
Level 8
Joined
Nov 29, 2007
Messages
371
I've never been killed in Cruiser Command yet, so I suppose I'm biased.

An escape pod would be good though; one last chance to escape.

EDIT: Concerning AI
Do you mean write an AI to use all the different characters? That might be quite/very difficult. Especially as the characters have overlapping roles. You might be able to find someone to take up the challenge. I would, if I wasn't so busy IRL.
 
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The recent influx of suggestions has been great; I've seen some really good ideas on here, keep em coming :)

The next version might take a while to get done though, because I'm remaking the cruiser movement to mouse-based like the vessels and it's acting up a little (it will turn one direction quickly, and the other direction really slowly :S) Oh and of course, college work isn't helping either ^^

Something to think about: Can the engineer be redundant/boring sometimes? I've noticed that - particularly at the start of the game, they can have nothing to do until the minerals arrive, and even then its a pretty monotonous job of refining and storing. That being said, I know some people who love being the engineer... Any thoughts/ideas of how the roles of engineer and perhaps the miner can be made a little more exciting?

Thanks for the support, as always.
 
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Most of the suggestions for engineering, that Draz and I thought about where for endgame engineers, For example.


The custom warhead system, were you can purchase a warhead casing, it has two inventory slots. You place a Guidance system and a Warhead into it, So you can ine ffect make a super missile. But it would cost a lot of minerals.

Ill work on stuff to make the engineer slightly less repetitive

As for the miner, Maybe NPC bandit ships which are very weak fighters, This also gives the fighter pilot a reason to defend the mining ship, and creates tense situations and team work for both of them. If you implement a NPC bandit system a single use escape pod may be useful because of the increased chance of dieing.
 
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How about you could add basement floor of cruiser, where are full of wires, generators and inner ship core and that stuff. And to make things more exciting, you could add that some parasites or something what is messing in this Basement of cruiser, so engineers and those guys could do something. After a while parasites evolve into stronger beings. Also ofc, you could add revival thing, else it's pretty fast game.

Also idea about boarding, that it is possible to board enemy ships. Cause of this, I have idea that Engineers can build stationary turrets in cruiser for ships defense against riders. Also build suits, for players which increases player guy strength when worn, giving better board attack capabilities and to handle parasites better.

Also idea for special missile, which doesn't damage cruiser, but spawns 1-6 droids in enemy cruiser basement or normal floor.
 
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Callex, you DO read your Hiveworkshop private messages right ? Because i sent you a ridiculously long message with bug reports and suggestions that u didn't reply to. Can't blame you though, i suppose you are getting allot of those.


Anyways, i've been reading other people's ideas and i like alot of em, any chance u accept help from the community implementing those ideas ?
 

TKF

TKF

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Something to think about: Can the engineer be redundant/boring sometimes? I've noticed that - particularly at the start of the game, they can have nothing to do until the minerals arrive, and even then its a pretty monotonous job of refining and storing. That being said, I know some people who love being the engineer... Any thoughts/ideas of how the roles of engineer and perhaps the miner can be made a little more exciting?
Lol, I have fun everytime I'm a engineer.

ENGINEER: FUN
I don't consider waiting for minerals as start as a critical time for waiting. Engineer have a job early to adjust the energy levels at start so the ship have more spare power. Also giving the ship some small amount of start resources make them able to make some armament to the fighter so the fighter pilot don't need to wait too long to fight.

PILOT: SOME FUN
I get bored when I'm a pilot and harvesting does get boring. It's fun to use the fighter.

CAPTAIN: LACK OVERVIEW
The captain can only access 1 table, maybe give him a secondary table on the bridge which gives him quick overview who's doing what and where. Just a info control panel which allows the captain also see the power levels adjusted in the control room, but not adjust them. That would be very handy as the captain need to know when the yamato gun is load or not, lasers online or not. Someone which is harvesting. How much resources the ship has etc.

The captain can instead use chat for giving orders instead of asking what do we have? Is yamato loaded? How much power is on the lasers? And such things.
 
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Something to think about: Can the engineer be redundant/boring sometimes? I've noticed that - particularly at the start of the game, they can have nothing to do until the minerals arrive, and even then its a pretty monotonous job of refining and storing. That being said, I know some people who love being the engineer... Any thoughts/ideas of how the roles of engineer and perhaps the miner can be made a little more exciting?
I would say that being the miner would be more exciting if the fighter was much more effective at taking them out. Then, when going out to mine, you're taking a risk of being shot down. Whereas atm, you're effectively unkillable if you pay attention. The other thing is that mining just takes a long time. I think it would be better if the miner was just faster, and mined faster.

As for engineer, I say start out with more resources, and automate more parts of the process, e.g. missiles from storage can be automatically loaded to be fired. The engineer has plenty to do with power changes and such during combat, as well as repairs, he doesn't need to be a missile loader. If the roles of the turrets were increased, these problems could be partly solved because anyone who is bored can use a turret instead. Perhaps, also, the shields could be split, so like, you could choose to put more power on front shields than back.

I think that the engineer's fundamental role is interesting, but it involves way too much of the same running around.
 
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i see my recomend of an escape pod became a big topic and it all sounds nice and it would surely get more interesting while playing the game:D the metal of the ship gives somewhat a nice space ship felling atleast 4 me:D
 
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The custom warhead system, were you can purchase a warhead casing, it has two inventory slots. You place a Guidance system and a Warhead into it, So you can ine ffect make a super missile. But it would cost a lot of minerals.
I wouldn't implement them quite like that, but custom missiles would be very cool.

As for the miner, Maybe NPC bandit ships which are very weak fighters, This also gives the fighter pilot a reason to defend the mining ship, and creates tense situations and team work for both of them. If you implement a NPC bandit system a single use escape pod may be useful because of the increased chance of dieing.
Or you could simply make the asteroids move more, to mine you must first match velocities with the 'roid (because of the short range of the mining ability) then fly along next to it mining.

Deployable drones that could be launched from or controlled by the pilots could be fun too.

CAPTAIN: LACK OVERVIEW
The captain can only access 1 table, maybe give him a secondary table on the bridge which gives him quick overview who's doing what and where. Just a info control panel which allows the captain also see the power levels adjusted in the control room, but not adjust them. That would be very handy as the captain need to know when the yamato gun is load or not, lasers online or not. Someone which is harvesting. How much resources the ship has etc.

The captain can instead use chat for giving orders instead of asking what do we have? Is yamato loaded? How much power is on the lasers? And such things.
Overview table idea seconded.

I would say that being the miner would be more exciting if the fighter was much more effective at taking them out. Then, when going out to mine, you're taking a risk of being shot down. Whereas atm, you're effectively unkillable if you pay attention. The other thing is that mining just takes a long time. I think it would be better if the miner was just faster, and mined faster.

As for engineer, I say start out with more resources, and automate more parts of the process, e.g. missiles from storage can be automatically loaded to be fired. The engineer has plenty to do with power changes and such during combat, as well as repairs, he doesn't need to be a missile loader. If the roles of the turrets were increased, these problems could be partly solved because anyone who is bored can use a turret instead. Perhaps, also, the shields could be split, so like, you could choose to put more power on front shields than back.

I think that the engineer's fundamental role is interesting, but it involves way too much of the same running around.

I don't think mining time should be reduced. A good miner can already get a huge throughput of minerals to the cruiser at current speeds. Making the fighter more useful is a definite must and split shields would be cool, that would mean more work for callex, though. He'll need to set up system to detect where the hits are coming from.

I have mixed feelings on an autoloader
 
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i love how you handled the different classes for the players as each role is needed to survive.

The BCs usually get stuck when you ram them, perma locking both ships together for the rest of the match, im not sure if this is intended or not but for a 1v1 (counting BCs only) this basically ends the game.

One of the things that bugged me was the pausing of the control panel for ships whenever you accelerated, turned, or decelerated. The repeated flashing from pausing that unit whenever an ability is used is hard on the eye. If you intended it to be that slow, then you could of relied purely on cooldowns (as currently the cooldowns are about 1sec ~ .75secs?)

other then those two, you have a pretty solid map going.

Oh, before i forget. I would like to suggest escape pods for the fighter and mining ships as loosing a crew member is devastating for a team especially when fighters can not only out chase a mining ship but destroy it fairly easily with piranha missiles.

After a BC explodes, their lasers still function (which is funny) and they still have collision (we once had a double KO because we scraped a dead battle cruiser) not sure if its intended or not, but just something to polish on (the map itself is extremely polished aside from that) as it doesn't affect game play all that much.

4/5 Solid map with a few flaws, but hey you cant expect everything to be perfect. Keep up the good work.
 
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Just found a MAJOR bug in the mining system, it seems that if u click the asteroid you are mining like a madman you can get alot more minerals out of it. I'll write more as i test out this bug, i'm hosting constantly in EU RPG room #1 in Garena.

Definitely high priority hotfix is in order, people are starting to abuse this bug. I dont know whether to write u a private message or not Callex, since u arent responding :/
 
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@ Dimix i never noticed that bug personally.

@psiblade They only get stuck if your engines die, which is obvious. The flashing doesnt bother me i use hotkeys anyway so no need to look at it is there? PS Fighters are not that destructive a good pilot can easily get away from a fighter, Oh and your meant to protect the miners so you shouldn't loose the crew man. On another note ( sorry for repetitiveness) but 2 people can win this map, Aslong as the third gives engie to the captain then leaves.
 
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Well i don't know if Callex is planing on releasing any new versions anytime soon, but as i've suggested before, there are plenty of people willing to help out with the making of this fantastic map, not just with the high res cruiser skin but with pretty much everything. Looking forward to new versions, though i'd like some feedback to the feedback :)
 
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thats odd, i remember ramming full speed into the other ship and deadlocking the two of us (with no derbies or damage shown on the ship aside from hull damage) and we where locked together. So im pretty sure the engines whernt dead as i was ramming at full speed before impact and came to a complete halt on impact (you cant kill the engines that fast as engineer) and because there was no structural damage to the back of the ship, i doubt my engines where busted either.

As for the flashing, its the fact that i use the hotkeys that makes them annoying because you have the bottom right hand corner (my screen is small so i can see everything at once) flashing every .5 seconds or so just from trying to turn or accelerate. It hurts my eyes, is the point im trying to put out. (which is bad for a game to be hurting a person outside of the game world)

Two people CAN win the map, but the 2nd team winning because i got shot by a dead BC is just bad polish. (not to mention the win/loose conditions already have me winning)
 
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Yeah, the mining bug is definitely real, abusing it can give you infinite resources of the desired type, albeit it's a bit slower this exploit has enabled me to win last game just by blasting the yamato cannon at the other cruiser.

First blast they were like, Oh shit !
Second blast they were like, Wtf ?!
Third blast they were like, 0.0 ?!

Although it was fun, its definitely a bug that needs urgent fixing.
 
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I am working on the new version, but please be patient; I've been very busy this week. I have a new version semi-complete, with a redesigned cruiser turning system. Once I optimise everything and fix the in-game lagg, I'll release it along with a fix for the mining bug.
 
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Just the idea of this map is insane. The machine props are very well detailed and overall... this map is just pure excellence. The space battle I recently had against the enemy was very fun.

5/5

Some gameplay suggestions!:

- Allow 3 wraiths to deploy instead of 1 (or... wraiths are available to everyone but the captain)
- Increase radius of contact for Wraith lasers, it is nearly impossible to hit enemies in a spacefight
- Increase ship speed a tad bit
 
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I am working on the new version, but please be patient; I've been very busy this week. I have a new version semi-complete, with a redesigned cruiser turning system. Once I optimise everything and fix the in-game lagg, I'll release it along with a fix for the mining bug.

The mining bug is easily fixable, since the exploit uses the 0 cooldown of the mining laser, simply adjusting this to a 10 sec cooldown for example would solve the issue.

I'm really curious as to what u plan to do in the future, aside from the bugfixes and the new cruiser control system (which i think is great).

Are we going to see new missiles ? Is the collision issue going to be resolved ?

Keep up the good work Callex :thumbs_up:
 
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I was really suprised when i see a Cruiser Command clan on northend
--> cruiser command elite task-force (CETF) ...
 
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...and with a little bit of work v0.62!
I haven't had time to test this properly, so if there's any performance issues or other bugs, let me know.

Colliding cruisers will now slowly repel eachother. I think i'm going to be adding more battlecruiser upgrade options in the future versions: including extra power generation, higher speed limits, faster turning etc. I might also be able to add 'drone' units to automate (with less efficiency) tasks like mining and reloading. These guys will be expensive though and probably a later-game thing.

I'm unsure about the direction I want to go in with the missiles. On one hand I could make a much larger variety of missiles to do lots of different things, and on the other hand I could try and make the missile customising suggested earlier. The latter would take a very long time to complete though...
 
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...and with a little bit of work v0.62!
I haven't had time to test this properly, so if there's any performance issues or other bugs, let me know.

Colliding cruisers will now slowly repel eachother. I think i'm going to be adding more battlecruiser upgrade options in the future versions: including extra power generation, higher speed limits, faster turning etc. I might also be able to add 'drone' units to automate (with less efficiency) tasks like mining and reloading. These guys will be expensive though and probably a later-game thing.

I'm unsure about the direction I want to go in with the missiles. On one hand I could make a much larger variety of missiles to do lots of different things, and on the other hand I could try and make the missile customising suggested earlier. The latter would take a very long time to complete though...

First of all, gj fixing the bugs and adding the new stuff/changing some of the old stuff.

As for the direction of the missiles i'd say add variety then work on customization later down the line. The upgrades you plan are also a good idea.

Keep up the good work ! :thumbs_up:
 
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Callex, My suggestion with the missile variety is this.

You increase variety by say 2-3 more missiles. Then when customizing is finished, those just become preset builds. So 3-4 more missiles could be for example.

Antimatter Heavy missile- No targeting device but heavy damage-75 veldite 50 ombite

EMP missile- Has no targeting, but if it hits shields it lowers them by 15% if it hits hull, it has a chance to destroy all there stored power.- 25 Veldite /0 ombite/100 nontrium

Anti missile- Fires a cluster shot of 10 mini warheads, each homing in on nearby missile to destroy them- 50 veldite/50 ombite/25 nontrium

Long Range Cruise Missile- Fires a long range homing missile which is as strong as a predator, This is to there are more long range engagements- 50/50/50


The costs on those missiles are changeable, Also if you implement drones it could use the same system as the Missile customisation. Keep up the good work mate :infl_thumbs_up: :infl_thumbs_up: :infl_thumbs_up:
 
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Well i've tested out the new version, all the changes/bugfixes seem to be working perfectly, looking forward to new versions.

As always, keep up the good work :)
 
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Hey guys!

For begin sorry for my bad english.
Okay, next. Callex, you are really the best in my opinion map maker on the Warcraft III. I love your maps! Solar Conquest, Aliens 2, now Cruiser Command - it's just incredible games and it's really not boring!


Next. Me and my friends have suggestions for you to upgrade your super map.
I make it in points:

1. Boarding and suits. That's, for me, must be in Cruiser Command!
I really want to see fight on boards of ships with, for example, plasma suit.
2. Give more to do for captain. Playing on captain is REALLY boring.
3. RP options. Always, when I play Cruiser Command with friends we making a RP. I think you can add something like rename.
4. More minerals.
5. Give for any proffesions other model. For example, for captain give human, for pilots grunts, and for engineers goblins (it's just example).
6. Fix this delay when ship is under fire!
7. Hmm... I think that's idea don't be realized, but the planet in game will look really good. On planet are stones, in stones minerals (you can destroy stones with special laser suit) and just it's can be space to land fight.
8. More missiles and stuff.

I think that's all...

I'm waiting on response.
 
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Well, v0.62d is done; hopefully this will fix the delay with fires, and also the repair hull ability may have been bugged too... I haven't had time to test it though so you'll have to say if there's any more bugs turning up.

Thanks for the suggestions - I'm glad you enjoy my maps :)
Boarding is a possibility... I've heard a lot of people request this. I'm thinking of having a star-trek style teleporter system; if both teams have an expensive teleporter unlocked, when the cruisers are in close range crew could beam across? Obviously it will need limitations and energy requirements etc... but its just an idea.

Hmm, I usually play captain myself and enjoy it, but thats most likely mapmaker bias. Anybody else find the captain a boring role?

A rename command could easily be done, I'll get around to that soonish hopefully.

Professions are swappable, I only really added them to stop arguments in-game about who does what. A decent team will usually share all of the qualifications out among the crew, but new models aren't out of the question entirely.

A planet wouldn't really match the scope of the game, although other space phenomena like blackholes and meteor showers aren't totally out of the question.

I do read all of the suggestions in this thread, even if I dont respond to them btw. I just dont usually have the time to pick them apart and give feedback.
 
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Hmm indeed, repair hull was bugged when Draz and I tested it earlier, Also Boarding the way you suggested it i agree, and Planet is a no for me, but some space phenomena yes. Models i think every one should have the same model with slight differences. Also perhaps you should do the missiles first, then move on. If you want me to assist with anything just Pm me, Im quite good with ideas and theoretical map design.
 
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A suggestion; allow some (or all) of the classes to carry 6 items at once, so instead of having an item for your qualification, perhaps make it a skill? Or was it intended to only have 5 inventory slots?
 
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Callex, first I wanna say that I love all your maps. They're awesome.

Second, I have some suggestions:

Boost laser turret damage. Seriously. It seems like they do nothing, no matter how much you spam right click.

Maybe put a toggle-able rapid fire mode on the cruisers laser turrets so you don't have to spam Right Click like a caffinated chipmunk. This could be a button that you hit on the turret that makes it autofire at the maximum rate possible with the current weapon power, and switch right click to "select target"

More missile variety.

At least 1 more inventory slot, or make the rank/permission item a skill.

Easter eggs. eg. if you put your crew member through the Refinery, your crew member becomes a "Refined Person" or something.

An ability on the mining ship that lets you see the amount of minerals in the Cruiser's cargo hold, or change the panel shown in the miner to the one shown at the molecular constructor

2 pads for the molecular constructor: A "Deposit items here" pad and a "Retrieve items here" pad. An inbox and an outbox if you will.

Perhaps make laser cells stackable?

A second miner and a second fighter, so there's the option of having both pilots out mining, both pilots in the fighters, or 1 miner 1 fighter. I'm thinking this could be a bit imba, so perhaps put a limit on the number of small ships (Miners and fighters) out at the same time. I'm thinking two.

Upgrades for the fighter, miner, and cruiser. Maybe add in some basic research like Light Armor Mk II (Fighter and miner HP or armor upgrade), Heavy Armor Mk II (Cruiser HP or armor upgrade) etc.

Maybe a late game upgrade, changing the Fighter to an Advanced Fighter?

As for you needing a Battlecruiser model, why not ask the guys at the Project Revolution mod?

Speaking of ships, Maybe have some different kinds of ships to choose from, each with different attributes. Like say...a Battleship that is big and slow, but has more firepower, A Battlecruiser (Same as in the game now), and a Cruiser, which is smaller, faster and more maneuverable than the Battlecruiser, but has less firepower.

Suits. Boarding. Healing. Nuff said.

Drones for menial tasks like fetching the minerals from the miner drop off point and refining them.

Bug: If the miner tries to return minerals to the ship when he is too close, the drone can't dock with the ship and just flies in circles around it until the ship moves somewhere else.
Possible fix: Mineral return drone gets a tighter turning radius.

Different looks for the Pilots, Engis, and Cappy. Maybe hats or units that come with WC3/TFT?

Anti-TK system.


This map needs to be hosted more. Seriously.


That's all I can think of for now.
 
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Mouse control is much better than what we had before. You can't change direction while you're accelerating or firing, but this isn't a big problem and the turns can now be cancelled half way through. Good work.

A bug most people probably haven't found yet: Try killing your captain while he's captaining. As long as he stays on the console he was on, he will stay alive.

This makes mutiny difficult.

P.S. I did this after the game had ended (the other team left).
 
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Your map is well made for most part.

While playing I felt like you could really do a lot more with the ship's guns:
Like the first change that I thought would be cool is that when you get on a the gun it spawns a target unit.
- This could just be a like a scaled true-shot aura model.
- Allows for the captain and other team mates to see where the gunner is aiming. (along as their stealth the other team can't see them...)
There would a skill that turned on the guns, once on they continue to fire until turned off with another skill.
Then the amount the power to the guns would:
- Effect rate of fire as it is not effected by the rate the person clicks.
- How fast the gun "turns" (which would the the movement speed of the target unit).
Over making gunning hard but more fun and easier on the right mouse button.

Just another side idea to that is that you can make bullets for the ships guns. The rounds would not use up energy when shot but take the resources to make.


Second chain of ideas was the fighter:
The fighter can have TWO people enter it. The second one is in control the fighters own little power generator. And a gun the works like the cruiser's.
- Power can be directed to:
-- Weapons
-- Engines, as an afterburner eats power but gets you places
 
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One of my favorite maps. Callex you are a god as far as space games for wc3 goes!

Im all for some different skins for the different classes. I think that would be awesome!

I think that engineers should have more to make. Instead of just missiles lasers and repair things. Like the one person up above me stated a bot to fetch the minerals and refine them could be one but it would cost alot of resouces. Or better armor for the ships. But say instead of it being "ok i upgraded the ships armor" make different slots on the ship. Like one for the bridge one on the wings one in the engines so on and so forth for different armor upgrades.

One thing i would LOVE is to be able to upgrade the power generator. As much as 180gw/sec is enough it just feels to.....set....I would love to be able to upgrade it to have more!

Possibly shields upgradable? Like they start at a max of 100% and if you want to get them higher you need to upgrade them?

One of my favorite maps. Callex you are a god as far as space games for wc3 goes!

Im all for some different skins for the different classes. I think that would be awesome!

I think that engineers should have more to make. Instead of just missiles lasers and repair things. Like the one person up above me stated a bot to fetch the minerals and refine them could be one but it would cost alot of resouces. Or better armor for the ships. But say instead of it being "ok i upgraded the ships armor" make different slots on the ship. Like one for the bridge one on the wings one in the engines so on and so forth for different armor upgrades.

One thing i would LOVE is to be able to upgrade the power generator. As much as 180gw/sec is enough it just feels to.....set....I would love to be able to upgrade it to have more!

Possibly shields upgradable? Like they start at a max of 100% and if you want to get them higher you need to upgrade them?
 
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Level 5
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Feb 16, 2005
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Callex Cruiser Command - very very cool map, i have done for your map models Battlecruiser. :D http://letitbit.net/download/9102.9d...odmon.zip.html

add There parasite \ infect \ anomaly )

Excellent! This is just what I've been looking for; a prettier version of the current model. There's no team colours, but thats ok. I'm going to use engine trails and some slight vertex colouring to show teams.

The ships will collide into eachother, but they should drift apart slowly, instead of just getting stuck. I could increase the repel effect, but it could take a toll on map performance.
 
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Personally i think a one use escape pod, you have to purchase with minerals is fine. But a revive system is just stupid TBPH
 
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I think if Callex wanted a revive system he would have added one by now, however i do agree that a escape pod on the miner/fighter would be cool. However this should come at a price to the HP of the miner/fighter...say 1000hp instead of 2000.

Also, i think the addition of more missiles as u planned should not be delayed, and i think u have plenty of ideas as to what kind of missiles to add.

I think this map would greatly benefit from the addition of several things used in Metastasis, but thats entirely up to you.

Looking forward to that new cruiser skin, Gj as always.

P.S. If you are adding new missiles in a new version anytime soon, i want nukes :)
 
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