-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
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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 |
-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!
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
Keywords: starcraft, cruiser, command, battle, space, future, boarding, starcruiser, battleship, starmap, star, star wars, cruiser command |