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Cruiser Command v0.93g

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

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


Player Roles:

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

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

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




Computer AI support:

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

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



Credits:

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

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

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

Vexorian for the wc3 map optimizer

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

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


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


-Youtube videos-

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


-Screenshots-

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v0.71 onwards kindly updated by TKF!

- Detailed Changelogs -

This map is protected!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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



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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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



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


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


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


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


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


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


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



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


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


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


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


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


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


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

- Last Changelog -

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

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

Cruiser Command v0.93g (Map)

Reviews
Vengeancekael Date: 2012/Nov/11 21:35:31 [Please do not send me a message, use Staff Contact] Comment:An impressively complicated, fun and original map, it is definitely recommended to anyone who likes space games and/or mining/upgrading, etc...
Level 2
Joined
Apr 28, 2010
Messages
19
@GIANT CRAB
I also had some problems with the refinery drone.. sometimes it will stop working or take the raw materials to the telepad or he just drops the materials in the hallway and when you take two or more of them, then they get all messed up and even had once that they just crashed into the refinery to get destroyed by it. I also noticed that turning the drone off and then back online again, will make the drone move again and continue his job until he breaks down again making you turn him off/on again. So most of time when I got a good team, I replace the drone myself, while doing upgrades and messing around with the energy.

Some other bugs I came across:
-It sometime happen that the mining vessel of fighter vessel becomes uncontrollable when you leave the cruiser, thank god you can save your self by the -eject command otherwise the problem would be quite bigger. But still its a waste of the vessel and you have to wait 5 min before a new one should respawn.
-At the start of the game the whole map is visible so when you go fast enough is space cam. Then you will be able to see where the big astroid fields are on the minimap, giving you a advantege on knowing where to get lots of resources.
-Also there are always a few astroinds that belong to a other player and these always contain the purple stuff.. (I always forget the name =P), this bug in combintaion with the bug above allows you to rush the purple stuff (as the player owned astroids got the owners colour on the minimap making them quite easy to spot), getting a huge advantage above the enemy cruiser.

Well keep on the good work, as I really enjoy playing the game and fixing the bugs will make it only better.
 
Level 12
Joined
Apr 4, 2010
Messages
862
@GIANT CRAB
I also had some problems with the refinery drone.. sometimes it will stop working or take the raw materials to the telepad or he just drops the materials in the hallway and when you take two or more of them, then they get all messed up and even had once that they just crashed into the refinery to get destroyed by it. I also noticed that turning the drone off and then back online again, will make the drone move again and continue his job until he breaks down again making you turn him off/on again. So most of time when I got a good team, I replace the drone myself, while doing upgrades and messing around with the energy.

Some other bugs I came across:
-It sometime happen that the mining vessel of fighter vessel becomes uncontrollable when you leave the cruiser, thank god you can save your self by the -eject command otherwise the problem would be quite bigger. But still its a waste of the vessel and you have to wait 5 min before a new one should respawn.
-At the start of the game the whole map is visible so when you go fast enough is space cam. Then you will be able to see where the big astroid fields are on the minimap, giving you a advantege on knowing where to get lots of resources.
-Also there are always a few astroinds that belong to a other player and these always contain the purple stuff.. (I always forget the name =P), this bug in combintaion with the bug above allows you to rush the purple stuff (as the player owned astroids got the owners colour on the minimap making them quite easy to spot), getting a huge advantage above the enemy cruiser.

Well keep on the good work, as I really enjoy playing the game and fixing the bugs will make it only better.

So are you going to doing anything about these bugs? Because some other first timers would not know what to do when these bugs occur. And if its our enemy, you just see them leaving... waste my time..
 
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Level 2
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@vlad

are those bug reports or are those suggestions for the map?
EDIT: i was kinda confused about the second bullet :p never encountered that bug though

@tkf

can you make the mining module move? its cost does not make up for its purpose. and oh, do asteroids respawn?
 

TKF

TKF

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-Also there are always a few astroinds that belong to a other player and these always contain the purple stuff.. (I always forget the name =P), this bug in combintaion with the bug above allows you to rush the purple stuff (as the player owned astroids got the owners colour on the minimap making them quite easy to spot), getting a huge advantage above the enemy cruiser.
Hmm weird, it's not supposed to be owned other than neutral, and not to any players.
 
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About the spellbook idea for the captains console, Vexorian found out that, If im correct, if you make multiple spellbooks with the same order id, each with one spell in them, and add them to the hero, you end up with one spellbook icon, and all the spells in it. Altho, I attempted this, and it didnt work, I may have done something wrong. I added 3 spells, and ended up with 3 spellbooks with 3 spells each, the correct 3 spells tho.
http://www.wc3c.net/showthread.php?t=80186&highlight=spellbook
 
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Apr 16, 2009
Messages
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Nice map but something is bugging me: The mining stations being stationary really hurts there effectiveness - letting them fly around on there own or give the mining craft a ability to move would be really nice an option to pick them up again and deploy them somewhere else would be cool too.

The other thing is the refining drone seems really bugged:
1. It stops working from time to time until you fill up its inventory it will then resume it works just to fail a short time after.
2. Sometime when it has two items in its inventory it will plant one on the ground and then switch them until you snatch the one thats on the ground for half a sec and place it in its inventory
3. It likes to place items slightly of the teleporter so they never arrive in storage and you have to place them there manually

One more thing: either the Mining Station or the Sensory Node i forgot witch one but you are unable to place one of them back into the cargo bay after you took it out
 
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It's not possible to vary the spells in a spellbook, so that isn't possible. I can add another unit for missile firing, but that would require intense remake of the entire selection system which involves a lot of triggers.
If you put the spell button for Yamato and the overcharged laser blast and any other possible abillity that the cruiser might get in the future, in a spellbook and disable them with saying that they need a upgrade (wich you could name: "Arm the Yamato Cannon first" or something else.) then when someone actually arms the Yamato you enable the upgrade for the spellbutton so that the abillity can be used and when the player uses it, you should disable the upgrade again. This will make it possible to put some abilities of the cruiser in a spellbook and allows you to enable/disable them.
You could do something similair for the missile sytem but instead off showing the missile's in the spellbook you could make buttons that say: Fire missile pod 1, Fire missile pod 2, etc. and when there is no missile in the missile bay then you could disable the button with a upgrade saying: Put a missile in the missle bay. This way you can have 6 different missile's in every slot and being able to use each of them. Only problem you won't be able to know what missile you are gonna fire unless you know which missile you have put in which missile bay, but you could solve this with a command like "-Status Missile bay's", which will then show what kind of missile's you got ready in your missile bay's.

PS: I made a few screenshots about the "seeing whole map" bug and of the "player owned astroids" bug and added them to this reply.
 

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Level 9
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Like your game, but there are some issues that could be improved upon, the easiest one would be to just make asteroids owned by neutral only instead of Player 1 red, and from there fixing the refining drone bug and enabling a mining station to move. I do have a few suggestions though, like possibly adding an ability to drop all items from a crew member, this would make refining and storing much easier, and possibly adding upgrades to the mining laser, such as upgrading the rate and range of its ability to mine. These are just a few suggestions, other than that I believe the bulk of the problems were already covered by previous posts.
 

TKF

TKF

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As for the mining station, it's a STATION and it don't move. It's just a luxury feature which allows you to clear a asteroid field. You can push rocks with the cruiser towards the mining station. Same goes for sensor station.


As for the missile launching I won't make it unnecessary complicated for the players. I'll keep it simple. But I'll add a spellbook for the cruiser and fighter, but it's only for special abilities like radar and such.


Ha! No spoilers to be found here!


Releasing 0.75 very soon.
 
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Cool, new Cruiser ^^

Suggestions:
-A kind of main cannon which is usable by a specific crew member(which the captain can choose in his console). With selectable ammo, for example EMP, HE etc., slow reloading, heavy damage... just like the Yamato, however, less powerful.
-Saboteur Droids. Penetrates the Cruiser's Hull, kind of "eat" the energy in it, with timed life, remove-able by the Engineers(basically, like that spider drone from Solar Conquest).
 
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First I got to say, Blodmon that model is wicked sick, I really like it!.

Second, to bad but the refinery drone still have's some problems.
It will still breakdown sometime, but apperently it will reboot itself as after a few min it just start working again. But it still drops stuff half way the hallway and when it wants to do something in the refinery it will drop the ore in slot 1, drop the ore in slot 2 and then it will pick up the dropped ore from slot 1 again and then the dropped ore of slot 2 and this will continue for ever, unless you pick up one of the ore's. But after picking one of the ore's up, the bug will not come back again.

Also maby its a good idea to set the "exit control" button of the cruiser control center on the slot postion where normally the "attack" button would be and beneath that the spell book for the cruiser abilities. so that you got the 4 lowest ability slots free for missile's.

and btw, nice fix on the player ownded astroids haven't seen them anymore. And I also tried the boost engine's ofcourse and I like it!, Already crashed with it into a enemy cruiser =P.
 

TKF

TKF

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Well the refinery AI is terrible messed up. It don't work properly but at least it should restart itself every time its activity ceases. However I still got the problem if it has 2 different ores in inventory which triggers is supposed to prevent. Triggers are not working properly as the triggers isn't working as it's supposed to.

It was not supposed to not pick up refined ore when it has raw ore in slot 1, but it does that anyways. I've tried and tried several times but I don't know how to avoid the problem yet in this case.

The pre 0.69 versions refinery drone AI is working excellent, but I don't have access to these versions in open format. Reading vexified code it's impossible and I cannot get the AI from that code.



New in 0.75
New Battlecruiser Model

The fighter and the cruiser does now have a new ability. The cruiser can use short time turbo for escape purposes at a cost of great amount of energy. The max speed initial bonus is never below 450, and it cannot surpass 522 which is the wc3 limit for unit speeds. Also you won't use extra energy during the overboost engines and cruiser doesn't take damage during the short time. But it cost 7500 energy for each use, so using it often might be critical for the energy reserves.

Also if your engines settings is below 60gw/sec, it will be automatically set to 60gw/sec and must be lowered in the engine room. But this gives room for using this ability to get 150 default speed after a boost without asking the engineer. You can go from 1ms to 450ms in 1 click, however losing 25 speed every second makes this ability last only for a few seconds, but it can be good enough for dogding enemy missiles if you use it at a right time.



The fighter has a fighter scanner which can be useful for picking up nearby miners which reveals then on the minimap, but it has quite long cooldown for each use. It also reveals nearby asteroid clusters. This should make the fighter a little more attractive to use as it's not often used in games for offense.
 

TKF

TKF

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I think you should remove the drones. I highly prefer not to use them in games as it almost completely defeats the purpose of engineers, and I really do enjoy being an engineer. This leaves us engineers very bored most of the game.
Not completely, the refinery job is a neutral job that can be done by anyone and having a refinery drone can be useful, especially in 3v3 games. Also the armament drone is doing a job which also can be performed by any crew members.

The engineers is the only one to operate the power panel and molecularic constructor so refining and loading missiles isn't a typical engineer job, although it's usually performed the crew which is onboard, which is usually the engineer doing these tasks.


It's up to the crew if they want drones or not. They cost energy which is permanently drained and only the power specialist engineers can switch on/off drones to conserve energy.
 
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hm....did callex leave the greatest map ever?....
anyway the damage system is knda bad, only rocks appear no damage to systems
put some power conducts if you get internal damage they may be destroyed, losing power to some systems (eng can repair it)
add a teleporter upgrade so you can beam up enemy drones steal ^^ and beam nukes in the enemy cruiser if the shields off, or beam near em
making subsystems for the cruisers like auto anti rocket lasers, cloak a real power drainer, warp drive for a teleport
the end of the wings put some leasers or something....its knda empty
make some terrain variables so we can make badass tactics >:) like planet black hole, that change your movement by gravity and does damage if too near ex: you are cap they run after you, now you will use the blackhole, and gain speed, now the enemy if they use a course nearer to the hole they may get damage if to away you may escape
also put a energy upgrade , not like the upgrade generator, its a research and you have to pick just 1, a purple base 1 that burns it and gets energy, a solar energy that needs a piece of sun, you will need to get near to the sun and "mine" it with the cruiser, you will need full power and like 1000 in shields so the crow does not get a solar burn, not good for the skin, it will generate power over time but has a time limit so do not even try to get it at start coz you will fail and it will be useless even if you do, a +100 power gen for 10-15 minutes is ok? based on black hole like the sun you have to get a piece of it, it generates +150 no countdown, but there is a big problem its unstable, if the force field gets down BUM, 50% Cruiser hp gone and engine room a big mess, you need to put 20 in it to be stable under no battle situation, but in battle it may lose it, if you run out of power or get hits on engine room, but you will have a minute before it goes 0 if at 100 so you maybe able to save the ship, still a very big risk, even to get a pice of sun black hole if you have a nooby eng/cap
and make a rocket design, you pick type: heavy light or normal, it opens a book(like the ones with abilitys), and then you pick type of traking system, and type of propulsion, you put a engine and a explosive without the homing system and it will go just ahead etc
 
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hey Callex, i personally don't think its fair if you'r allowed to cheat and we're not :)

I'd appreciate if even if you p.m me the pass for the input reminder, i will keep it to myself i promise but please we deserve to know also -_-

I'll wait for a response :)

PS:

I love your map, we been playing it for the past 3 days non stop, and there is some bugs with the fighter ships, if someone who is mining goes back and goes into the fighter, the ship is bugged and cannot be controlled for the rest of the game, i believe its because of some upgrading we do.
 

TKF

TKF

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PS:

I love your map, we been playing it for the past 3 days non stop, and there is some bugs with the fighter ships, if someone who is mining goes back and goes into the fighter, the ship is bugged and cannot be controlled for the rest of the game, i believe its because of some upgrading we do.
This happened in 0.75? There should be a trigger checking if you have lost control and give you the control back every 15 seconds if you don't have control. Also it's looping so it's something wrong with it if you don't get your control back again.
 
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This happened in 0.75? There should be a trigger checking if you have lost control and give you the control back every 15 seconds if you don't have control. Also it's looping so it's something wrong with it if you don't get your control back again.

Thats weird, and yes on 0.75, we had lost many times control of both ships and we just have to suck it up till the end..., I will try again and count 30seconds if still not control I'll post you guys the reply ok?

also, there was other bugs that I can't think of right now, sorry I'm replying thru my phone, but when I get back tomorrow to play it, I will let you guys know.
 
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Here, I got you the reply, it just happend again xD

perfect timing

PS: It has just happened again, first at team 2, than at our team also... please do something about it -_-

This time, it did however say "DEBUG!"

but nothing happend, we had to -eject

ps 4:

4th game just happend again, i took fighter, went and killed their 2 miners, 1 came to mine agian, the 2nd came to fight, and after i killed them again they got bugged... maybe that has to do something with it ?
 

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Level 2
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Another bug, when they fired upon us i was editing the engine power... and I got stuck behind the generator -_-, which sucks coz i ddin't have blinking ability ;(

here's pic to show u :
 

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TKF

TKF

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This time, it did however say "DEBUG!"
Ok, thats very bad. It means that some function is out of system and for some reason turned off/destroyed, also the trigger isn't performing all it's actions for some reason as it should. But there's nothing set to turn this the launch trigger so this shouldn't happen at all.

But the trigger isn't looping so it shouldn't happen at all. I've looked through the vessel spawn trigger and I cannot figure out why this happens. In theory this should work unlimited I don't understand why wc3 should behave like this.


Another bug, when they fired upon us i was editing the engine power... and I got stuck behind the generator -_-, which sucks coz i ddin't have blinking ability ;(

here's pic to show u :
How did you get there?, well I can add a collision blocker there.



btw replays for cc is bugged, the camera is locked on player 1, which means that if captain goes out to mine, I cannot see that's going on inside the ship.
 
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oh xD, well as i was saying I got there by changing the power of the shield and engine, and they atack us and I guess from the impact it moved me inside the generator somehow -_-, and yeah I know that you said there's a trigger for regaining command but as you can see we had this problem for a while now I thought you guys knew -_-,

also another big problem, when I take the challenge to play 1vs5, its very hard to manage because teh drones are bugged also, make sure they are doing their job constantly, for example what I would suggest is first take all minerals and put in the refinery, than put them in the ship, therefore they won't get bugged, because everytime I use drones they get bugged, they get stcuk with minerals inside of them that hasn't been in the refinery and they stop working, sometimes by disablng / enabling them they start workign again but very rare, once even our friend got "Blocked" inside the place where you spawn after getting killed by a fighter, and the drones stopped working there, he could not move -_- therfore we lost. xD
 

TKF

TKF

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I can turn off collision size on the inactive drones so you can pass them.


Well the control loss bug is a difficult thing to fix. I don't find out the source of the error nor the bug. To be honest I don't know what's wrong with it as in the editor it's perfectly fine. I plan to release 0.76, but I have no way of testing control bug and singleplayer and very difficult to fix it when I don't know how. I'm out of options. It work perfectly on 0.67f so I wonder what's different. I don't have open version of pre 0.71 of cruiser command unfortunately.


I see 0.67f being hosted often by CCA clan and their reason is the control bug. They hate it so much that they don't wanna play newer version until the control bug is fixed.
 
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Alright, well could you post a link for 0.67f? We might switch to that one also because of the bug... and yeah drones problem would be great, and do you check your p.m?

And I don't know what to tell you about the bug, if I could see the map I could try figuring it out, I guess think of a way around it, to make it work, make a player writes -bug, and it specifically targets the last triggering unit which is the plane to give control or something... , also to give back to options for the plane not just control of it?

try that, and I'll be glad to test the map with my friends, we're playing it alot :)
 

TKF

TKF

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And I don't know what to tell you about the bug, if I could see the map I could try figuring it out, I guess think of a way around it, to make it work, make a player writes -bug, and it specifically targets the last triggering unit which is the plane to give control or something... , also to give back to options for the plane not just control of it?
That doesn't work. Even typing a command doesn't work when the game refuses you to select other stuff. There is a selection locking system that also prevents you to select the control, and also prevents control loss. If I remove that system the first miner going out have no control over the ship.

Also it's impossible to recreate the control loss bug when playing and testing it alone to recreate it, I can dock and go out of the ship as many times I like, it seems it bugs when there is more players but I don't understand why...


But the weird thing is the system is working while the control loss occurs, thus denying you of selecting anything which is also the cause of control bug. I might need to remake it perhaps.

But I'll be gone for a few days so I won't be updating until I'm back...
 
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Ohhh, okay that sucks, but if you could post that other version that'd be great..
 
Level 2
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26
hm....did callex leave the greatest map ever?....
anyway the damage system is knda bad, only rocks appear no damage to systems
put some power conducts if you get internal damage they may be destroyed, losing power to some systems (eng can repair it)
add a teleporter upgrade so you can beam up enemy drones steal ^^ and beam nukes in the enemy cruiser if the shields off, or beam near em
making subsystems for the cruisers like auto anti rocket lasers, cloak a real power drainer, warp drive for a teleport
the end of the wings put some leasers or something....its knda empty
make some terrain variables so we can make badass tactics >:) like planet black hole, that change your movement by gravity and does damage if too near ex: you are cap they run after you, now you will use the blackhole, and gain speed, now the enemy if they use a course nearer to the hole they may get damage if to away you may escape
also put a energy upgrade , not like the upgrade generator, its a research and you have to pick just 1, a purple base 1 that burns it and gets energy, a solar energy that needs a piece of sun, you will need to get near to the sun and "mine" it with the cruiser, you will need full power and like 1000 in shields so the crow does not get a solar burn, not good for the skin, it will generate power over time but has a time limit so do not even try to get it at start coz you will fail and it will be useless even if you do, a +100 power gen for 10-15 minutes is ok? based on black hole like the sun you have to get a piece of it, it generates +150 no countdown, but there is a big problem its unstable, if the force field gets down BUM, 50% Cruiser hp gone and engine room a big mess, you need to put 20 in it to be stable under no battle situation, but in battle it may lose it, if you run out of power or get hits on engine room, but you will have a minute before it goes 0 if at 100 so you maybe able to save the ship, still a very big risk, even to get a pice of sun black hole if you have a nooby eng/cap
and make a rocket design, you pick type: heavy light or normal, it opens a book(like the ones with abilitys), and then you pick type of traking system, and type of propulsion, you put a engine and a explosive without the homing system and it will go just ahead etc
sorry for double post, i dont see my last 1 if im not loged in so...i posted once more
 
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Just finished playing the .75 version. Still got a few bugs.

Some players that are promoted into a captain cannot use the main controls, which screws up the whole game.

I guess the loss of control on the mining vessels bug is still there. We had to finish the game by bumping our ship to the enemy cruiser :p

How about some neutral aliens who tries to attack your cruiser? It'll give a bit more excitement on the game, since it will give some idle engineers something to do while waiting for the minerals mined by the pilots. :)
 
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yes they were promoted. they can control it for a few mins, but after that, we won't be able to run the ship. it keeps on saying "Access denied." we've also tried using the captain controls.
 

TKF

TKF

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yes they were promoted. they can control it for a few mins, but after that, we won't be able to run the ship. it keeps on saying "Access denied." we've also tried using the captain controls.
Well it's a trigger overflow problem. Promote them again from officer to captain, then they should be able to access controls anyways.


Edit_

I found the bug. I've fixed it. It seems like when the other team restricted access, you were permanently affected.
 
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In light of the recent changes by TKF, I am surprised by just how much this map has improved since I last played it. This is a solid team-v-team map that really ought to be remade in StarCraft 2. However, it's best to play with people whom you know, due to its complexity. 5/5
 
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In light of the recent changes by TKF, I am surprised by just how much this map has improved since I last played it. This is a solid team-v-team map that really ought to be remade in StarCraft 2. However, it's best to play with people whom you know, due to its complexity. 5/5
Callex told me that he is working a cruiser command for SC2. However I don't know how far he has gotten into the project during sc2 beta.

Edit_

His editorial changes had compatibility issues when beta phase 2 made some serious editor changes and his map and systems reverted back useless state, meaning he have to start over again from scratch.
 
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Hi all. We (i and a bunch of my friends) recently became great fans of this map. But due to our small numbers we can't even get 3vs3. So now we are trying to find anybody who wants to play on Internet. If anybody got interested, you can reply here or contact me via Skype enervator.

Some cautions - we are Russian, and not all of us know English well (me included). So our ability to communicate will be somewhat limited, and it will be best if you come with your own 5-man team. Although we still CAN speak (or type in chat), so if you agree with this condition (and bears with vodka:)) - come in any numbers.
 
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Thats not good, poor callex..

Anyways , 0.76 bugs lose control still exist! just thought i'd let you know if no1 has... almost 96% of the time of play it happens.
 
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About the control bug did you upgrade the veesels hp? I believe that is the source of the bug since for me at any rate it bugs if I increase the vessel hp.
Ok, I was able to recreate the bug now, as I did upgrade the vessels hp it seems like i could no longer select the ship after launching.

I made some testing with debug messages and stuff, and after a while I found a solution to counter this problem.


All cc fans GIVE HIM REP+ for this report that was the cause of solving the Control Loss bug. TY VERY MUCH Specterz22. You are the hero that reported a very important reason of the bug I didn't even know the origin of the bug!



0.76b is released as soon Callex uploads it. I'm tried to test the game online, but had serious net problems and didn't get to test it properly. Callex has probably uploaded it by tomorrow.
 
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I started to play cruiser command since v0.6. im not used to the editor but might have some great ideas for you guys. im not going to do a brainstorm on this forum but if one of you (tkf or callex) are interested then just e-mail me.

For my first idea i tought about a way to make the ship invisible. other team might research some advanced radars to see you or maybe only the vessels can be invisible.

Me and my friend still get a lot of fun with this map , i give it 5/5.
 
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Well for me the refinery drones are completly not working, they fail to put ore into the refinery. I bought them ca. 10 times in the last days, and always they were unable to put ore into the refinery.
 
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can i know if its possible to play 2 v 2 ?? eg. if you dont have engineer you will auto get the qualification
or you must have all 3 job some ppl tell me that it is updated and that dont need all 3 job le
 

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can i know if its possible to play 2 v 2 ?? eg. if you dont have engineer you will auto get the qualification
or you must have all 3 job some ppl tell me that it is updated and that dont need all 3 job le
It's possible to play 2v2, but it's recommended to be at least 3v3 or more, because it's way to much tasks to handle for only 2 crew members on a battlecruiser. You have to refine minerals, store minerals, manage upgrades, produce weapons, manage power generator, steer the ship, load missiles, manage repairs if your cruiser burns... ect. These are the tasks if you are alone on the ship while the other one harvests minerals from asteroids.

I wouldn't recommend 2v2, but it's possible to play even 1v1.


It's preferrable to play 4v4 or 5v5. It gives room for new players to be taught by experienced players and they also have time to watch the tutorial and click the ? marks to learn the game basics. Although I might admit the tutorials shows a lot to new players and it's much information to diggest. But at least it should teach them a little about the game.


_______________

If someone can confirm that bug control loss do occur in 0.76b, let me know. I'm quite sure the bug should no longer exist.

Known Minor Bugs
-Captain have sometimes problems with promoting crew to officers
-Restricting access does not always make the crew exit the panel automatically as it should
-Using Power specialist on crew using panels can cause permastun
These are considered minor bugs, so If someone finds more bugs I might update it with minor bugfixes.
 
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The best map ever. :thumbs_up:
I only noticed that the first time when I start the console in the battlecruiser the game stops for 1 sec but continues on after that as it should.

I rate it 5/5.
 
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Apr 28, 2010
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Played the map a few times again now and no bugs have happend while playing. I change my rating from 4/5 to 5/5 as it has become one of the best maps I have played..
 
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Jul 30, 2010
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Where do you guys play this map? I casually play on b.net northrend and it's been weeks since I've played a game cos of lack of hosting/players joining.
 
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Nov 19, 2009
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sry

so ide heard that callex was going to be making starcaft 2 maps now and was wondering where i can find his maps when he releases them. sry for the off topic but figured loyal fans would know if any body would know. so if u can pm me the web page or just post it in here thatd be great
 
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Are You still working on this map?

I still love it and when i get my new mouse so i can play again in 2 days I`ll host a few games with mates (even thought about creating a clan for this).

And it`s propably one of the best scripted maps I`ve ever seen.


Anyway, i got some feedback for you:

Bug:
Sometomes the cruisers stuck into each other. This usually happens to us, when a full speed moving cuisers crushs in the back of the other, not moving cruiser (yes, we stand still for faster energy generating).

Maybe Implement Knockback on Contact.

Suggested improvement:

In the beginning of the game u often spend like 5 minutes only on gathering. If you played this game more often it gets kinda boring.
So pls rework vessels and buff fighting vessels because atm you don`t have any opportunity to stop the enemy mining and have to do boring mining yourself.

Mainly I suggest to allow to give the player the opportunity to have a chance to harass the enemy in a early state of the game without destroying the enemy`s vessels, because this would be a) to hard b) to gamebreaking.

So add a ability "ore transfer Beam" to the fighting vessels.
This allows them to either steal a random ore from an enemy vessel or transfer it to a friendly vessel.
But this would be way too strong without further changes, so I suggest to give vessels a shield to. It should be a pretty weak shield, BUT prevent enemy beams from working.
Too break this shield the fighting vessel should be given a small laser .
Ofc both vessels should get a mana pool too run shields and lasers.
Additionally the amount of drones send to the cruiser is limited by mana and a max amount of drones carried in the vessel.
Both mana and drones are recharged at the cruisers, the drones automaticly, the mana by a fifth option in the generator.
If a vessels runs out of mana it must be picked up by the cruiser and is easy to destroy.
Rework power cells to give an amount of mana to a vessel. (good for fighting, not effecive for mining).
Drones should be reusable if they reach the cruiser, but alse be made a bit larger, a bit slower,craftable destroyable (don`t know if they are yet), also to encourage harassment.
The Status of both vessels should be displayed on the main info board of the cruiser (health, mana, shields, drones,speed), if there are 10 more rows space, otherwise the pilots should get a own board.
Also theneeded materials of the items should be drastically increased, or the amount of gathered items and the stock size increased, because there are way less ores gathered, because harrasent and mana needed for mining.

My Balance suggestions:




General:
-100% more ores per team at start
-4 Drones per team at start
-Max ore stack to 100
-Boards for Vessels
-10000 Starting Mana for both vessels
-5000 Starting Mana for both cruiser turrets
- +70 GJ/S Generatorpower at start

Fighting vessel:

-Add Manapool with 15000 Mana
-Movement costs Mana (a 25th of the mana needed by the cruiser for the same distance).
-Movement is slightely increased.

New abilities:

-Create Shield:
Transfers 500 Mana to a shield that is as effective as the cruiser`s shield per point of mana.
3 sec CD

-Laser Gun:
Fires a single, slightly aiming laser shot onto at an enemy. Destroys shield for 700 mana or half the amount of hull.
300 Mana, 2 sec cd

(this should be evadable if the aimed vessel is moving, but hit everytime when aimed on a not or slowly moving vessel)

-Ore-Transfer-Beam:
Transfers Ore from enemy vessel to fighting Vessel or Ore from fighting Vessel to other friendly vessel.
300% as fast as the mining Beam. 250%of the range of mining beam.
Castable while moving.
If Damage is received during Ore-Transfer-Beam, it is cancelled and vessel looses 250 mana because off a power leak.
12 Mana per ore

-Ore Drone:
Carrys all ores to the Cruiser.
1500 Mana, 1 Drone on Board


Mining Vessel:

-Add Manapool with 15000 Mana
-Movement costs Mana (a 25th of the mana needed by the cruiser for the same distance).
-Movement is slightely decreased.

New Abilities:

-Create Shield:
transfers 500 Mana to a shield that is as effective as the cruiser`s shield per point of mana.
5 sec CD

-Mining Beam:
Effectivity Increased by 100%
If Damage is received during Mining Beam, it is cancelled and vessel looses 250 mana because off a power leak.
20 Mana per ore

-Ore Drone:
Carrys all ores to the Cruiser.
1500 Mana, 2 Drones on Board


Items:

-Drohne:

Adds 1 Drohne to Drohnes in Cargo. Drohnes are automaticly loaded into vessels and can be used to carry ores to the cruiser. On Vessel Death each drohne saves a random inventar slot (including empty slots) by flying it`s content(and itself) to the cruiser.

5 Mexicanorum
40 Veltrium

-Power Batteries/Cells:
Reworked to give 2500 mana to a vessel

Anti-Laser-Rockets:

10 Veltrium
5 Green Ore(?)
Used by: Cruiser
Aiming shortrange rockets that works only versus vessels. Drains 2000 Mana if it hits hull.,otherwise deals minor damage to shield.

(Useless in battles,because blocking too many rocket docky, highly effective versus harassment but very short range.)


Maybe the balance would need a bit tuning.


Intention of changes:
-More action
-Mining Vessels need to be protected → more teamplay
-Use for fighting vessels
-More content in general
-More tactic needed in item and energy management. (On the cruiser AND in the vessels. And finally no more just shieldbreaking, then hullbraking rockets and maybe a few repair kits-.-)
-maybe mining is now a bit less stupid.
-synergy between mining and fighting vessel, so maybe teams will use both.
-makes Veltrium and green ore more important (atm you lack terriblly much red ore because it is used for all rockets)


Hope this is some inspiration. Sounds quite mouch but i sticked to the already existing mechanics so it should not be too much work. If You did it the way i thought you just need to copy ysour code and change datas.
Ofc I don`t think you will implement this at this way, but it`s well thought and it`s the way I`d do.
And this boring is very boring in the beginning. If unchanged, gameswill only consist of farming and shooting a few rockets. Only ship upgrades would be fun, but quite rare.

Please tell me what you think about it. And if you ever play your game yourself /W me (Estarioll.ger on EU-Servers, Everyone else is welcome,too, I`d like some opponents wo know what to do, we only played 3vs3 before, so u have a good chance in a full game)


Greetz
Estarioll

PS: Sorry for my bad english and pls,pls FEEDBACK
 
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