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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 3
Joined
Oct 13, 2009
Messages
76
Soo... with people bringing up questions about what to do with the wings... How about broadside artillery cannons? Naval battles are fought like this. It could be a powerful, long-range but inacurate weapon for use against the enemy cruiser / other large targets. It could be implemented in a similar way to the energy turrets, or controlled via the captain. Any thoughts on this?

Only one thought : No.

Anyone have a multuple of thoughts on the broadside-ship(as in WATER)style-cannons that are inspired by being British?

Sorry :grin:

Also, It seems that while the complexity of bulding custom torpedoes is unpopular, special effects and roles for the torpedoes as DiMiX suggests would be good? Perhaps I could just add different missiles classes such as 'Assault' or 'Support' missiles that can do anything from attacking the ships energy to screwing with their missile tracking/radar? We'd get the same effect, and people wouldn't need to waste time finding out the most effective torpedo combinations.

Am i that much of an asshole that no one comments on my whole torpedoe concept? I practically have to twist callex's arm into liking it, because he still doesnt understand that tweaking games by popular demand is a mistake that has caused the downfall of many a (up untill that point) great game.

Thanks for the help everyone :cry:

*Sigh*
 
Level 3
Joined
Oct 5, 2008
Messages
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A simplified version of the Missile system above, would be you Produced a Missile Hull so to speak, which was X amount of resources, it has two slots inside it, Payload and Homing or Duel payload, the payload is how much damage, the bigger, the better, the more expensive, and homing well homes the missile. When the slots are filled out it turns into a custom missile, With the combined propertys of the items inside. Then to progress with missiles you put energy into research, and resources. which slowly unlock new warheads, hulls, Homing systems. Eventually three slot super missiles, which can have a anti matter war head ( takes two slots) and a good homing device. That would be a lot simpler to code IMO.
 
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A simplified version of the Missile system above, would be you Produced a Missile Hull so to speak, which was X amount of resources, it has two slots inside it, Payload and Homing or Duel payload, the payload is how much damage, the bigger, the better, the more expensive, and homing well homes the missile. When the slots are filled out it turns into a custom missile, With the combined propertys of the items inside. Then to progress with missiles you put energy into research, and resources. which slowly unlock new warheads, hulls, Homing systems. Eventually three slot super missiles, which can have a anti matter war head ( takes two slots) and a good homing device. That would be a lot simpler to code IMO.

:thumbs_up: Yeah, this i what i want to see !!!

Simple, but imagine if cruiser command had this ? Wouldn't it add depth to the game ? I mean i for one always wanted to be able to slow down the enemy cruiser, i've also always hoped for Nukes, those would be the 3 slot torpedoes. This is the way you should all be thinking, but keep expressing yourself creatively :)

Oh, and if you don't know squat about coding (like me) ask how difficult it would be to make at the end of your idea, and maybe Callex will answer, and if he doesn't it's only because a lot of people are sending him emails instead of posting here for all to see, which is better FOR sure ;)

Leviathan, have you seen a system like this in some other game ? I think i've seen something like this in an RPG somewhere but i can't remember which map it was exactly...
 
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Lots of the things are possible with the triggering; the real limiting factors are map performance and the time taken to implement changes. Some things are easy to change, whereas others are extremely difficult. That being said, I could retrigger the lasers to use the proposed system relatively easily. I could use mana as a simple way of displaying the amount of energy stored in a turret.
When a turret is energy filled, it will simply no longer drain energy from the ship's power.
 
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I think that the artillery idea is a great one. The captain needs more role when it's not Predator spam time. I think that you could greatly improve the game by allowing him to attempt to "snipe" the enemy miners with some sort of hugeass cannon.

Customizable missiles is a bad idea, the balance will never work, there's no need for it, and the time/effort to make it is expensive.
 
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Lots of the things are possible with the triggering; the real limiting factors are map performance and the time taken to implement changes. Some things are easy to change, whereas others are extremely difficult. That being said, I could retrigger the lasers to use the proposed system relatively easily. I could use mana as a simple way of displaying the amount of energy stored in a turret.
When a turret is energy filled, it will simply no longer drain energy from the ship's power.

The last sentence made me think you had a different idea than what thought you had. I thought that you wanted power drain to be constant, becuase engines drain power constantly, regardless of what level you have them at. Using mana would be a very good way to do it.

The other question is if you could add an extra button to the power control panel that would toggle the power change rate between 5, 25, and 100. This would let you spend less time clicking for the same result. A bar slider would of course be ideal, but that isn't possible :(

I have noticed a very nasty bug in the game which causes fighters(not sure if it effects miners) to lose control. i mean not that the command card goes black while its selected(i think this happens too) but heres what happens. at some point, the the player who is controlling the fighter suddenly notices he has his crew member selected, which is inside the cruiser somewhere. however, the fighter is still outside, and his camera is stuck outside. we had escape pods, so we tried destroying the ship, but it didnt help. he was still stuck out/in the cruiser. it happened to one of the players, and shortly after, the other one. it seems only to effect fighters,
 
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:thumbs_up: Yeah, this i what i want to see !!!

Simple, but imagine if cruiser command had this ? Wouldn't it add depth to the game ? I mean i for one always wanted to be able to slow down the enemy cruiser, i've also always hoped for Nukes, those would be the 3 slot torpedoes. This is the way you should all be thinking, but keep expressing yourself creatively :)

Oh, and if you don't know squat about coding (like me) ask how difficult it would be to make at the end of your idea, and maybe Callex will answer, and if he doesn't it's only because a lot of people are sending him emails instead of posting here for all to see, which is better FOR sure ;)

Leviathan, have you seen a system like this in some other game ? I think i've seen something like this in an RPG somewhere but i can't remember which map it was exactly...

No it was just something Draz and I, came up with originally, in our first massive suggestions list. Which most people are just resuggesting that stuff, ( page 3 or 4 i think btw) and Are we going to have this Nuke, discussion again :p. Im a indie developer, However modeling not coding. I know some stuff however so it is a simpler suggestion than a resource based conversion. I think ( No idea about Jass tbqh)
 
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No it was just something Draz and I, came up with originally, in our first massive suggestions list. Which most people are just resuggesting that stuff, ( page 3 or 4 i think btw) and Are we going to have this Nuke, discussion again :p.

Yeah i remember those posts, however the map was in a much earlier stage of its evolution then, and you should repost those suggestions after reading all the post that followed them, so that you can modify them acordingly.

My own first suggestions and bug reports were Via private message to Callex, we're insanely long (and i mean that literally) and preceded yours by a day or two, so we had mostly the same ideas at roughly the same time. Why isn't Draz posting himself anymore ?


Im a indie developer, However modeling not coding. I know some stuff however so it is a simpler suggestion than a resource based conversion. I think ( No idea about Jass tbqh)

If you have experience as an Indie game developer than you can be an invaluable source of feedback for Callex, maybe more than anyone else (NOT to say that we dont DESPERATELY NEED, as many people giving feedback as possible, regardless of their skills, knowledge of the game or IQ.)

+Rep for you agai....argh... can't yet but i will later :wink:
 
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I think that the artillery idea is a great one. The captain needs more role when it's not Predator spam time. I think that you could greatly improve the game by allowing him to attempt to "snipe" the enemy miners with some sort of hugeass cannon.

Customizable missiles is a bad idea, the balance will never work, there's no need for it, and the time/effort to make it is expensive.

Hmmm i see you still fear over complexity and time consumption despite the fact that i have payed both of theese issues alot of time thought and design.

However

Perhaps you have a valid point, it's healthy to question one's one convictions, so i question my own.


Your post as well as staring at the Cruiser Command picture (yeah i do that) for a few minutes inspired me to think in this manner.

Look at the cruiser on the picture.

Notice something.

Its not symetrical.

The left side has a custom weapon "On Top" but the right does not.

Can't we have a torpedo launcher on one Wing and a Cannon on the other? (Both facing forward, or able to aim, forget the whole broadside idea, its ridiculous)

The development would be done ONE AT A TIME, and the know-how needed to develop each, as well as the detailed discussion of their further design will allso be done one step at a time.

Any thoughts?
 

TKF

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Lots of the things are possible with the triggering; the real limiting factors are map performance and the time taken to implement changes. Some things are easy to change, whereas others are extremely difficult. That being said, I could retrigger the lasers to use the proposed system relatively easily. I could use mana as a simple way of displaying the amount of energy stored in a turret.
When a turret is energy filled, it will simply no longer drain energy from the ship's power.

I like this idea, draining turret mana it shows on the console you control. When you drain the mana completely you directly drain from the ships energy.

How are you displaying the amount of mana? 1 mana point for each 1gw? Should you still be able to use lasers if power is set to 0gw with mana system?

The last sentence made me think you had a different idea than what thought you had. I thought that you wanted power drain to be constant, becuase engines drain power constantly, regardless of what level you have them at. Using mana would be a very good way to do it.

Well I see your point that it would be unfair when u use energy on other different systems. I guess it would be hard to adjust the energy reduction when reducing the speed, but the math in triggers here could be hard to make.

The shields can for example drain only half when you reach the % level according to energy spent. This needs the energy consumption to be shows as well on the multiboard. It's up to callex to implement this, but I liked his idea with mana on turrets to show stored energy.

______________________



Cruiser / Vessel strength comparison:

Also one thing I notice is that fighters are very tough with some upgrades and 2 fighters is so strong that they are probably stronger than the hull on the battlecruiser. Predator takes only about 1000 hp or so. Scorpion does about the same damage. A fighter with 6400 hp you need 6-8 hits with missiles and if you double the amount of hits you can probably almost slay a battlecruiser badly. I think vessel defense upgrades are OP!

Miner is relatively vulnerable. My suggestion is to increase it's hp to 3000 so it can survive a little more firepower and making the fighter have also have 3000 hp so you don't repair abuse them as they both have same % hp when you change it in the repair bay. I think that would be more fair and reduce the hp increase of vessel upgrades to 500. That's enough imo. This should make it somewhat simpler to kill fighters since they are very strong and can survive several hits.

The other vessel upgrades are quite balanced as I can see it.
 
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@ dimix, well At the moment, we are not making our own game. We where doing a RTS with some very nice new stuff, but our coders gone bye byes. So we are waiting on restarting that. Currently 3 of us are working on a mod for Mount and blade.
 
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I dont know, i dont see many:( If lot of ppl would play this, then more ppl would be pro, and there would be much better battles.
 
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I like this idea, draining turret mana it shows on the console you control. When you drain the mana completely you directly drain from the ships energy.

How are you displaying the amount of mana? 1 mana point for each 1gw? Should you still be able to use lasers if power is set to 0gw with mana system?

Not quite, When the turret mana is gone, the turret does NOT work. the energy drain for all three systems will always remain constant, unless you adjust the values for usage. 1 mana would be one gw. You cannot set laser level lower than 5. If you send 10gw per second to laser capacity, then once you get 3k, set it to 0gw, you could still use the lasers, but they would stop working when they ran out of power.



Well I see your point that it would be unfair when u use energy on other different systems. I guess it would be hard to adjust the energy reduction when reducing the speed, but the math in triggers here could be hard to make.

The shields can for example drain only half when you reach the % level according to energy spent. This needs the energy consumption to be shows as well on the multiboard. It's up to callex to implement this, but I liked his idea with mana on turrets to show stored energy.

I think that all systems should drain the amount of power they have allocated to them per second, and no more/less. You could perhaps make so that you take (shield% - powerAllocated) is proportional to the regen/decay, so that the shield uses power to maintain itself, and the leftover power is used to regenerate it. if the difference is negative, then the shield would lose strength(decay), until it matched the powerAllocated.

Heck, for engines, you could make it so that power sent to it is also stored in a mana pool, and the engines use power proportional to the speed. if the mana pool ran out, then the engines would die, until power is sufficient.

These would all work like a budget, where you have some income amount (180gw - 255gw), and 3 expenses(engines, shields, and lasers) which would go into funds for those things, that would be used when needed.
 
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Doing something because the picture shows it is an INCREDIBLY bad idea. Please, never, ever, ever, EVER become a game designer.

I don't fear overcomplexity, I've played my fair share of overcomplex games (Supreme Commander and Forged Alliance - become an expert at that and we'll talk). I've just played games for long enough to know that this kind of thing simply doesn't work. The fact is that the presence (inevitably) of cookie-cutter specs proves that when you add customizability, you don't really add customizability. The fact is that the game is so simple, blow up the enemy ship, that there's simply not enough room for it. That's not a criticism, it's just how the game is. You can't win the game by harvesting enough resources and building a galactic superdrive to escape to another galaxy. You can't win the game by boarding the enemy ship and killing the crew. You can't win the game by making peace, by genetically modifying your crew members to telepathically force the other crew into suicide, by teleporting a bomb into their engine, by using your incredibly advanced technology to rip a hole in spacetime, by luring them into a star, by calling for reinforcements, by landing on a planet and using it's resources to build a bigass missile. There's one way to win, which is beat your opponent into shit.
And, thusly, customization will produce exactly one best missile- the best at scattering the atoms of your opponents across the cosmos.
This isn't a criticism, I like the simplicity of the map. Customizability just doesn't fit here.

Oh yeah, the laser cells on the fighter SUCK. And they suck hard. I did find a use for pirana missiles: at the start of the game, you can buy 3 scorps and 1 pirana, and need a hit with any three (often gotten me that first kill). But there's none for laser cells. They should be infinite for a weapon so weak, and then I could argue a use.
 
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Doing something because the picture shows it is an INCREDIBLY bad idea. Please, never, ever, ever, EVER become a game designer.

I don't fear overcomplexity, I've played my fair share of overcomplex games (Supreme Commander and Forged Alliance - become an expert at that and we'll talk). I've just played games for long enough to know that this kind of thing simply doesn't work. The fact is that the presence (inevitably) of cookie-cutter specs proves that when you add customizability, you don't really add customizability. The fact is that the game is so simple, blow up the enemy ship, that there's simply not enough room for it. That's not a criticism, it's just how the game is. You can't win the game by harvesting enough resources and building a galactic superdrive to escape to another galaxy. You can't win the game by boarding the enemy ship and killing the crew. You can't win the game by making peace, by genetically modifying your crew members to telepathically force the other crew into suicide, by teleporting a bomb into their engine, by using your incredibly advanced technology to rip a hole in spacetime, by luring them into a star, by calling for reinforcements, by landing on a planet and using it's resources to build a bigass missile. There's one way to win, which is beat your opponent into shit.
And, thusly, customization will produce exactly one best missile- the best at scattering the atoms of your opponents across the cosmos.
This isn't a criticism, I like the simplicity of the map. Customizability just doesn't fit here.

Oh yeah, the laser cells on the fighter SUCK. And they suck hard. I did find a use for pirana missiles: at the start of the game, you can buy 3 scorps and 1 pirana, and need a hit with any three (often gotten me that first kill). But there's none for laser cells. They should be infinite for a weapon so weak, and then I could argue a use.


Sorry but Dead, I am going to contend this. Simply saying that one best missile will evolve is completlty stupid, For example will the best missile be Medium payload, and great homing, or huge payload and no homing. Best is really opinion, If you prefer long range fighting, you would use lots of homing devices and not much in the payload department ( this is slightly biased towards my missile customization and drone customization model). Also With drones, Would a Highly armoured, Drone with a laser chain gun, or a lighter armoured, drone carrying a extreme payload which detonates infront of the cruiser and hits them with flak. Would a EMP missile which knocks out shields be more useful in this situation than an Anti Matter Uber-missile. See there is no ONE BEST missile with customisation, its just what you want, when you want it, and allows advanced tactics to emerge for the better teams. Like when Draz, Gen, You, and Me played together using steam voice chat. We used tactics, Or atleast we did the next day when you left. :p
 
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Miner is relatively vulnerable. My suggestion is to increase it's hp to 3000 so it can survive a little more firepower and making the fighter have also have 3000 hp so you don't repair abuse them as they both have same % hp when you change it in the repair bay.

I don't know about that, i want to put the miner in even more danger, make it more exciting to play. Veteran players seem to find mining boring, i mean it is, you just find asteroid, pull the parking brake, fire up MAH LAZER,ping for danger,rinse,repeat...

I usually send the beginners to go mining, because i don't want to do it myself when i KNOW no real danger is imminent (except on rare occasions when i play vs good players which i suscpect may hunt me down)

Now, if we added mine's (layed by fighters only) like some ideas/suggestions a page or two back say, and dont increase the miner HP, i think Cruiser Command will be much more fun in that matter.


P.S. I always host Cruiser Command in EU RPG room #1 or #2, i've gotten ad least 10-12 people to be fans of the game, and i keep trying to get more people to know it. I don't play on battle net, i find most the players there to be immature, where as in Garena i stumble uppon really nice people once in a while.
However i can log on to B-net too if anyone wants to play.
 
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Doing something because the picture shows it is an INCREDIBLY bad idea. Please, never, ever, ever, EVER become a game designer.

I don't fear overcomplexity, I've played my fair share of overcomplex games (Supreme Commander and Forged Alliance - become an expert at that and we'll talk). I've just played games for long enough to know that this kind of thing simply doesn't work. The fact is that the presence (inevitably) of cookie-cutter specs proves that when you add customizability, you don't really add customizability. The fact is that the game is so simple, blow up the enemy ship, that there's simply not enough room for it. That's not a criticism, it's just how the game is. You can't win the game by harvesting enough resources and building a galactic superdrive to escape to another galaxy. You can't win the game by boarding the enemy ship and killing the crew. You can't win the game by making peace, by genetically modifying your crew members to telepathically force the other crew into suicide, by teleporting a bomb into their engine, by using your incredibly advanced technology to rip a hole in spacetime, by luring them into a star, by calling for reinforcements, by landing on a planet and using it's resources to build a bigass missile. There's one way to win, which is beat your opponent into shit.
And, thusly, customization will produce exactly one best missile- the best at scattering the atoms of your opponents across the cosmos.
This isn't a criticism, I like the simplicity of the map. Customizability just doesn't fit here.

Oh yeah, the laser cells on the fighter SUCK. And they suck hard. I did find a use for pirana missiles: at the start of the game, you can buy 3 scorps and 1 pirana, and need a hit with any three (often gotten me that first kill). But there's none for laser cells. They should be infinite for a weapon so weak, and then I could argue a use.

Whoaaa easy with the Ego trip Mr.Mastermind, Mr. I PWN Strategy games and understand all, im just trying to improve the game, if we dissagree we discuss it...if we have emotional problems we seek therapy mmmkay? :grin:

The fact that the only way to win is to destroy the enemy does not mean we can't make 1001 ways to do it. Look at dota, its also a 5v5 teamplay game where the objective is the same all the time and yet the variations in possible games are endless.

My whole question was, can't we have 2 different weapon systems on each wing? Why do they have to be symetrical ? They don't :)
 
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In addition to Dimix, and my points about your Simplicity. Simple is fine, if it is a fun concept that can no longer be refined, Tetris, Pong, and games like that. However a game about commanding an elite Space Battle Cruiser, Demands just a little customization and tactics. BTW I really wouldn't call Sup Com that complex, Try Dwarf fortress if you want a complex strategy game, Oh yeah and Emotional problems done help. As Dimix said, We discuss and debate improvements to find the best formula. No need to have a Napoleon complex, PS if you don't know what that means, it means your AMbition and Ego think your amazing, and better than the rest of us.
 
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Try Dwarf fortress if you want a complex strategy game, Oh yeah and Emotional problems done help.

Damn, Dwarf fortress was TOOOOO complex for my taste, 0 grafics, but sooooo many things to do.... it kinda annoyed me with its complexity :cool:


Anyways, do you guys think Callex should do some cosmetic upgrades to the interrior of the Cruiser? Like add a med-bay;

(a small cosmetic med bay would improve the atmosphere, since every space battle i've seen in every sci fi movie some how reffers to a medical bay, even if its only like : Captain - Medical bay, casualty report !)

Or like some more computer banks in the empty hallways, such a large cruiser may need alot of computing power, you get the general idea of what i mean right ?

I'd like to see some suggestions about cosmetic improvements of the interrior, even though the ones done sofar are pretty great, but too few for my taste, especially in the neck of the cruiser, there's like NOTHING there...

Not even those thingies that go beep beep whizz beep beep once in a while :gg:
 
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Make beds and kitchen and possibly other kinds of rooms for the crew or at least some kinda like hibernation chamber... Then maybe also make some panells and pipes, like in submarines since thats only real thing to compare spaceships with...

And DeadMG, complexity is not really good sometimes... Add a bleeding/recoil/hostage morale and other junk to CS and nobody would play it. Compexity is now allways good. In some games, esspecially singleplayer, but its just horror of horrors in multiplayer!
 
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Make beds and kitchen and possibly other kinds of rooms for the crew or at least some kinda like hibernation chamber...

No no no :) ahaha , we don't want things that aren't relevant to combat :) No one goes to sleep or to the toiler or to fix a snack with missiles flying all over the place :))))

This isn't LOAP :D


I was thinking about stuf u have seen in scifi movies and TV Shows, Like Star Trek/Wars/Gate, Battlestar Galactica etc...

Maybe we need more high-tech pipes though :grin:
 
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Yeah but there is little room as it is... We have to assume we are looking at a cruiser in the heat of battle...

P.S. Although Callex DID mention adding a second floor to the Cruiser when we were chatting once... what do you think about that?
 
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A quick response:

For example will the best missile be Medium payload, and great homing, or huge payload and no homing.

The better missile will have a greater payload, because the homing system sucks and you need a very close shot anyway. You can just ram the enemy cruiser or force them to run away for eternity.

However, you're not really understanding the point. There is no time when these two missiles will be equally useful. Either you can out-turn a missile, or you can't. One of them will always be useless compared to the other. Which missile is greater boils down to a very simple logical expression, which is that if the greater payload missile can hit the enemy BC before it can turn enough to avoid the missile, it will be greater. Flat out, no questions asked, no possibility of the other being greater.

Like when Draz, Gen, You, and Me played together using steam voice chat. We used tactics, Or atleast we did the next day when you left. :p
Didn't go anywhere, I simply haven't been able to find you. Always checked for Draz on friends list, and I've been on Steam the whole time.
But more importantly, we didn't use tactics. We used the same tactic every time- spam Predators, save energy, maybe fire some lasers. That was it. Now that the fighter can take down miners, it's more interesting and more dynamic, but still mostly the same.

Whoaaa easy with the Ego trip Mr.Mastermind, Mr. I PWN Strategy games and understand all, im just trying to improve the game, if we dissagree we discuss it...if we have emotional problems we seek therapy mmmkay?
No emotion here. Go play it, or even do some research on it. Go buy Supreme Commander: Forged Alliance, and become good at the game. I challenge you. Don't take my word that the game is overcomplex. Go find out for yourself. But, I personally am having a completely rational discussion here.

The fact that the only way to win is to destroy the enemy does not mean we can't make 1001 ways to do it. Look at dota, its also a 5v5 teamplay game where the objective is the same all the time and yet the variations in possible games are endless.
DoTA is a horrible game. But, more to the point, do you have customizable heroes? Not last time I checked. There's only one way to destroy your enemy, which is pick the biggest missile (Predators) and maybe the odd Yamato if you got the mercox to spare, and get close to them (preferably from behind) and fire at them until they blow up.

So, the best missile will always be the best at doing the highest amount of raw damage to your enemy in the shortest period of time. What missile that is will depend on a number of factors, but those factors are constant from version to version, so in 0.66b, the best missile to fire out your BC is a Predator, because it does lots of damage and the enemy BC typically can't dodge it. That's all.

Edit:
There's no reason for the wings to be symnetrical, except that making them non-symnetrical is totally abitrary and serves no discernable function whatsoever.
 
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DeadMG, you just had another ego trip, it is possible that you are so into it, that you fail to realize it. Help Cruiser Command in whatever way you seem fit, but don't go into tantrums and waste all that creative potential on thoughts that myself and others will never pay attention to.

Your previous post is flawed in so many points, both logically and creatively that i will not bother replying until you improve your mood.
 
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Nah, we don't need so much space for battle and well, how much are there people? Its really not hard to add very compact living quarters and hospital on one wing and lab or something else on another wing.

Could you post a few screens and show me WHERE exactly do you think we could fit all that stuff in ? I mean i really don't get it and showing me would advance the whole argument (of cosmetic upgrades) a whole notch.

I'd do it myself, but my damn laptops Prt Scr button is messed up, and i won't be able to get to my regular PC for another 2-3 days.
 
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I agree with other, the interior should be upgraded. Its kinda boring that there are some energy flow,generators......i think thats all what is only foor eyes.
 
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Yeah, and maybe I should sometime post screenshots of my personal spaceship map wich I play with my friend?

Heck if you think that would help, go right ahead :thumbs_up:

If you feel like firing up Photoshop (Or MS Paint heheheh) and drawing something simple that would be great too...

What kind of eye kandy would you like to see and where the most? (for me its the neck of the cruiser, its soo depresingly boring )
 

TKF

TKF

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I found a few bugs.


Bugreport for 0.66b:

  • Extreme amounts of fires makes the game almost unplayable and causes enormous laggs - Heavy memory leaks?
  • Team 2 can see enemy miners though the fog of war at start for some reason. At least I noticed it when I was captain for team 2. Gives a superior unfair tactical advantage for that team to know here the cruiser is when using map pinging ability.
  • -cam command doesn't work when you turn on missile camera, then off.
  • -name " " noname bug
  • If the miner is docking in the left docking bay, his minerals won't automatically be extracted when docked like for the miner at right bay.
 
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Hmm i think that the second floor you mentioned would be intersting for put a weapons for crew members and medical center room.
Well the weapons for crew members could be also created by certain minerals in the molecular constructor...

What about a kind of assault vessel?It would have 2 laser towers(of course the vessel would have his own energy for the turrets)and 2 missiles silos,also would have a boarding system to use on the enemy cruiser =P
 
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nice map!! awesome game when i plalyed it......... just requesting umm... can we have less hp on the people so when the ship gets hull damaged and theres impact inside the ship.. theres a chance that they die?? and making the ore for yamato more rare to find.. and making the yamato stronger ... just a thought... to make the game better
 
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Callex showed up out of nothing and made 2 great space maps. Though this one is more popular than solar conquest, I like both... I can't keep up with both posts, too many fans xD. Nice idea Hugomath, I was thinking on that too, but wans't sure how to do it, since crew is kinda short. It would work nice if there were more players to each team, but Callex have already met the fuc*ing 12 limit. So there gotta be a little thinking (like Einstein would say).
 
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Callex showed up out of nothing and made 2 great space maps. Though this one is more popular than solar conquest, I like both... I can't keep up with both posts, too many fans xD. Nice idea Hugomath, I was thinking on that too, but wans't sure how to do it, since crew is kinda short. It would work nice if there were more players to each team, but Callex have already met the fuc*ing 12 limit. So there gotta be a little thinking (like Einstein would say).

Could be fixed if player controls 2 peasants xD
 

TKF

TKF

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Callex showed up out of nothing and made 2 great space maps. Though this one is more popular than solar conquest, I like both... I can't keep up with both posts, too many fans xD. Nice idea Hugomath, I was thinking on that too, but wans't sure how to do it, since crew is kinda short. It would work nice if there were more players to each team, but Callex have already met the fuc*ing 12 limit. So there gotta be a little thinking (like Einstein would say).

Could be fixed if player controls 2 peasants xD
lol fail! :mwahaha:

No, there is possible to have 6 players for each team, if callex is using player 13 and player 14, which is neutral hostile and neutral passive if I don't recall wrong. However it's much work to implement it, but as far as I can see I think it's possible to make it happen, but it's also not easy task to add and adjust the ally settings for these players. It might be a challenge and I've never done this myself, only seen a few other mappers doing it in their respective maps. It's up to callex to consider this.

For example in DoE (aos map), there are 6 players on each team + forces are using neutal hostile and neutral passive.



As for the cruiser interior and systems it was made by hard work that took several weeks for callex to pull through. Making that isn't easy. Callex has put much work into the map and done it properly. I don't understand the terrain critics as the interior does look like the inside of a cruiser and it's 1000 times better than the ship interior design in missile war (it's so bad you don't even understand it's supposed to look like battlecruiser xD).
 
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As for the cruiser interior and systems it was made by hard work that took several weeks for callex to pull through. Making that isn't easy. Callex has put much work into the map and done it properly. I don't understand the terrain critics as the interior does look like the inside of a cruiser and it's 1000 times better than the ship interior design in missile war (it's so bad you don't even understand it's supposed to look like battlecruiser xD).


Don't misunderstand me, i'm not criticizing the terraining itself, i think it's very well made, and it's a vast improvement over missile war and allot of other similliar maps, i am merely saying that such great work should be continued, and more of the cruiser should be made to look less bland, and more like an awesome battlecruiser fearlessly cruising the vastness of space.

I've been looking for suitable models for a lab and a medbay (strictly cosmetic for now, don't expect the lab or the medbay to have any functionality in "early" versions, we will discuss this possibility MUCH later on)

After discussing the matter with Callex he agreed to consider making theese provided that we find models for the job.I scanned through several space maps, most notably through Parasite 2 and Metastasis , and it seems that they use re-skinned stock models (those that come with the world editor of RoC + TFT )

Later tonight i will scan trough several other Sci-Fi maps, and then i'll start scanning the Hive and other resource sites. Hopefully we'll see a less bland interior in 2-3 version updates. However his current work is not focused on this matter though it may be depending on our help and encouragement ! :wink::wink:
 
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DImix if you want some models, just ask. Im a static, world modeler, for FPS, and RPG type games. ( and of course actualy in sight hud guns, but not much use here :p)
 
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DImix if you want some models, just ask. Im a static, world modeler, for FPS, and RPG type games. ( and of course actualy in sight hud guns, but not much use here :p)

Wow, thats fantastic :thumbs_up:

I hope we see some of your very own models in future versions of Cruiser Command, contact Callex for more details on how he wants em, he doesn't bite....much.... :grin:
 
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I tried to email this to you, and PM, but you said it didn't work. Forgive me if any of my ideas/suggestions have been implemented in 0.67, but, I have not played it yet.

---------------------------------------------------------------------------------------

Hello mate.

I felt like I'd actually compile that list, so.

Fixes/balances

1) The shield booster - we discussed this, and I feel it should have a two minute cooldown, but half the energy cost it currently has. This is because I feel that the mineral harvest / capacitor build-up portion of the game is too repetitive to carry out for a long time, and this feature causes the stage to require a longer play-time before combat.

2) Turrets - While two is a decent number for a full team, perhaps only one is necessary? I feel that if fighters are used, as well as a missile reload and repairs taking place, at least two people need to be on duty within the ship.

3) Qualifications - no doubt you're aware of people giving each other qualifications; my suggestion is either to remove this, or, preferably, allow it, but give the originally qualified entity a boost (i.e. pilots fly slightly faster, captain can turn quicker, engineers can stack more items), to simulate that a more experience person would be better at the job, but to still allow flexibility.

4) Possibly removal of upgrade icons when they're fully upgraded (you've done this with items, I'm not sure how different it is)

5) Capacitor - have a maximum amount of energy stored? Possibly allow the generator upgrade to increase the maximum, as well as increase regeneration rate.

---------------------------------------------------

Suggestions

1) As I covered in our discussion, some on-foot elements, including combat suits. You mentioned pirate ships, and I feel that this would a brilliant addition. I also think that randomised stations/planet (i.e create 15, and only three will appear in any one game), that provide certain advantages if a crew member remains on them/takes item from, would be useful. Things such as an external shield generator, or a stationary surface - space gun.

2) To compensate for the above addition, a bigger space area would be required (roughly double the size; alternatively, half the size of things within, and set the camera differently.)

3) As well as a greater playable area, automated drones would be great (I believe you mentioned this several days ago). We've seen this in the mineral return droids, and I think something you could engineer to carry minerals to the refinery, and then store them in the cargo bay (perhaps a staged increase; at the start, it is run as it is in the current version, and as time goes on, crews can invest in a drone to the refinery, and then go out 'til they eventually do not need to reload missiles: the only unautomated thing would be item creation, and generator management.)

4) Wishful thinking, and the lowest priority, but a save/load of your crewmember. I know this is unnecessary, but I believe there are ways of making this worthwhile. On creation, you choose a model, and then possibly traits (ability to sprint, etc), somewhat like the SWAT creation. You can then load this hero in other games, and it will gain experience as you win games, as well as show win:loss ratio, and number of times played as a certain qualification. The traits would be independent of qualifications, but some would favour certain roles. Experience would be used in acquiring a wider variety of vanity items, as well exclusive hand-held weaponry (equal in power, but with more fun and interesting abilities).

5) More qualifications. As I suggested above, everyone could do anything, once qualified, but not as well as the original player. I would like to see soldier, for on foot missions, and boarding, as well as a technical expert, who could use certain items, that would repair the ship, take control of neutral objectives, or even sabotage the enemy vessel from the inside.

6) Rebirth system. Various ideas, such as cloning, are in place; I suggest several alternatives, as well as one I have previously suggested in chat.

a) Android rebirth: when you die, your brain is transferred into a less agile robot, who who more powerful; however, it is ONLY capable of doing the task originally assigned, albeit with more proficiency. This will punish the individual, by forcing it to do one task, while being less harsh to the team. The individual is forced to recharge every fifteen minutes, for thirty seconds + damage at a station. (If recovered within 10 minutes of death)

b) AI, I have suggested this, and I stand by it. The AI can remotely control anything it is given permission to, be it refining, item production, flying a craft, or anything in-between. It could even hack the enemy cruiser. However, it would have no physical form, although a ghostly hologram would be allowed, so that the player can still demonstrate certain techniques to new people. As a downside, however, it is a constant energy drain, to punish the team for not assisting their fallen comrade. (If not recovered within 10 minutes)

c) On site resurrection, with a certain items, which would be in addition to the above systems, but with a time limit (roughly five minutes).

---------------------------------------------------

I hope you enjoy reading these suggestions, at the very least. Thank you for your time.

~Hongi
 

TKF

TKF

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Bugs that still remains in 0.67b

Bugreport for 0.66b:

  • Extreme amounts of fires makes the game almost unplayable and causes enormous laggs - Heavy memory leaks?
  • Team 2 can see enemy miners though the fog of war at start for some reason. At least I noticed it when I was captain for team 2. Gives a superior unfair tactical advantage for that team to know here the cruiser is when using map pinging ability.
    ...
  • -name " " noname bug
    ...
there's some more but I couldn't verify them yet in 0.67b

The cruiser tend to turn suddenly without the captaing controlling it. And also if you activate the camera and then zoom into the ship again, your view get stucked if the captain fires a missile and -cam command won't work in this case either. Also missile loading.... btw I maybe think I already told callex this....


The 0.67b version is great and i like the 2 new missiles and the turret change. Great changes!

GJ CALLEX!! :)


btw what is the 3rd unfinished constole for in the east wing? Energy torpedo launcher or turret?
 
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The cruiser tend to turn suddenly without the captaing controlling it.

Confirmed, this does indeed happen.


Keep up the great work Cal, and welcome to all the people that decided to make Cruiser Command a much better game by sharing their ideas and help fight those pesky bugs!!! :thumbs_up:
 
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The cruiser tend to turn suddenly without the captaing controlling it.

I suspect this occurs when the cruiser takes damage, and the automatic ai makes it evade. If you test with you only, and you shoot at the uncontrolled ship, it seems to turn away. If this is the case, you would need fix the "can run"
option for the unit.

oh, and the tooltip for constructing pirana missiles is wrong, i think it says 10 omnite, but only uses 5

For the laser and missile dummys, can you set their selection size to -1 please? it would make it so that their health bars wouldnt show up, which is annoying. or at least reduce to .1

Also, the cruiser speed seems to go as low as like 1-3 when you set it to the minimum. this isnt much of a problem gamewise, but in the multiboard, this doesnt seem right.
 
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Haha yea, thats why I tried to get this version released quickly - my copy arrived this morning :D

EDIT: Ok, the quickfix is done. I removed the useless turret console, and fixed the cruiser turning bug. It was trigger-related; the battlecruiser in space isnt actually a unit with 'free will' - it's just a dummy. Movement and turning are done using points and angle maths ^^.

I've found the cause of the lagg with fires too btw. It's because of the space-fire effects on the cruiser contantly trying to synchronise with the model's movement. I could possibly fix it with attachment points instead of dummy units - I'll need to do some experimenting though.

EDIT EDIT: Good news! With a little tweaking in the model editor, I've managed to make a null model with attachments for the hardpoints. This means I can remove most, if not all of the fire lagg and improve map performance overall.
 
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Haha yea, thats why I tried to get this version released quickly - my copy arrived this morning :D

EDIT: Ok, the quickfix is done. I removed the useless turret console, and fixed the cruiser turning bug. It was trigger-related; the battlecruiser in space isnt actually a unit with 'free will' - it's just a dummy. Movement and turning are done using points and angle maths ^^.

I've found the cause of the lagg with fires too btw. It's because of the space-fire effects on the cruiser contantly trying to synchronise with the model's movement. I could possibly fix it with attachment points instead of dummy units - I'll need to do some experimenting though.

EDIT EDIT: Good news! With a little tweaking in the model editor, I've managed to make a null model with attachments for the hardpoints. This means I can remove most, if not all of the fire lagg and improve map performance overall.

Hurray ! The self turning cruiser and the fire lag (that ruined 3 of my games last night) are all gone !!!

Oh, i grabbed DaO too, but still haven't got time to try it out... thought being Bioware it's probably top notch... hope it doesnt capture your soul :)

P.S. I really like the rebalancing you've done, the whole game is much more satisfying now, especially reducing vehicle HP and reducing starting resources. This balanced the gameplay of the Pilots, however consider making the fighter's radar ping ability upgradeable, to make them less efective miner hunters, since the miner now only has 2000hp. Then i think you'd have made the vehicles perfect for a looong while.
 
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