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The Darkening Wars v1.42

The Darkening Wars - v1.42 Optimized
by AngryBovine

Patch notes can be found towards the bottom of this post! Look forward to a lot of new additions in the future.

The highly anticipated patch: 1.30, Risen from the Ashes! The Darkening Wars returns with a brand new squad system to ease controlling large numbers of units, with various bugs fixed and ideas revamped. Play the map to find out all the latest changes or read the change log below!

[[Warning! Please delete any old copies of this map you have! Older versions may carry critical errors and bugs that may cause them to be unplayable! Download the newest to keep up-to-date and have the newest bug fixes.]]

The Darkening Wars is an altered melee map in which your objective is to destroy your opponent through any means possible. You have three factions to choose from: Humans, who use superior technology, ranged weaponry, and vehicles; Mutants, who have genetic alterations that make them incredibly powerful and devastating melee power; and Machines, who are highly resilient and have unstoppable mechanized titans.

As you will see when you play, all three factions are vastly different and use different resource systems. You may need to play around with the game a little to adjust to the differences from common RTS games you have played before.


-Races - 3 working races, not mirrors
-Weather - 6 different kinds that affect combat
-Vast tech trees allowing for freedom within each race
-Important tactical (terrain) positioning
-Custom armor and weapon system, providing counters
-Realistic range: Guns fire from far away!
-Realistic accuracy system! Bullets miss, tank rounds can miss but still cause AOE
-Units can be injured by critical hits
-Squad System
-Balanced combat and gameplay
-Artillery and Explosions!
-All units have abilities that keep them useful throughout the game
-Human units level up independently in the form of Veterancy
-Mutant units help tech up their whole side
-Machine units can be equipped with upgrades
-Extensively informative and useful tooltips!
-New units available in patches as the game is updated

NYI (Not Yet Implemented):
-Air Strikes
-Tactical Aid abilities
-AI (the second coming)

Credits to all the model makers who provided a lot of the models for this map. This map is not protected, though it is optimized, so map content may not be available for viewing. If you wish to see the triggering, you can PM me and I can send you a copy of the un-optimized map.

Please post bugs you find here! This will help improve the quality of this game. If I don't know what's wrong, I can't make the game better or more enjoyable! After all, I can't read your mind.

More information can be found in The Map Development forums at http://www.hiveworkshop.com/forums/f202/darkening-war-beta-96860/.

Complete Patch Notes:

((General))
<<Gameplay>>
-Game Loss triggers now include incomplete structures to account for some weird interactions

((Humans))
<<Infantry>>
-Molotov Cocktails do 50% more damage
<<Research>>
-Fortifications grant half their previous effect

((Mutants))
<<General>>
-Blizzard no longer damages organic aerial units
-The Mutation Pool's units should properly be un-buyable by non-mutant players, and if bought should only be under the control of the owner of the Mutation Pool
<<Tier 1>>
-Hellfire Imp fire now lasts a tiny bit longer

((General))
<<Gameplay>>
-Food cap reduced to 200 to alleviate lag issues
-Income levels readjusted
-Weather should correctly affect players now (and not just the squad allies)

((Humans))
<<Infantry>>
-Infantry accuracy decreased at max range
<<Vehicles>>
-Tanks granted greater immunity toward crits and crit debuffs
<<Structures>>
-Oil Derrick degeneration amount decreased

((Mutants))
<<Tier 1>>
-Units "bought" at the mutation pool can no longer be stolen by other players; if they spend money buying these units, they will spawn for the owner of the mutation pool instead.
<<Structures>>
-Spawning Pool costs 50 more iron
-Creating a new spawning pool takes 5 more seconds

((Machines))
<<Tier 2>>
-Mach Commandos fly again! Woot.
<<Structures>>
-Nanite bases no longer incorrectly display two (dummy display) versions of the Machine Shop at the same time. Now you only get one!

((General))
<<Gameplay>>
-Squads ordered to attack destructables will follow those instructions
-Squad leaders ordered to use abilities will instruct squad buddies to follow suit
-Typing in -unally no longer causes you to massacre your squadmate

((Humans))
<<Vehicles>>
-Field Repair Vehicle has traded hit points for movement speed and reduced build cost
<<Structures>>
-Iron Mine cost rebalanced to be slightly cheaper early on
-Oil Derrick cost rebalanced
-Iron Mine produces more resources at early ranks, though the same amount at Rank 5
-Oil Derrick produces more resources at all ranks
<<Research>>
-Research times and research costs greatly reduced

((Mutants))
<<Structures>>
-The Overbeing can be gestated into a Mutation Pool for the low, low fee of 270 iron
-Adrenalus grants 20% attack per rank instead of 15% and double the dodge
-Berserken grants 15% movement speed per rank instead of 13% and 10% improved attack speed instead of 8%
-Chitinour grants additional damage reduction (up to 50% instead of 25%)

((Machines))
<<General>>
-Machine "Repair" ability can now be used the unit that's casting it
<<Structures>>
-Turrets properly shutoff when their node is unpowered
-Advanced Foundry must be powered to operate

[NOTE: A LOT MORE CHANGES HAPPENED IN THIS PATCH; PLAY IT TO FIND OUT]

((General))
<<Gameplay>>
-Allying fixed
<<Environment>>
-Radiation spikes removed, they were being annoying

((Humans))
<<Infantry>>
-Damage on some infantry reduced
-Many build times further reduced

((Mutants))
<<General>>
-EXP drip caused by the Evolution Chamber (1 per building) halved (to 1 per 2 buildings)
-Most mutant units have additional armor
<<Tier 1>>
-Hellfire Imps now spawn from their own unique Hellfire Egg
<<Structures>>
-Fungal Colonies no longer use sporebats to harvest, they just have a drip for each iron mine in proximity

((Machines))
<<General>>
-New Energy transfer system: Cooler effects, smoother transfer (more complicated than this, but this is the basic stuff)
-Most machine units cost at least some food now for balancing reasons
<<Structures>>
-Sentry Node's addons become vulnerable once they start to upgrade
-Once a sentry node's addon is destroyed, it reverts back to its previous form
-Sentry Nodes must be powered to keep its turrets active
-Machine Turret costs power to keep up

((General))
<<Gameplay>>
-The player with neutral hostile as his squadmate should no longer award bounty
-Iron Deposits should no longer mysteriously become unveiled

((Humans))
<<Infantry>>
-Damage output and burst damage reduced
-Damage Variation reduced (higher low range but lower high range)

((Mutants))
<<General>>
-Mutant starting resources have been increased
-Pillage improved to 4% of a structure's cost over 100% hitpoints
-Mutant EXP drip restored to a per-second basis rather than per-two-seconds
-Iron Gain income intervals at 6 seconds instead of 60, income amount remains the same
-When a new squad is being formed, Carrion Crawlers and Dread Crawlers will not be picked by accident
-Mutants start the game with an additional Overbeing
<<Tier 1>>
-New Unit: Overbeing - The overbeing is a flying unit that provides supply and detects invisible unit. You start out with one and eggs for additional ones can be bought at the Mutation Pool.
<<Structures>>
-Overall construction times decreased
-Mutants can now correctly build at the distances between 1200-1600
-Costs of some mutant structures reduced
<<Research>>
-Instead of being +50%/+100% for the Improved/Advanced Mutations upgrade, it is now +25%/+100% for structure hit points
-Most weak mutant structures (looking at you, Fungal Colony) have improved hit points and armor

((Machines))
<<Tier 1>>
-AK-OE Scout damage decreased and cooldown decreased for lower burst potential
<<Tier 2>>
-Blink refixed

((General))
<<Commands>>
-Allying will correctly align the squad allies
-Allied victory can be assigned by using "av" in addition to "aa"
-New command: "-lt" can be used by Player 1 (host) to lock teams once they're set. If used while teams are locked, teams are unlocked
-Turning off weather effects works as intended now

((Mutants))
<<General>>
-Mutants have in general better hit poitns and better armor damage reduction
-Mutant eggs have their hit points doubled and armor doubled
<<Structures>>
-When selecting where to build your structures, a brief flash of red indicates the area where you can select
-Construction radius increased from 1200 to 1600

((Machines))
<<Tier 2>>
-Mach Commandos cost a little more and have a higher flying height
-IDG Titan's armor has been increased from 4 to 7
-When the Dreadstalker blinks, his friends also blink with him
<<Structures>>
-When selecting where to build your structures, a brief flash of blue indicates the area where you can select
-Sight range of many structures reduced to increase incentive for building listening posts
-Nodes should be correctly disposed of when their main structure is destroyed
-The Metal Mine and Hydraulic Extractor both have nodes which increase their output
-Nuclear Reactor hit points reduced to 1800 and degenerates 1 hit point per second
-New addon for the Nexus: Nanofield Focuser, increasing the distance it can transfer energy and increasing its construction radius

((Humans))
<<Infantry>>
-Shadowtroopers take double the time to fade back into shadows now
-When the Pathfinder stealths, his fellow Scout Infantry should also stealth
<<Structures>>
-Armageddon Fortress's Autocannons have been weakened

((Mutants))
<<General>>
-Mutators have appropriate tooltips to reflect their effects
-The Chitinour mutator should no longer slow down mutants - FAST MUTANTS ARE FAST
-Pillage slightly increased in power, internal costs (no actual increase) of mutant structures increased so pillage grants resources against other mutants
-Scent of Fear (truesight) range increased to 550
<<Tier 2>>
-Acid Spitters's Melt Armor duration reduced to 5.0 but damage per second increased to 8, stacking slowing effect added
<<Structures>>
-Needle Cluster can now detect invisible units in a large radius
-Fungal Colony model size slightly increased

((Machines))
<<General>>
-Units and structures which previously required Anomaly Detector have it by default now; instead, Anomaly Detector doubles the detection radius
<<Tier 2>>
-New Unit: Mach Commando, a swift raider that is a ground unit which can move like an air unit. Also detects invisible units

((General))
<<Squads>>
-When a squad leader dies, if you were selecting him, you automatically select the next leader that is promoted.

((Humans))
<<Infantry>>
-Infantry squad leaders who are ordered out to use a defensive position relay it to their team now

((Mutants))
<<General>>
-Iron Harvesting reduced to 20% of original output
-Fungal Colony costs only 20 instead of 40 iron
-Mutant Squads are always led by the mutant with the highest HP (actually works this time)

((Machines))
<<Structures>>
-Machine Turret costs 25 more iron and has reduced attack damage and increased cooldown
<<Tier 2>>
-Dreadstalker tooltip and hotkey fixed, also properly given AoE damage
-IDG titan hotkey fixed, now can attack buildings as intended

((General))
<<Squad System>>
-Squads are being given additional commands in the form of a spellbook to allow easier control of the squad
-Squads have a subtle graphical effect on their Squad Leader
<<Weather>>
-Weather no longer causes annoying messages of "Your forces are under attack!"

((Humans))
<<Infantry>>
-Infantry now throw bottles of gasoline filled with rags in them at structures, setting them on fire and causing additional damage over time! More effective than shooting bullets into buildings with a tradeoff of lesser range.
<<Vehicles>>
-Mobile Howitzer splash radius increased, damage decreased slightly, and cooldown decreased
-Tanks have dynamic hit boxes affecting crit zones; shots from the front will never crit while those from the back have a doubled crit chance

((Machines))
<<Tier 2>>
-New unit: Dreadstalker - Advanced hunter-killer crawler. Moves very quickly and fires shrapnel.
-New unit: IDG Titan Warmech - Advanced heavy anti-armor destroyer. This walker packs a punch and also has a decent-strength anti-personnel explosive shot.

((General))
<<Resources>>
-Iron Deposits now have starting iron amounts that are depletable (although the amount is very great).
<<Squads>>
-Squads are more responsive and no longer stupidly auto-attack when commanded not to

((Humans))
<<Aircraft>>
-The Sky Serpent can now pick up mechanical units (which take up multiple slots)
-Sky Serpents must be landed in order to drop off units
-Darkslayer Missile Pods weakened and medium and full AoE radii reduced

((Mutants))
<<Structures>>
-Fungal Colonies are now pre-grades to the Spore Cluster; they increase iron gain.
-Fungal Colonies and its upgrades now provide a small amount of food

((Humans))
<<General>>
-Units can no longer gain more than the killed human or machine unit's level plus veterancy level as EXP per kill and no more than the killed mutant unit's level plus a fraction of the mutation menu's level as EXP
-Units will gain at least 1 EXP per kill
-Unit EXP gain is scaled down as a unit gains level
-Units will not accidently gain EXP off killing dummy units
-When you load squad units onto a vehicle, all units of the squad load in (and only take up one slot)

((Mutants))
<<General>>
-Mutant Crashing Fixed

((Machines))
<<General>>
-Bugs fixed

((General))
<<GUI>>
-Under "Optional Quests," complete information about commands can be found in game
<<Alliances>>
-The "-unally" command should work properly now
<<Combat>>
-When a unit misses an air unit, it now properly hits an aerial dummy unit instead of a ground one
<<Squad System>>
-Food usage should work out properly now with the amount of food both you and your squadmates are using (key)
<<Weather>>
-Reduced the chances of bad weather to speed up game play

((Humans))
<<General>>
<<Infantry>>
-When a squad leader is ordered to sprint, his whole squad does it (and actually does it)
-Infantry can no longer raid and the research has been removed in favor of more useful abilities
<<Aircraft>>
-Darkslayer tooltip corrected; the helicopter can indeed attack buildings as intended
-H5-Crow no longer has frag grenades. What?
-H5-Crow should finally land properly
-H5-Crow and Sky Serpent, when landed, should be targetted as ground units
-Sky Serpent and H5-Crow tech requirements reduced
<<Structures>>
-Missile Bases [Rank 1-3] now have a homing anti-air missile attack as intended

((Mutants))
<<General>>
<<Tier 1>>
-Many tier 1 units are now weaker for appropriate balance
-Infectious claws duration increased by 50%, but damage reduced to 25%
-Ravenous Bite unlocked from the start
-Dust and water appears around newly created structures
<<Structures>>
-New Structure: Cryobile Cluster - Upgraded from the Spore Cluster, the Cryobile Cluster fires armor-piercing rounds that freezes its targets

((General))
<<GUI>>
-Loading Screen has new text
-Two additional "quests" for both credits and game commands for both the host and players
<<Weather>>
-Foggy Debuff now has a different visual effect
<<Coding>>
-In-game starting lag reduced at the cost of very little increased loading time
-Additional leaking has been cleaned up to smooth out the game
-Much buggy code was removed in favor of cleaner execution though some game concepts were simplified in the process

((Humans))
<<General>>
-Veterancy bonuses no longer stack from the 5th level to the 6th level
-Decimators and Vulcans no longer need to spin up to attack
<<Infantry>>
<<Aircraft>>
-The H5 Crow Helicopter should no longer change into a Darkslayer by accident while landing.
-The Sky Serpent should now properly land when ordered to.
<<Structures>>
-Barracks [Rank 2-5] all cost 50 less oil each and upgrade slightly faster
-Supply Stash [Ranks 1-5] overall costs 50 more iron and 50 less oil
-Mana on Iron Mines and Oil Derricks now represents the percent efficiency of the structures
-Iron Mine [Ranks 1-5] unit model size scaled down so that the placement coloration is visible
-Vulcan Tower and Missile Turrets now build significantly faster and have equalized build times at all ranks
-Tank Factory [Ranks 1-5] have a new model; the old tank model will be refitted for the machines race
<<Research>>
-Fortifications upgrade significantly cheaper
-Military Discipline [Ranks 1-5] costs 50 fewer iron and 50 more oil

((Mutants))
<<Tier 1>>
-Corpse Feeders are now weakened to roughly 50% of previous strength, but spawn in groups of 4 at your Spawning Pool and groups of 3 at your Mutation Pool
-Corpse Feeders and Plague Carriers are no longer on a timed life
-Tier 1 mutations are now guaranteed to replace Corpse Feeder units in the squad
-Plague Carriers can now combine to form the mighty Plague Abomination!
<<Tier 2>>
-Larval Brood (Tier 2 Eggs) have a spiffy new model!
-Ravenous Creeps can now be upgraded again to increase their quantity and strength!
-Ravenous Creeps now spawn with an Acid Spitter (or w/e unit comes from the Larval Brood), and work as its minions.
<<Structures>>
-Additional Tier structure added: Gestation Cloister; other tier structures renamed
-Tier upgrade now available at the Mutant Town-Hall structure instead of the evolution chamber, though the previous research is still a prerequisite to the higher tiers and increases structure vitality
-Tier 1 mutant town-hall no longer spawns units
-The new tier structures have an awesome new building model!
-Tier upgrade times are 10/20/30 and each unlock additional technology
-Tier structures have new unit sounds
-Several mutant structures are not unlocked until tier 2
-Mutation Pool now only requires Level 1 and its build time has been decreased by half
-Hive now only requires Level 6 but needs a Tier 3 hall
-Reaper's Rise still requires Level 16 and also needs a Tier 4 hall and its build time has been decreased to 2/3
-Mutation Pool spawn rate increased to one egg per 26 seconds instead of 32 and its build time has been decreased to 3/4
-New structure: Fungal Colony - Must be built on an iron deposit, and generates slight iron income. Also increases your food capacity. Unlike other mutant structures, the Fungal Cluster is constructed by sacrificing a Carrion/Dread Crawler unit.
<<Research>>
-Many research items are now earlier on the tech tree, too many to list

((Machines))
<<General>>
-When power displays over units, it only displays at most 1 decimal place to ease visuals
-Unpowered structures are now visually dark in color
<<Structures>>
-Nodes should only be created when a structure is completed
-Structures linked to the power grid that are destroyed should be removed from the powergrid
-Power Generator provides more power (+50%) and costs a bit more
-New model for Hydraulic Extractor
-Producing/Cancelling units now properly adjusts the power consumption of the Drone Factory
-Metal Mines produce 20 more iron per minute and Hydraulic Extractors produce 10 more oil per minute and both these structures are mildly more expensive to build
-Drone Factory costs a bit less to build

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now.
-AI will continue to be buggy as well. Disabled.

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...


((Humans))
<<Infantry>>
-Attack point and cast points have been fixed on Artillerymen to coordinate
<<Aircraft>>
-Helicopters have had their tooltips corrected for "Change Altitude"

((Machines))
<<General>>
-The "lol" debug message has been removed
-No more annoying dwarf voices
<<Structures>>
-Drone Factory's node spacing has been slightly corrected
-Sentry Node now appropriately spawns 3 nodes
-The Machine Shop should now spawn 3 nodes, which have 3 upgrades each
-You can now only build 1 machine shop
<<Research>>
-11 upgrades have been added in

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now.
-AI will continue to be buggy as well. Disabled.

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Gameplay>>
-Critical strikes caused by infantry will only apply mechanical debuffs on vehicles now
-Mutants now have lesser dodge rating versus vehicles and turrets, turrets should no longer have 100% miss
-Organic units in general have much less dodge versus turrets
-Explosive damage now deals more damage against Carapace armor (approximately 10%)
-Rending attacks rebalanced to cause less damage to heavy armor and infantry armor and increased damage to flesh
<<Resources>>
-Iron income tax rate decreased marginally to alleviate late-game resource issues

((Humans))
<<Aircraft>>
-Darkslayer Missile Discharge now has a portion of its damage splashing in a larger radius
-Darkslayer Missile Discharge now causes a higher amount of AOE damage
-Darkslayers cause 5 more min-max damage per shot (11.9 damage per second increase)
-Darkslayers now recieve 3 damage contribution per point of Steeltip Bullets (7.14 damage per second increased per upgrade)
<<Structures>>
-Vulcan Tower [All Ranks] damage reduced
-With any luck, Autocannons (produced by Armageddon Fortress upgrade) should be fully removed when the associated Command Base is destroyed

((Mutants))
<<General>>
-Rally pointing now causes all units to go to the target point (except for Carrion/Dread Crawlers), instead of just 1 per spawn
-Passive EXP gain reduced by 33%, and reduced scaling with higher levels
-Mutant unit spawn rates decreased slightly (around 10%)
<<T1 Units>>
-Corpse Feeder now has a timed life, between 3.75 minutes and 4.25 minutes
-Plague Carrier now has a timed life, between 4.5 minutes and 5.5 minutes
<<Structures>>
-Most mutant structures now have less mana
-For Genesis Obelisk:
-Mana cost of Greater Good removed
-Minimum casting cost for Energy Web is now 20 mana (though only uses 10), and now restores 0.16 mana instead of 0.12
-Mana regeneration of the Genesis Obelisk increased slightly

((Machines))
<<General>>
-Machines start with 25 additional oil
-Oil patches that spawn in with machines increased to alleviate oil defficiency issues
<<Drone Factory Units>>
-All units increased in hit points, damage, and accuracy
-All units temporarily made available for usage
<<Structures>>
-Upgrading power cores for the Nexus should always increase power
-2 new structures (addons) for the Sentry Node: Machine Cannon and Radar Tower

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Allying feature has been implemented! The host (Player 1, Red) need only type in "-aa" to allow allying!
-Typing in "-ally playercolor" (where playercolor is the color of the player you are trying to ally) will ally that player.
-Typing in "-unally playercolor" will do exactly the opposite
-The host can also type in "ca" (Computer Allies) after "-aa" to allow players to ally computer players. However, once allied, a computer player cannot be unallied.
-The host can also type in "ft" (Fair Teams) after "-aa" to force fair teams. Players cannot join alliances which are already the largest.
-The host can also type in "dm" (Deathmatch) after "-aa" to make alliances on a player to player basis.
-Under normal circumstances, an allied team will achieve team victory. This is not the case in Deathmatch mode, where it is the last player standing, regardless of alliances.
<<Other>>
-Hotfixed to remove debug messages.

((Human))
<<Infantry>>
-Grenades now cause Rending splash damage instead of Explosive; however, the target point still experiences Explosive damage
-Grenades now cause a range of damage rather than an exact damage value, though the damage average remains unchanged
-Grenades now cause damage even at maximum range
<<Vehicles>>
-MLRS disabled until the vehicle is fixed
<<Aircraft>>
-Darkslayer missiles now cause a range of damage rather than an exact damage value, though the damage average remains unchanged
<<Structures>>
-When Armageddon Fortress is researched at any one Command Base, a new autocannon is spawned at each Command Base controlled by that player
-Spawned Autocannons now face outwards, instead of always the default 270 degrees downwards

((Machines))
<<General>>
-The Machines have finally arrived, marking the return of Lead Scientist Haevar; what insidious plans could he have for entering this ever Darkening War?
-Machines are now a playable race.
<<Units>>
-Machine units are fierce combatants and entirely mechanical; they are impervious to natural injuries
-Machine units have deadly variations that specialize in the destruction of certain foes
<<Structures>>
-Machines create additional structures from their main structure, the Central Nexus, in the form of Nanite structures
-Nanite Structures create the foundation to the structural tech tree of Machines
-Machine structures require power to sustain themselves; power is created from the Central Nexus as well as auxilary power structures
-Unpowered machine structures cannot function

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Race Selection>>
-"Random" race selection unlocked and is default choice
<<Debris and Cover>>
-Various new neutral debris (units) now offer cover to infantry and mutant units
-"Take Cover" buff also decreases the chance the unit is hit as long as the obstacle is in between the attacker and attacked
-Different types of Debris obstruct different sizes of areas and provide different levels of protection
<<Constants>>
-Small-arms coefficient versus Infantry armor is now 1.30 instead of 1.40

((Human))
<<Infantry>>
-Infantry now have weapon animations correct, changing the attachment point from "Hand,Right" to "Weapon"
-Basic Infantry Squad now creates 2 riflemen and 2 support infantry instead of 3 riflemen and 1 support infantry
-Support Infantry average damage reduced, damage range reduced, but attack cooldown decreased
-Support Infantry now create Barricade units instead of Barricade destructables, which offer defensive cover
-The Barricade unit made by Support Infantry are neutral and not player owned
-Create Barricade now has cast time of 1 second but cooldown reduced from 180 seconds to 90 seconds
-Grenadier HEAT rounds damage bonus increased from 90 to 160
-Infantry that are prone (in defensive formation) now have a lesser chance to be hit by other infantry
<<Vehicles>>
-Vehicles have a 15% lower chance to hit non-mechanical targets
-Tanks have a much lower chance to deflect bullets back at their shooters (down to 1% from 10%)
-Light Assault Tank armor contribution from research reduced to 3 from 4

((Mutants))
<<Tier 2 Units>>
-Acid Spitters now have a chance to miss while spitting, and is blocked by Debris
<<Structures>>
-When selecting the Build-Location unit, the point target selector automatically comes up. You no longer have to click on "Choose Build Location"
-New Structure: Genesis Obelisk: Increases the mana production of other structures around it by using its own; the Genesis Obelisk allows you to sacrifice your own units to add to its energy pool
-Mutant Structures that spawn units now use mana; without mana, they cannot produce units. They have a low constant generation of mana

((Known Bugs))
-Grenades do not cause damage at max range
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-The grinding and churning of the machines is now more than an illusion. It grows steadily louder every day...
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Bots/AI>>
-AI Difficulty looked at and increased at each difficulty
-AI refusing to build problem being looked at
<<Constants>>
-Small-arms fire damage reduced against infantry, now 1.40 was previously 1.50
-Explosive damage is being reduced against infantry
-As a result of reducing explosive damage, some sources of explosive damage do more damage

((Humans))
<<Overview>>
-Many Human units with previously "Artillery" type attacks are now "Missile (Splash)" type attacks
<<Aircraft>>
-Selection height for landed helicopters has been fixed
-Darkslayer attack type changed to Small-arms, as intended
-Darkslayer Rocket Pod Discharge ability being rebalanced, damage being increased per missile but splash radius changed
-Darkslayer Rocket Pod Discharge now fires 8 distinct missiles that have a smaller AoE
-H5-Crow explosive missiles no longer able to target self
-H5-Crow explosive missiles damage bonus increased by 50% (Up from 60, now 90)
<<Infantry>>
-Infantry attack sounds are being looked at
-Infantry projectile location launches are being looked at
-Infantry weapon holding is being looked at
-New Ability [Rifleman]: Frag Grenades - Throws a grenade somewhere in the AoE, exploding and causing damage.
-Medic mana cut in half, Heal Light Wounds now uses half as much mana
-Medics recieve 1 XP for every time they cast heal, but cannot level up due to healing
<<Structures>>
-Restock Ammunition renamed Resupply Vehicle
-Resupply on Supply Stashes is no longer able to restore infantry
-Supply Stashes have Resupply on autocast by default
<<Upgrades/Research>>
-Personal Stealth Generator now only requires Frostcore Reactor [Rank 1], down from [Rank 2]
<<Vehicles>>
-Field Repair Vehicle can no longer repair flying helicopters; you must land to repair them
-MLRS hit points reduced by 100
-MLRS should now try to fire correctly
-MLRS size reduced slightly from 1.00 to 0.90
-MLRS minimum range reduced from 1000 to 800
-MLRS now are half price, 2/3 construction time, and build one at a time
-Armored Repair Tank has corrected tooltip for construction

((Known Bugs))
-Grenades do not cause damage at max range
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-Random Race choice when selecting race
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Players will now be properly booted after 1 minute of not choosing a race

((Humans))
<<Vehicles>>
-Armored Repair Vehicle name changed to Armored Repair Tank
-Armored Repair Vehicle model changed
<<Structure>>
-Structure repair costs have been rebalanced to match appropriate numbers
-Building Iron Mines away from Iron Deposits will no longer prompt a text for all players
-Iron Mine [Rank 5] cost reduced
-Airfield [Ranks 1-4] build time reduced slightly
-Academy [Ranks 2-5] build cost increased slightly
-Tank Trap cost and hit points increased proportionately to 20 iron and 400, respectively

((Mutants))
<<General>>
-"Aberation" spelling changed to "Aberration"
<<Tier 1>>
-Gene Stealer "Infest Command Base" ability fixed and now works
<<Structures>>
-Needle Cluster "upgrade" tooltip added so it's no longer empty
-Needle Cluster attack type changed from Small-arms to Rending, as intended
-Needle Cluster upgrade time increased from 1 second to 30 seconds

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-Random Race choice when selecting race
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((UI))
<<General>>
-New Minimap Preview! A new one will appear every 0.10 update (i.e. 1.1, 1.2, 1.3, etc)

((Gameplay))
<<General>>
-Iron Deficit and Gain: As the darkness claims the shadows of the land, iron is no longer an abundant resource. Iron mines built close to other mines reduces production rates, while iron mines built close to iron deposits gain extra resources
<<Attack and Armor Types>>
-Most Attack and Armor Type tooltips have been revised to be uniform in style and content
-Light Vehicle Armor has been renamed Light Plate Armor
-Heavy Vehicle Armor has been renamed Heavy Plate Armor

((Human))
<<Structures>>
-Iron Mine and Oil Derrick tooltips have been changed to reflect changes
-Iron Mine model changed

((Mutant))
<<Structures>>
-Scroll speed increased when panning back to base for choosing build location

((NYI FEATURES))
-These features and units are soon-to-be implemented
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Units no longer miss against dummy units (it would show 2 misses in a row)
-Random Oil Placement reshifted for balance

((Human))
<<Infantry>>
-Energy usage and capacity of Shadowtroopers halved
<<Vehicles>>
-Howitzer splash damage and radius increased
<<Air Units>>
-H5-Crow should now be able to cause splash damage with its special
-H5-Crow energy pool increased to 60
-H5-Crow should now properly stay as a Crow instead of converting into a Darkslayer and back when landing/taking off
<<Structures>>
-Tank Traps now recieve hit point contributions from Fortifications
-Tank Traps return an additional 10% of melee damage dealt to them
-Autocannons should be removed when Command Base is destroyed
-Missile Towers can now hit air units (helicopters and flying mutants) as intended

((Mutants))
<<Tier 2>>
-Bile Launcher splash damage and radius increased

((NYI FEATURES))
-These features and units are soon-to-be implemented
-Iron Deficit: As the darkness claims the shadows of the land, iron is no longer an abundant resource. Iron will soon be only able to be harvest from veins...
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Initialization>>
-Additional oil patches spawn around players at further distances, guaranteed, to reduce the risk of oil-starving a human player just by random chance

((Human))
<<General>>
-Human Iron Production reduced back to original value, pre-1.10
<<Worker>>
-Field Repair Vehicle now has 5 oil upkeep instead of 1
<<Vehicles>>
-The Howitzer now has a chance to miss while attacking, even against structures
<<Structures>>
-Oil Derricks, when destroyed, now reduce your production
-Oil Derricks now play explode on death correctly
-Oil Derricks exploding now causes damage to nearby friendly units

((Mutants))
<<General>>
-Units previously without damage gains from the Berserken Mutators have now been fixed and recieve damage boost
<<Tier 2>>
-Acid Spitter armor increased by 1
-Acid Spitters have new ability: "Melt Armor" - A stacking damage over time component to its attacks that work against structures and vehicles
-Bile Launchers now have a chance to miss while attacking, even against structures
-Bile Launchers damage coefficient gain from Beserken Mutator now increased
<<Structures>>
-Mutants creating new structures no longer causes EVERY player to deselect, and only the player who built it
-Needle Clusters now spawn tentacles as intended
-Evolution Chamber hit points increased by 100
-Mutators now cost 3/5/7/9/11 instead of 3/4/5/6/7 (10 iron increase per 5 structures)
-Mutation Pool now costs 9 iron
-Hive now costs 16 iron
-Reaper's Rise now costs 25 iron
<<Research>>
-Adrenalus Mutator restored from 0.08 hit point bonus to 0.10 hit point bonus per structure
-Berserken Mutator restored from 0.06 speed bonus to 0.08 speed bonus per structure
-Chitinour Mutator buffed from 0.08 hp regen to 0.10 hp regen per structure

((NYI FEATURES))
-These features and units are soon-to-be implemented
-AI Improvement; AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<User Interface>>
-Multiboard fixed and now shows for each player
-Multiboard now displays weather even if you are slow to choose race
-New command: "-zoomout" zooms out your camera
-New command: "-zoomin" zooms in your camera
-New command: "-zoomreset" resets your camera
-New command: "-reshow multiboard" displays the multiboard again for all players (Host only)
<<Initialization>>
-Oil Patch (Blight) placement now less random in player's starting area; will be more consistantly usable instead of being stuck under the Command Base
-Game now kicks players who haven't picked a race after one minute
<<Gameplay Constants>>
-Effectiveness of corrosive attacks increased against light armor vehicles (including helicopters), while decreased for others
-Most offensive units now have greater line of sight to make attacking easier
-Structures now take additional damage from all attacks (of both factions/races)
<<Terrain, Doodads and Destructables>>
-Bases have been made easier to assault to speed up gameplay
-Broken down back roads have been spotted in each base
-New environmental hazard: Radioactive Spines are pinnacles of decaying energy which irradiate and destroy nearby life forms, creating new choke points. What new things may lay under these spines?

((Human))
<<Tactical Aid>>
-Abilities will be (and have been) removed until all abilities for both sides' tactical aids have been finished
<<Infantry>>
-Scout Infantry cooldown reduced from 0.8 to 0.7
-Scout Infantry damage contribution from research increased from 2 to 4 per rank
-Scout Infantry range increased from 800 to 900
-Scout Infantry sight range increased further
-Grenadier "HEAT Rounds" damage bonus increased from 40 to 90
-Assault Sniper maximum damage reduced by 10
<<Vehicles>>
-Howitzer damage contribution from research reduced from 75 to 60 per rank
<<Air Units>>
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
<<Structures>>
-Command Base's Autocannons are now removed as intended when Command Base is destroyed
-Oil Derricks now cause an area of effect explosion upon death

((Mutants))
<<General>>
-Mutants have received structural overhaul: Structures now cost Iron to balance the game in terms of speed
-Mutants start out with 10 iron and gain an additional 10 iron with each levelup of their Mutation Menu
-Mutants can salvage 1 iron from all enemy buildings and 3 from enemy townhall-type structures
-Mutants also gain additional iron every minute equal to the square root of the level of their Mutation Menu
-Mutant buildings now have appropriate costs for their capabilities; spawning structures are particularly expensive
-Mutant now uses oil to research new strands. Leveling provides 5 oil a level to spend on research
<<Tier 1>>
-Corpse Feeder armor reduced from 3 to 2
-Gene Stealer granted new ability: "Infest Command Base" - Allows Gene Stealers to take over Command Bases once the Command Base has under 25% hit points and convert it into a Spawning Pool; Requires advanced gene stealer strand
-Slaughterer hit poitns reduced from 500 to 450
<<Tier 2>>
-Acid Spitter hit points reduced from 400 to 300
-Acid Spitter effectiveness against flying units increased
-Acridion hit points reduced from 500 to 450
-Acridion spawn chance reduced
-Acridion model size and collision size reduced
-Bile Launcher spawn chance reduced
-Bile Launcher hit points reduced from 650 to 450
<<Tier 3>>
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling
-Energumen hit points reduced from 1600 to 1200
-Energumen now requires Titan Demon Strand to evolve from Spire Hatchlings
-Death Scourge hit points reduced from 1000 to 800
-Death Scourge hit point degeneration reduced to make it viable
-Death Scourge now requires Titan Dragon Strand to evolve from Spire Hatchlings
<<Structures>>
-Structure placement now works; you are allowed to pick where you place your structures
-Almost all structures now gain hit points with the "Improved Mutations" research (100% bonus with full research)
-Spore Cluster line of sight reduced
-Spore Cluster now recieves benefits from all 3 upgrade structures
-Spore Cluster's tentacle hit points increased but damage reduced
-New Building: Needle Cluster - Advanced defensive structural improvement from Spore Cluster which fires at enemy air units
<<Research>>
-Adrenalus Mutator hit point bonus reduced from 12% to 6%
-Adrenalus Mutator attack speed bonus reduced from 8% to 5%
-Beserken Mutator movement speed bonus reduced from 8% to 6%

((NYI FEATURES))
-These features and units are soon-to-be implemented
-AI Improvement; AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((UI)
<<General>>
-Map revealed to defeated players
<<Quests/Info>>
-Human Information finished: Now with brief introduction to how to play as Humans
<<Bot/AI>>
-Difficulty increased on all difficulties
-Bots display difficulty after name

((Human))
<<General>>
-Human starting resources slightly increased from 250/100 to 300/125
-Iron Upkeep costs for Humans significantly changed
-Iron Upkeeps were: 0-30, 31-60, 61-90, 91-120, 121-180, 181-240, 241-300
-Iron Upkeeps now: 0-30, 31-60, 61-95, 96-130, 131-170, 171-210, 211-255, 256-300
-Income percentages were: 100%, 90%, 78%, 64%, 50%, 30%, 10%
-Income percentages are: 100%, 90%, 79%, 67%, 54%, 40%, 25%, 9%
-Many redundant units and buildings requiring the Command Base removed
<<Vehicles>>
-Field Repair Vehicle cost increased from 70 iron and 10 oil to 120 iron and 30 oil
-Field Repair Vehicle construction time reduced from 40 seconds to 20 seconds
<<Structures>>
-Vulcan Towers [All Ranks] accuracy improved again to be on-par with what it needs to be to be base defense
-Vulcan Tower spinup rate has been slightly sped up to from 7.5 sec to 5 sec again but reducing duration from 22.5 sec to 20 sec
-Vulcan Tower [Rank 1] and [Rank 2] weapon types have been converted into small-arms to be anti-infantry
-Vulcan Tower [Rank 1] now requires Laboratory
-Vulcan Tower [Rank 2] tech requirement reduced from Bullets 3 to Bullets 2
-Vulcan Tower [Rank 3] tech requirement reduced from Bullets 5 to Bullets 4
<<Research>>
-Demolitions Armament cost reduced for all ranks
-Demolitions Armament [Rank 1] now requires only an Academy [Rank 2]
-Endurance Training cost greatly reduced for all ranks

((NYI FEATURES))
-These features and units are soon-to-be implemented
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling

((UI))
<<General>>
-Desync error fixed; will no longer disconnect players other than host

((Human))
<<Vehicles>>
-MLRS only creates 2 units per squad instead of 3, as intended (reflected previously by tooltip but not function)
<<Aircraft>>
-Darkslayer Helicopter damage output reduced by ~30%
-Darkslayer Helicopter is now able to attack structures
-Darkslayer Helicopter health reduced from 800 to 650
-Darkslayer Helicopter armor reduced from 3 to 1
-Darkslayer Helicopter experience given when killed reduced from Level 4 (80) to Level 3 (60)
-Darkslayer Helicopter now only require Improved Small Arms [Rank 1] instead of [Rank 2]
<<Building>>
-Vulcan Towers (all ranks) attack speed reduced again
-Vulcan Towers (all ranks) spinup time increased to 7.5 seconds from 5 and duration from 30 seconds to 22.5
-Vulcan Towers (all ranks) now miss, as intended
-Vulcan Towers (all ranks) minimum range increased from 100 to 150
-Vulcan Towers [Rank 2] and [Rank 3] now only get 1 armor point per Fortifications upgrade (instead of 2 and 3, respectively)


((NYI FEATURES))
-These features and units are soon-to-be implemented
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling

((UI))
<<Gameplay Constants>>
-Flesh and Bone dissipation sped up to reduce lag
<<Gameplay Mechanics>>
-Weather works again
-Weather conditions now displayed on multiboard
-Weather conditions now announced as message to each player
-Weather conditions now appear less often

((Humans))
<<Structures>>
-Oil Derrick tooltip changed to reflect diminishing returns
-Oil Derrick diminishing returns reduced by ~25%
-Destroyed Oil Derricks now have chance to destroy oil patch under the derrick; the older the derrick, the higher the chance of losing the oil
-Oil Derrick diminishing returns reduced when upgrading
-Barracks build time reduced by 5 seconds per rank
-Factory built time reduced to 40/20/30/40/50
-Academy no longer requires Barracks for any rank; now depends on a one rank lower Fortifications research and a two rank lower Laboratory
<<Research>>
-Detector Radar ranks reduced to 3 from 5
-Enviro-suit Upgrade base cost reduced from 375/350 to 275/150

((Mutants))
<<General>>
-Exp per minute has been fixed on the multiboard to reflect the correct number
-Exp per minute (passive) has been reduced for mutants slightly
<<T1 Units>>
-Carrion Crawler food consumption removed, produces 9 food instead of 11 now
-Corpse Feeder damage reduced but attacks sped up; damage upgrade similarly changed. Lesser initial dps but higher contribution from upgrades
-Gene Stealers now have Devour Corpse, which allows them to rapidly regenerate hit points and harvest additional experience
<<T2 Units>>
-Dread Crawler food consumption removed, produces 13 food instead of 17 now
-Acridion "Burrow" ability now changed to reflect its stationary nature while burrowed

UI Changes
-Fog effect lessened
-Radar ping frequency reduced
-Command "-towe" disables weather completely (Host Only)
-Command "-towg" disables weather graphics (Host Only)
-Command "-rotm" allies all computers against human players (Host Only)
-Command "-toggle radar" disables radar ping

Human Changes
<<Vehicles>>
-Light Assault tank splash reduced by ~50%
-Main Battle Tank Splash reduced by ~50%
-Light Assault Tank build time reduced by ~10%
-Main Battle Tank build time reduced ~20%
-Tank Destroyers tech requirement reduced from Armor 2 to Armor 1, and Driver 4 to Driver 3
-Main Battle Tank tech requirement reduced from Weapon 4 to Weapon 2
-MLRS tech requirement for Armor removed
-Howtizer tech requirement reduced from Armor 3 to Armor 2
-Air Devastator tech requirement reduced from Bullets 4 to Bullets 3
<<Structures>>
-Vulcan Tower damage reduced by ~25%
-Vulcan Tower Rank 2 and 3 costs rebalanced (more expensive)
-Tank Trap now requires tech fortification rank 1

Mutant Changes
<<T3 Units>>
-Energumen Speed slightly increased
-Death Scourge degeneration increased and has 15 sec CD on Devour
<<Structures>>
-Spore Cluster move enabled
-Spore Cluster armor reduced, hit points increased

General
-Map has been optimized to reduce download size
-Name has been changed to reflect public beta nature
-Features to be implemented soon


Keywords:
RTS, Alternate Melee, Mutant, Zombies, Infantry, Tank, Vehicle, Total Conversion, Modern Warfare, Weather, Apocalyptic, Explosion, Strategy, Ladder
Contents

The Darkening Wars v1.42 (Map)

Reviews
04:17, 21st Sep 2008 Gilles: A well made map. The two (more would be nice) races are well thought out and very different. I liked many of the small unique ideas in the map, like the fact that buildings place themselves for zombies, although the...
Level 9
Joined
Oct 7, 2007
Messages
599
Couldnt they just have large cooldowns instead mana?

What, the attacks or the abilities? (I'll assume you meant abilities, because that's more logical.)

I suppose that could work. That way, the mana could be reserved for ammunition. Then I'd have to find a way to fit a "reload" on every unit. I suppose I could just make the unit unable to attack for the duration of the "reload" and then refill its mana. I'll see what I can do.

Great map man 5/5

Thanks!
 
Tank and Howitzers: Correct. I will definitely fix this as soon as possible. Not having miss correctly is a big issue.

Just make like I have done on 0.1.0 of Gulf War: Make the tank/howitzer has a dummy attack, and create a dummy to fire.

Computer Issue: I don't know why, when you set more than one comp, the other ones bug out and decide to fail. I'll see if I can get this fixed up. The infantry thing, I'll see about that one too. I might turn it off. Currently, difficulty setting increases the resources comps produce. So, don't forget to make insane bots. They do actually play a little better. However, this is also from the perspective of my most current version, where I already revised bots slightly.

Do you want help with AI?
You can send to me an unprotected version of this map. I can do an AI that works properly for every human players in less than 40 hours.


Tank thing: It's always been a problem. But then you think about it: Would you really throw riflemen at a tank? I will probably nerf tank damage versus infantry, and increase it against vehicles to make the game go to proper speed. Grenadiers are the only real infantry that are effective against tanks, and only after researching Explosive Armaments. I'm going to make that research earlier in the tree to be more accessible. Infantry are definitely going to gain solutions against tanks.

The problem is: I left my infantry guarding the city entrance, i go train my new units, work with researches, build new things, etc., and, when I back, I notice that my whole infantry platoon has just become a big pile of gore.
The thing here is: After you able to build tanks, you will not want to train infantry anymore, because they have almost the same price, and 12 infantry cant do anything against 1 tank.

Ammo system: If it's simple and lag free, I'd be happy to add it. If I do implement it, it will be "infinite but with reloading," as in, infantry must reload after X shots, but never have to go back to base to get more bullets.

I would suggest your units having to reload at supply stashes. That would make that building have more use.




EDIT: I will not rate this map now. If you can fix all the bugs, I will give a 5/5 for sure.
 
Level 9
Joined
Oct 7, 2007
Messages
599
Just make like I have done on 0.1.0 of Gulf War: Make the tank/howitzer has a dummy attack, and create a dummy to fire.

Hm. But that means manual targetting for the MLRS artillery unit. That actually might not be a totally horrible idea. But I'll have to see about it. I had it working at some point, if only I could recover it. Right now, I believe the problem is that one of the triggers loops itself in a bad way that shouldn't be happening.

Do you want help with AI?
You can send to me an unprotected version of this map. I can do an AI that works properly for every human players in less than 40 hours.

Help would be wonderful with the AI. I'd give you even more time to work with the AI if you needed it. But all you need for the AI editor is really the object data. Should I just send that to you?

The problem is: I left my infantry guarding the city entrance, i go train my new units, work with researches, build new things, etc., and, when I back, I notice that my whole infantry platoon has just become a big pile of gore.
The thing here is: After you able to build tanks, you will not want to train infantry anymore, because they have almost the same price, and 12 infantry cant do anything against 1 tank.

You are correct for that one. Infantry get gored real bad by tanks. But I do want to (at least partially) have this be realistic. Perhaps I introduce a tank fighting squadron earlier in the game, to make it easier?

My thoughts on this issue were such that the amount of tech required to build tanks offset the power of tanks versus infantry. Maybe I'll add a light vehicle that's effective against the tank, or give Humvees at least some fighting capability versus armored vehicles (such as TOW missiles).

I would suggest your units having to reload at supply stashes. That would make that building have more use.

The building, all in all, is really just a supply depot. The name of its ability has been changed to avoid confusion. It just makes the whole game experience so much more tedious if infantry have to keep running to base, and makes them even weaker (against everything).

EDIT: I will not rate this map now. If you can fix all the bugs, I will give a 5/5 for sure.

That's entirely fine. I don't think I deserve a (perfect) rating 'till I fix some of these bugs either.
 
Hm. But that means manual targetting for the MLRS artillery unit. That actually might not be a totally horrible idea. But I'll have to see about it. I had it working at some point, if only I could recover it. Right now, I believe the problem is that one of the triggers loops itself in a bad way that shouldn't be happening.
k

Help would be wonderful with the AI. I'd give you even more time to work with the AI if you needed it. But all you need for the AI editor is really the object data. Should I just send that to you?
That would be a little hard to me on testing the game. Why can't you send me an open version? Do you fear that I can steal your map? Come on man! Everyone on the Hive know me. I have a reputation to care about.


You are correct for that one. Infantry get gored real bad by tanks. But I do want to (at least partially) have this be realistic. Perhaps I introduce a tank fighting squadron earlier in the game, to make it easier?
No, that would make people rush. That shall ruin the game.
I suggest:
1) Giving infantry 50% of resistance to explosives.
2) Decreasing tank AOE to like 25, and increasing his miss area.

Tanks cannot be an infantry killing machine. Because, in real life, a tank never would rush against an infantry platoon, because infantry can hide in the rubble, and ambush him with RPGs (Rocket Propelled Granades).


My thoughts on this issue were such that the amount of tech required to build tanks offset the power of tanks versus infantry. Maybe I'll add a light vehicle that's effective against the tank, or give Humvees at least some fighting capability versus armored vehicles (such as TOW missiles).
You should make RPG infantry be available much before a tank.


The building, all in all, is really just a supply depot. The name of its ability has been changed to avoid confusion. It just makes the whole game experience so much more tedious if infantry have to keep running to base, and makes them even weaker (against everything).
I have to agree.


More suggestions:

- Barricades should have an aura that increases the armor of nearby infantry.

- Units could be a little smaller, to fit with real life range.

- Your terrain should be a little more apocalyptic. If it is a snow age, I suppose that everything should be covered in snow, and have large city ruins over the map.

- Copy my ruble system from WW3 Nuclear Sunrise, and make the rubble act as a cover for nearby infantry (increasing their defense)
 
Level 9
Joined
Oct 7, 2007
Messages
599
That would be a little hard to me on testing the game. Why can't you send me an open version? Do you fear that I can steal your map? Come on man! Everyone on the Hive know me. I have a reputation to care about.

Oh, I didn't mean it like that. Anyway, I wasn't thinking. I've sent you a PM.

No, that would make people rush. That shall ruin the game.
I suggest:
1) Giving infantry 50% of resistance to explosives.
2) Decreasing tank AOE to like 25, and increasing his miss area.

Early anti-tank infantry makes people rush? Not necessarily. Effectiveness versus tanks does not equate to effectiveness versus structures. Plus, humans are a little on the weak side in terms of early offense. I talk about infantry damage from tanks later on.

And, I've already reduced Tank AoE in the last patch again. They miss plenty, and in a pretty big area.

Tanks cannot be an infantry killing machine. Because, in real life, a tank never would rush against an infantry platoon, because infantry can hide in the rubble, and ambush him with RPGs (Rocket Propelled Granades).

True to some extent. I know, in real life they can't just rush infantry in a realistic situation. However, that is because the infantry generally do have cover and can hide from the tank. On this map, that's nearly impossible to simulate real combat in terms of that.

If only I had a way to design a system where infantry could take cover...

However, the RPG ambush is sorta untrue. A normal rocket propelled grenade is unable to penetrate any sort of real tank armor. You'll need javelin-esque missiles to really cause major damage.

You should make RPG infantry be available much before a tank.

They already are. They just aren't quite effective at destroying tanks until they get their Explosive Armaments research. They come in the advanced infantry squad.

More suggestions:

- Barricades should have an aura that increases the armor of nearby infantry.

- Units could be a little smaller, to fit with real life range.

- Your terrain should be a little more apocalyptic. If it is a snow age, I suppose that everything should be covered in snow, and have large city ruins over the map.

- Copy my ruble system from WW3 Nuclear Sunrise, and make the rubble act as a cover for nearby infantry (increasing their defense)

-Barricades are destructables and not units, so that's probably not doable. The barricades are really just used to block stuff off with enough of them, rather than being a viable defensive structure. I might change that soon enough.

-If the units get any smaller, it'll be hard to click on them and identify them. I'll be unlikely to change this.

-Yes, the terrain should be more apocalyptic. I'll work on it. Terrain's not really my forte. And plus, if there's more ruins around the map, I can implement some sort of system of taking cover.

-Increasing defense isn't exactly realistic. I might make the game check for rubble in between the path of the tank's attack and have it hit the rubble if the rubble is in between the tank and the infantry.

-Just so you know, the coefficient that explosive damage (used by tanks) is 40% damage dealt against infantry targets. This is a very low amount already. I don't think I'll lower this further.
 
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599
!

What about making tank shoots hit rubble or barricades if infantry is near?

Like, center a small region on the attacked unit, and, if there's a barricade, or ruble pile near it, make the tank hit that!

I can do it for you if you want.

Nah, don't worry about it, simple stuff I can more than easily implement. I do believe circular areas are better than region, so selecting units/doodads within X range of a point is always... more realistic, perhaps, than a square area.

I'll see if I can develop a infantry "squad" system, or what you might call a "grouping" system so that infantry microing is easier, as well as having them hide behind cover.
 
Level 5
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Messages
160
AGAIN, Sorry for the doublepost

The Good:
Very technical combat environment,
Excellent concept.
Good programming, No leaks.
Very well executed.
AI is a good opponent.
The "Squads" being trained is a good setup.

The Bad:
The seeming "best" features are unimplemented.
Tactical Aid seems to have NO value!
Howitzer is hard to use. Use a "Immolation" based ability to anchor and un-anchor it.
AI only uses infantry.
The AIRSTRIKE Doesn't work.

The Advice:
When making autocasting abilities with a situation of the MLRS, Use an ability that only targets the casting unit.
When using abilities auto-casted by trigger, make sure that that spell's range is greater than the attack range, or the unit will just lock up on trying to cast it when it range is shorter than the attack range.
 
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Level 9
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Oct 7, 2007
Messages
599
The Good:
Very technical combat environment,
Excellent concept.
Good programming, No leaks.
Very well executed.
AI is a good opponent.
The "Squads" being trained is a good setup.

I'm glad you like these features. Thanks for the praise.

The Bad:
The seeming "best" features are unimplemented.
Tactical Aid seems to have NO value!
Howitzer is hard to use. Use a "Immolation" based ability to anchor and un-anchor it.
AI only uses infantry.
The AIRSTRIKE Doesn't work.

Which "best" features would you like first? I'm sort of lax when updating it, now, recently as school as started taking up my time. However, I will do my best to implement these features as quickly as I can.

The Tactical Aid will serve as a way to launch long distance artillery attacks, espionage, as well as aid in the future. For now, it sits on the sidelines, acting as a counter of how many units you've slaughtered.

The Howitzer will be fixed next patch, as well as the AI. I've had problems with the AI consistently, though, with Ham Ham's help, it should be good.

I apologize for the Airstrike, really, I've always wanted to add it in but never found the time to. I've also always wanted to write it myself instead of depending on someone else's code. I might just borrow a code (with credits) in the short term and then retype it as my own code later.

The Advice:
When making autocasting abilities with a situation of the MLRS, Use an ability that only targets the casting unit.
When using abilities auto-casted by trigger, make sure that that spell's range is greater than the attack range, or the unit will just lock up on trying to cast it when it range is shorter than the attack range.

The MLRS can cast its ability on other units? I didn't know this. I'll see what I can do about it.

And for the second auto-cast thing, I'm not certain which unit is locking up trying to cast it. I've certainly seen the Vulcan Tower do this a few times. The MLRS is just buggy in general, and will be fixed real soon.
 
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Reasons. SORRY FOR DP AGAIN!

I'm glad you like these features. Thanks for the praise.



Which "best" features would you like first? I'm sort of lax when updating it, now, recently as school as started taking up my time. However, I will do my best to implement these features as quickly as I can.

The Tactical Aid will serve as a way to launch long distance artillery attacks, espionage, as well as aid in the future. For now, it sits on the sidelines, acting as a counter of how many units you've slaughtered.

The Howitzer will be fixed next patch, as well as the AI. I've had problems with the AI consistently, though, with Ham Ham's help, it should be good.

I apologize for the Airstrike, really, I've always wanted to add it in but never found the time to. I've also always wanted to write it myself instead of depending on someone else's code. I might just borrow a code (with credits) in the short term and then retype it as my own code later.



The MLRS can cast its ability on other units? I didn't know this. I'll see what I can do about it.

And for the second auto-cast thing, I'm not certain which unit is locking up trying to cast it. I've certainly seen the Vulcan Tower do this a few times. The MLRS is just buggy in general, and will be fixed real soon.

Alright, It cant cast it on with units, but, make it so it doesn't have a range. make it so it only casts on self, like the Faerie dragon's "mana flare" ability, except it dont morph, only gives the buff.

The only reason why i cant use the airstrike is that the range for its ability is limited to that of a war stomp, so i cant test it.

the "Best" features im talking about is the stuff that makes things go boom, of course, Airstrike, MLRS, Tactical aid.

the booming artillery is my style, like the air support (bomber, fighter)
and the artillery (2S19, MLRS)
And the "Aid" (Prehaps add some support features to the tactical aid? Like a mass attack? or a mass artillery strike when the MLRS is implemented?, or a mass ordering of some bombs when the airstrike is fixed?)

Finally, If somthing is really buggy, (Like the MLRS), Make sure to disable it in the tech tree if you not gonna do it now, not only does it save space in the factory, but it also adds room for another project.

Post script:
Did you know that this map is the only one with the word "Darkening" in it? It makes this map real easy to find, Good choice of words.
 
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Level 9
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Messages
603
Hey,i think u can try change the AI,because he just train one type of squad every time,and he doesn't do research,try put an AI that send tanks or planes or both.
But it's a veryveryvery good map.
 
Level 9
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Messages
599
Alright, It cant cast it on with units, but, make it so it doesn't have a range. make it so it only casts on self, like the Faerie dragon's "mana flare" ability, except it dont morph, only gives the buff.

The only reason why i cant use the airstrike is that the range for its ability is limited to that of a war stomp, so i cant test it.

the "Best" features im talking about is the stuff that makes things go boom, of course, Airstrike, MLRS, Tactical aid.

the booming artillery is my style, like the air support (bomber, fighter)
and the artillery (2S19, MLRS)
And the "Aid" (Prehaps add some support features to the tactical aid? Like a mass attack? or a mass artillery strike when the MLRS is implemented?, or a mass ordering of some bombs when the airstrike is fixed?)

Finally, If somthing is really buggy, (Like the MLRS), Make sure to disable it in the tech tree if you not gonna do it now, not only does it save space in the factory, but it also adds room for another project.

Post script:
Did you know that this map is the only one with the word "Darkening" in it? It makes this map real easy to find, Good choice of words.

Ah, I'm glad the name was good and unique. It's hard to come by those nowadays. But on to more pressing matters: Yes, I intend to implement and fix all of those. I guess I didn't want to take the MLRS out from the tech tree because I kept wanting to fix it, but really never got around to seriously doing just that. I'll work my ass off to get these fixes in after my next race comes out. I'd rather let there be one buggy unit in one race then delay the coming of the next.

And I full well agree with you on many of the things you said. I like big explosions too. Who doesn't? So, I'll get to work on those when I can. You should be able to start air-striking the hell out of mutants in the next patch.

Hey,i think u can try change the AI,because he just train one type of squad every time,and he doesn't do research,try put an AI that send tanks or planes or both.
But it's a veryveryvery good map.

The AI is a critical issue I'm already looking at. Thanks for the concern and update on the matter. I appreciate the praise.

Keep up the good work. There is an issue with turrets they cause massive lag I think it might be some kind of memory leak.

I've had this happen to myself a few times as well; it's really not intended, but I'm certain it's no memory leak. It's a trigger that runs itself recursively unintentionally; I'll find it and quash it.
 
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Aug 19, 2007
Messages
133
Hey tried the machine race pretty good use of energy can't wait to see the race finished though. I think it'd be interesting if you added some kind of salvaging ability for them to salvage dead machinery for oil/iron
 
Level 12
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Messages
1,199
Hmm... This map is quite well made and I see some hard work. I love many aspects of ithe map, especially the uniqueness and cool systems of each race. The large number of units, and options to go with is quite fun and there's no denying that this map has great potential and is quite well made.

But, there are many, many bugs and aspects I think aren't good. I tried the humans when I played on LAN, so I'll explain and list my problems with the humans so far.

Firstly, why does normal infantry get a permanent engine blow out when they're hit sometimes? At least about 1/6 of my infantry got engine blow outs permanently when they were hit

Second, why do sometimes Light Assault Tanks (Don't know about other tanks, I finished the game early on.) become under control by Neutral Passive? I lost some of my tanks during the battle against some human infantry.

Third, the Darkslayer Gunship's rocket pod discharge is... kinda pathetic and almost useless in my opinion. Unless they land a direct hit in the center of a target, they do not damage (which I think is absurd, since the rocket shows a large explosion after it strikes) and they don't deal that big of a damage for what they hit anyway, enough to deal kill or heavily damage some lighter units like infantry, but really not useful against anything in particular

Fourth, the Vulcans seem so useless and I detest them so much. They almost never hit, against anything really, and they don't attack things close by until after they've gotten quite far in. I had several vulcans targeting all kinds of enemies but they never hit anything, and when they did they did pathetic damage, even when compared to infantry they deal such low damage.

Fifth, I kinda hate it when the injuries occur that they don't go away unless they're healed by medics. Mainly due to the fact that the infantry heal on their own over time and by the time I got medics, they were all unabled to be healed until I actually forcibly damaged him just to heal him... Probably better to make the buff go away after a while if it can't be healed.

Six, many good features, such as Airstrikes, Tactical Aid etc, are unavailible. I understand they're underdevelopment, fair enough, but it wasn't really good when I was attacked by my friend's mutant army.

Well, I didn't play for long since it ended prematurely anyway. But there are a lot of problems I encountered before I can rate it a 5/5 or even a 4/5 sorry to say. And the machines seem to have problems too, especially with the few units capable of attacking, or so my friend says. The AI's kinda weak as well but yeah that's fine right now.

In the end I can rate it 3/5 right now due to some bugs and imbalances and the fact that the whole thing is still incomplete, but I'll rate it when the map's more developed, and I think it'd be worth 5/5 when its finished, since the the map is really quite fun in the end, though I wasn't happy about things.
 
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Messages
599
Hey tried the machine race pretty good use of energy can't wait to see the race finished though. I think it'd be interesting if you added some kind of salvaging ability for them to salvage dead machinery for oil/iron

They'll be finished when they're finished, hopefully sooner than later. I was thinking of giving them the ability to salvage dead machinery. That'll probably be implemented at some point.

You should try adding an ally system over all it's great.

I did add one. Read the patch notes. The host needs to type -aa to enable it, however. Overall, the whole alliance/team system still needs to be completed, but for now it'll work.

Hmm... This map is quite well made and I see some hard work. I love many aspects of ithe map, especially the uniqueness and cool systems of each race. The large number of units, and options to go with is quite fun and there's no denying that this map has great potential and is quite well made.

But, there are many, many bugs and aspects I think aren't good. I tried the humans when I played on LAN, so I'll explain and list my problems with the humans so far.

Firstly, why does normal infantry get a permanent engine blow out when they're hit sometimes? At least about 1/6 of my infantry got engine blow outs permanently when they were hit

Second, why do sometimes Light Assault Tanks (Don't know about other tanks, I finished the game early on.) become under control by Neutral Passive? I lost some of my tanks during the battle against some human infantry.

Third, the Darkslayer Gunship's rocket pod discharge is... kinda pathetic and almost useless in my opinion. Unless they land a direct hit in the center of a target, they do not damage (which I think is absurd, since the rocket shows a large explosion after it strikes) and they don't deal that big of a damage for what they hit anyway, enough to deal kill or heavily damage some lighter units like infantry, but really not useful against anything in particular

Fourth, the Vulcans seem so useless and I detest them so much. They almost never hit, against anything really, and they don't attack things close by until after they've gotten quite far in. I had several vulcans targeting all kinds of enemies but they never hit anything, and when they did they did pathetic damage, even when compared to infantry they deal such low damage.

Fifth, I kinda hate it when the injuries occur that they don't go away unless they're healed by medics. Mainly due to the fact that the infantry heal on their own over time and by the time I got medics, they were all unabled to be healed until I actually forcibly damaged him just to heal him... Probably better to make the buff go away after a while if it can't be healed.

Six, many good features, such as Airstrikes, Tactical Aid etc, are unavailible. I understand they're underdevelopment, fair enough, but it wasn't really good when I was attacked by my friend's mutant army.

Well, I didn't play for long since it ended prematurely anyway. But there are a lot of problems I encountered before I can rate it a 5/5 or even a 4/5 sorry to say. And the machines seem to have problems too, especially with the few units capable of attacking, or so my friend says. The AI's kinda weak as well but yeah that's fine right now.

In the end I can rate it 3/5 right now due to some bugs and imbalances and the fact that the whole thing is still incomplete, but I'll rate it when the map's more developed, and I think it'd be worth 5/5 when its finished, since the the map is really quite fun in the end, though I wasn't happy about things.

Lots of good points you have made, and I thank you for enjoying the map. I do believe you were correct on quite a few, though some are working exactly as intended. These are the kind of things that help the most. Let me go through what you've said:

On the issue of infantry: I've never had that happen before. I'll look into it. It seems that one of my triggers which should only be running when a vehicle is hit is running for infantry. I'll fix that one asap.

On the issue of Light Tanks: Sometimes light tanks have their drivers killed when they sustain too much damage, thus becoming neutral passive. I've never had enough infantry vs. tank action to test this out completely, though this is highly due to infantry. This sort of thing should be working as intended, though I'll run some more tests to see if I should reduce the rate at which the drivers are killed. (Yes, snipers with heavy Anti-Armor rounds should be able to kill the driver of a tank even through the armor. This is to counter the power of tanks versus infantry, generally.)

On the Darkslayer's Discharge: Before a recent patch, this ability was completely overpowered, so it was overhauled to the current system. Why is it so weak? It's not meant to destroy infantry nor heavy vehicles. The Darkslayer is a hit and run; its meant to harass the enemy and lay down fire against Light Vehicles. That's why the missiles cause explosive damage. I'll increase the AoE of the missiles if it seems like it's not doing enough, which you hint at. However, in number, I've found that spamming enough rockets with the discharge (from multiple darkslayers) gets the job done surprisingly well.

On the issue of Vulcans: What rank of Vulcan Turrets were you using? In any case, Vulcans too were overpowered previous to a few patches. They have really been scaled down because more powerful base defenses would prove to be a roadblock in the speed of the game. Vulcans are not meant to be "The Base Defense;" rather, they are supplementary to your other units stationed at your base.

5th issue: Infantry heal over time because they have gained veterancy. However, even with the trickle healing they gain through that should not be able to remove their wounds. This is because of the laggy triggerwork needed to ensure that only the proper wounds stay on the targets. I believe it will be fair for me to say that I will give medics and easier way to remove wounds without having it to heal a unit.

6th issue: That's been a problem throughout. As I've said in previous posts, I'll get those done when they're done. For now, I believe humans can beat mutants and vice versa. It's really up to how you play. Another point is that even with Tactical Aid implemented, it'll still be balanced against the mutant's Mutation Menu, which allow them to do similar ability (with a more mutant flavor to it).

Your conclusion: Don't feel bad if you can't give me a good rating. Criticism helps a hell of a lot more than comments like "What a great map!!!!! 5/5!!!" In any case, the Machines just aren't finished at all; I released it well before I should have, and I understand that. They will be the first thing I finish. And the AI, too, if the AI editor was just more cooperative. I'm glad you enjoyed the map overall, and I apologize for the issues. You should see nice patches in the future that address most, if not all, these issues I have explained.
 
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603
Angry bovine:
I've played the version 1.20a w/ the machines and i can't find where the researchs can be done.Please tell me where i can do research for the machines.
 
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Angry bovine:
I've played the version 1.20a w/ the machines and i can't find where the researchs can be done.Please tell me where i can do research for the machines.

Simply put, I just haven't added them in yet. This version was released after I intended to release it, but at a stage in production in which I shouldn't have released now (in afterthought). What this means is, I'll be working quickly with a series of minor patches to bring machines up to speed so players no longer play a 20-30% functioning race.
 
Level 3
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Dec 11, 2006
Messages
76
I love machines but they only have 3 units and no upgrades that works yet and lc-f2r sucks 1 normal trooper is better.lc-f2r they take a 2/10 of a scouts life when they hit. can't wait for next patch then mayby machienes is mutch better.

I also love the machines build system but can you make it so i can build bulding longer away from my base plz.
 
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I love machines but they only have 3 units and no upgrades that works yet and lc-f2r sucks 1 normal trooper is better.lc-f2r they take a 2/10 of a scouts life when they hit. can't wait for next patch then mayby machienes is mutch better.

I also love the machines build system but can you make it so i can build bulding longer away from my base plz.

I'm not certain if this feature is available on live, but the "Repair Facility" building expands your building range (because it can also set down nanite structures).

Uh, I'll finish working on machines when I feel up to it. I haven't had the heart of it for a while now, there's no inspiration. I've been working on my AOS map in the meantime. I hope to get to you soon and have a patched up version.
 
Level 3
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Dec 11, 2006
Messages
76
I hope you will get insperation soon becouse i love this game my friend and i love it we are playing it most hosting it and playing local my favorite map number 2.
From me it gets 6+/5
P.S(i always pawn my friend im human and bulding defend)
P.S.S(he won't be happy if he see this)
 
Level 9
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Eh, death is a point of view. As I've said, I've had to take some time off this for reasons w/ school and WoW, and my next map, Honor of the Damned. I should have a small update soon... hopefully, it'll get me back into the swing of things. If you're still hanging around, thanks. I really appreciate it.
 
Level 12
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Oct 18, 2008
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With the new update and some things being cleared up, this map is brilliant and deserves a 5 from me, despite some things not implemented its good enough for a 5 from me, in my opinion.

I enjoyed my time as a mutant.
 
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Aug 14, 2008
Messages
7
This map seems amazing, its a unique idea with some awesome gameplay. (From what ive seen)

But, unfortuneatly, i seem to be expereienceing ALOT of fatal errors. Three times in a row, early game we all get a fatal error. I'd love to get a chance to play the game through and give it a proper review, but as of 1.20b optimized, i cant seem to do that. It seems to be an amazing map, if only i could just play it start to finish.

~Dtelm

EDIT: Three more games, Three more crashes. Definatly a game-breaking bug.
 
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Level 9
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Thanks for all the quick comments! Thanks for hanging around.

This map seems amazing, its a unique idea with some awesome gameplay. (From what ive seen)

But, unfortuneatly, i seem to be expereienceing ALOT of fatal errors. Three times in a row, early game we all get a fatal error. I'd love to get a chance to play the game through and give it a proper review, but as of 1.20b optimized, i cant seem to do that. It seems to be an amazing map, if only i could just play it start to finish.

~Dtelm

EDIT: Three more games, Three more crashes. Definatly a game-breaking bug.

My deepest apologies. Do you happen to be using bots? I had forgotten to disable using the AI; there seems to be a fatal error when using computer players. I'll be fixing this as soon as I can.
 
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No problem man, i know how much work goes into making a map, you cant really be expected to cover every base every version. Im pretty sure i used computers in each game that got a fatal error. Ill try it without bots.
 
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The Darkening Wars v1.20b
by AngryBovine

Concept: 4/5
While normally i would not give high concept score into a modified melee, there is some apparent orginality here that deserves credit. Humans, Mutants, and Machines. The points here are awarded due to the distinct mechanical differences between the three races. I love the weather system, and although it is not yet implemented, tactical aid is a great idea.

Gameplay: 4/5
Gameplay is fun, i like that there is not much micromanagement of resources involved, and i enjoyed the massive amount of teching available. Each race is different, and i particularly like their different play styles. Once aid is implemented that will add another dimension to battles. I think there should be room for more players, as 8 doesnt seem to be enough for a good game. I think the game could benefit from adding reasons to control territory beyond your base. Perhaps add some kind of base in the center that can be captured to provide benefits or additional units.


Level Design: 4/5
The terrain fit the scene. It felt like a wartorn world during a harsh nuclear winter. Plateus made excellant spots for bases. There were no rigged bases, all the ones i saw had at least two entryways to defend. The weather system was wonderful, and everyone i played with commented on how much they liked it.


Sound/Custom Models: 5/5
There were alot of custom models here and they fit the game well. in fact more often than not the first comment i heard while playing was "sweet models" or some equivlant (such as 1137 IvI0D31s!!). I typically reccomend not using star wars models for a non-star wars game however.
For some odd reason the three machine units that are implemented have dwarven sound sets.
Additionally many rifles the humans use dont seem to make any noise.

Replayability: 4/5
Good replayability, which can largely be attributed to how different the three races are. However its still a melee map and while there are alot of new features, even those will eventually lose their appeal.


Balance & Bugs: 3/5
Balance seemed decent. Late game humans kinda seem to pwn everything, but beyond that id have to play the game more (only done about 5 run throughs or so) to really tell. I suggest disabling the computer ai that was causing the fatal errors until it is fixed. Additionally, please remove machines from the list of chooseable races until it is fully implemented.
First couple games i played, before i had known the machines werent finished, there was quite a few people who were rather dissapointed when they realized they get three units and no upgrades or towers.
Allying commands work, however, upon typing -unally color , the correct message is displayed (X player has declared war on Y player) but the players remain allied.
Theres a bug that occurs seemingly at random where NR assult droids will not fire at the enemy even when ordered to attack.
This isnt so much a bug, but it left me rather confused. Why does LOL LOL periodically flash on the screen?
Beyond that the only thing else ive noticed so far is a few tool tip mispellings and the like. Only one i can seem to remember right now is the helicopters. The tool-tip for decend says "....Helicopters cannont while decended" or something like that. I believe its suppossed to be "Move" or maybe "Attack".
There doesnt appear to be a way to fix the camera zoom either once it is messed up, and if there is it is not information that is readily available.


Final Score: 4/5
STILL a melee, but definatly not JUST a melee. Definatly worth a download and at least a few playthroughs. I cant wait for the unimplemented features to be finished, and some of the balance/bug issues to be rectified. I expect I'll be playing future versions of this map quite a bit.
 
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@ Dtelm:

Thanks for the well-written comment! I'll consider a lot of things... but I'll also give a few responses before I release version 1.21.

1: Helicopters - Change altitude tooltip was indeed typo'd and I forgot to write in "attack." This has been fixed.

2: The game displayed "lol lol" when a machine-race player disconnected power. This was a debug message that managed to slip through. This has also been fixed.

3: Alliance bug has been fixed.

4: Oh. The zooming problem. I forgot to put a place to look at all chat commands... there are a number of commands usable to change the camera view. They are the following:
-zoomreset
-zoomout
-zoomin
I will be adding in a quest for chat commands when I can.

5: AI has been disabled for the moment.

6: I will release this next version w/o disabling machines, as I expect to have a reasonable more amount of the machines done in the next sister-patch.

7: Map size and player limit. I will consider renovating the map and releasing another one with different terrain and a larger player limit.

Thanks again and check back soon!
 
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But will you fix AI?

Definitely. I just can't put out a definite time for when that'll be finished. See, the problem with the AI now is that when I add it back in it'll be completely rewritten. But I want this new AI to actually be semi-competitive (or at least changing in difficulty with its setting) instead of the stupid AI it was. Because of this, it'll take some time.
 
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