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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
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-
v0.71 onwards kindly updated by TKF!
- Detailed Changelogs -
This map is protected!
v0.60bFirst release version on hiveworkshop v0.61bNumerous bug fixes and balance tweaks, added mercoxium and yamato cannon v0.62Cruiser 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 v0.63New cruiser model (by blodmon), cruiser interior changes, laser damage tweaks, 3 new battlecruiser upgrades added. v0.64Disabled teamkilling, added hull, speed and escape pod upgrades for launchable spacecraft, changed collision damage/repel ability slightly, optimised triggers + bug fixes v0.65New docked vessel system, changed pricing on ship upgrades, changed promotion system, tweaked hotkeys, reduced power cooldowns + other bug fixes. v0.66New survey scanner, shield upgrades and shield boost ability. Redesigned upgrade tooltips, fixed a laser exploit, fixed numerous other bugs & balance tweaks. v0.67New turret system with dual firing modes, new sabretooth and hellfire missiles, updated cruiser model, many bug fixes and balance tweaks. v0.68Numerous bug fixes, and a serious exploit fix. Asteroids are now controlled by the neutral passive player. v0.69Redesigned 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. v0.70Doubled 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
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...
Thanks, but I tried to make the bot behave like yuchinin descibed and hopes it's way better than before, when I tested, the robot messed less than before and did refine what he did put into the refinery 95% of the times. I hope you like the improved AI in 0.82c, although it isn't very good it should be better than in all older version.
Changelog for 0.82c
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
The changes for 0.82c is laser balancing, stalemate possibility and some bugfixing. I think i exploited the mysterious instant core meltdown bug, but it was related to the replicator. It should be 100% safe now to use all its abilities.
As for vessels skills located within a spellbook, it seems you cannot stop it's cooldown so I reduced the cooldowns a bit instead.
I've sent 0.82c to callex so it should be uploaded as soon as he logs in. (Tomorrow most likely)
Edit_
Ok, it seems like it will be released later on 9 December or 10 December.
Due to technical difficulties, 0.82c it will be updated 10 December.
When I send the map to Callex, I do also upload it on epicwar. But it seems like only 1 of 5 downloads it from epicwar compared to hiveworkshop it from epicwar nowdays. But you can't give comments on epicwar unfortunately.
Edit_
I've sent 0.82d to Callex. Some critical bugs and few changes. It will be uploaded very soon.
0.82d changelog
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
It should be released today (11 december).
Edit_
0.82e changelog (to come)
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
This should be released asap I made a mistake in 0.82d! I was a bit slow finding the cause and didn't send it to him in time when he was uploading d version. Hopefully it will be uploaded soon.
And hang out in channel clan cc if you are looking for cc host.
For good players - invitations to clan.
Learning about ghost, so mb there will be bots. AeroniumX already hosting bot.
Any way TKF, can you add info about clan in loading screen? However you will not see it, clan is small contribution to map propagation, so helping clan, you will make map moar popular... Hope so =)
Especially that its not very popular map, not as it should be, and finding fellow players is very hard for most time. TBH i seen in past week just 1 host, that wasnt mine or my friends. So if pps who like cc will hang out in room, they will have easier times to find fellow players - in general - and not as nuby as random nub, host CC moar often, moar nubz will join map&learn about it and host and some will join clan, some will abbadon CC and so so so on =)
There is a cruiser command clan on Northrend now, so if you wanna join contact UberPWN. Clan CC.
So far I haven't found any new bugs yet, so I will go on and plan new features. I'm going to look over the resource costs of upgrades cuz somehow getting -1 nontrium shouldn't be possible. If you found another bugs let me know.
Lately I've found a bug where sometimes people get stuck after using a console such as the molecular constructor. Like you can be clicking through the menus and they work fine 90% of the time but sometimes (I'm not sure why it happens) but suddenly the menus go blank and there's no way for you to get out of the console. Even if you die or leave the game, or fiddle with the privileges from the bridge there is no way for anyone else to use that console.
It would be great if you could build in a text based command people can type (eg. -unstuck) or something to help remedy this?
Lately I've found a bug where sometimes people get stuck after using a console such as the molecular constructor. Like you can be clicking through the menus and they work fine 90% of the time but sometimes (I'm not sure why it happens) but suddenly the menus go blank and there's no way for you to get out of the console. Even if you die or leave the game, or fiddle with the privileges from the bridge there is no way for anyone else to use that console.
It would be great if you could build in a text based command people can type (eg. -unstuck) or something to help remedy this?
I've never experienced this. Have you tried reselect your worker, or F8? If that doesn't work, -afk command has a debug function into it regarding consoles into it which should solve this issue.
If that doesn't work either a trigger lagg has occurred and some functions failed to run which should unpause the crew member and remove the console interface.
Can you specify which controllers it is? 1 Molecular and 1 wing console? I cannot see why it should conflict, its just that the wing console doesn't get the update until you exit and reenter it again.
Edit_
Savant:
I've considered tractor beam but it will not be added at this time. Unloading missiles is nearly impossible in the way missile loading system is created in the map, it requires very much work to add it so I will not add this now.
___________________
I'm going to release 0.83 tomorrow. It will have 1 new big feature. Also a few bugfixes. But still it needs multiplayer testings to check if something is bugged or not.
I will deal with more bugs in 0.83b as I couldn't find the source of latest reported bugs yet. But a new version number change indicates new features, while only a letter feature mostly bugfixes.
Coming in 0.83
ADDED A NEW CONSOLE: - BEING REVEALED -
Added a AFK dialog which appears when you are in AFK mode (more noobfriendly).
Fixed a bug with stalemate victory condition not working when both cruiser explode
I have found the refining droid to be useless. It merely picks up items and drops them again.
May I suggest in order to fix the droid you lessen its capabilities by making it so that it only takes items from the cargo pads and the end of the refinery. This would at least reduce the number of problems that can occur.
Can you specify which controllers it is? 1 Molecular and 1 wing console? I cannot see why it should conflict, its just that the wing console doesn't get the update until you exit and reenter it again.
Edit_
Savant:
I've considered tractor beam but it will not be added at this time. Unloading missiles is nearly impossible in the way missile loading system is created in the map, it requires very much work to add it so I will not add this now.
___________________
I'm going to release 0.83 tomorrow. It will have 1 new big feature. Also a few bugfixes. But still it needs multiplayer testings to check if something is bugged or not.
I will deal with more bugs in 0.83b as I couldn't find the source of latest reported bugs yet. But a new version number change indicates new features, while only a letter feature mostly bugfixes.
Coming in 0.83
ADDED A NEW CONSOLE: - BEING REVEALED -
Added a AFK dialog which appears when you are in AFK mode (more noobfriendly).
Fixed a bug with stalemate victory condition not working when both cruiser explode
Weird, the refinery AI worked pretty well when I tested it in the editor, but only alone. So far in games it hasn't bugged so much it was totally useless. I'll see what I can do with it.
I will look closer on the wing consoles and see if there is any bugs related to it.
As for 0.83, it will be released later today.
0.83 Changelog
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
It will be uploaded the 16 December!
So I can get feedback on newest additions by then.
0.83b Changelog
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
A small update will also apply, in according to unreleased 0.83. 0.83b will be released instead.
I am a true fan of the map, love playing it.
I was just thinking that it sucks that the map never gets hosted, and if it does get hosted no one joins. But guess what I saw? A CC Clan! Wicked!
I drop in sometimes to check on the updates, but so far I've not seen the following:
-Have you considered adding a "restart" after the game ends? It sucks that we have to rehost the map after every map. I am a newb mapper myself, so I imagine that restarting the entire map might cause some problems. But, do consider it if it's possible.
Regarding v0.83b, there's seems to be a bug where the mining station's constructor fails to disappear after completing the mining station - this only occurs when you deploy your 2nd mining station, not your 1st (not sure about deploying more).
Even after retrieving both mining stations (the constructor for the 2nd one you deployed remains in space).
When I redeploy both, again the 2nd one's constructor does not disappear.
Regarding v0.83b, there's seems to be a bug where the mining station's constructor fails to disappear after completing the mining station - this only occurs when you deploy your 2nd mining station, not your 1st (not sure about deploying more).
Even after retrieving both mining stations (the constructor for the 2nd one you deployed remains in space).
When I redeploy both, again the 2nd one's constructor does not disappear.
Regarding the wing console bug, I couldn't find the source which lead it to hang up. Also it's impossible to test it alone, so a more useful and detailed description about what happens if that bug should occur, would be a great help since it co-work with a lot of functions and so far it's a needle in a haystack.
Heres my short view on the currently added console upgrades. I've finished the energy category.
Consoles:
Energy Based Weapons Console:
I will await big updates and currently fix if there is any bugs related to this new console, and maybe further balancing is needed, since it's difficult to balance high energy based weapons. That does also apply to the 3rd fire mode for the cruiser turrets when it comes to the energy based weapons console upgrade. Currently the energy torpedo weapons do cost quite some bit energy and does damage accordingly. Overcharged laser is still a slightly better since it's one of the cruiser main weapons and this consoles has the ability of increasing it's strength by 100% for each amplification. Your opinions on the different torpedoes strengths and weaknesses on this might be useful.
Advantages:
-Gives stronger offensive capabilities
-Cruiser Turrets have plasma fire mode, lethal vs hull
-Good way to use extra energy when cruiser is full Disadvantages:
-It's just supplementary weapons for the cruiser
-Tend to drain the cruisers energy pretty fast when used a lot in a short time
Cerberus Shield Console: Regarding the balancing of different console disadvantages and advantages, it seems like shield system seems to be very strong and often the cruiser with this upgrade wins, which I must implement more weaknesses to it, since it's only weakness atm is to overpower it with overwhelming firepower, which you might not have at all times. I'm considering slowing it quick recovery rate which makes the current energy reserves as instant shield capacity. I might also consider other options as well.
Advantages:
-Gives your cruiser a very strong defensive shield capability
-Very difficult to break through the shield
-When it shield is at same level as shield power, 50% will divert to energy reserves Disadvantages:
-Greatly strains the core health and energy reserves when getting lots of hits
Mass Replicator Console: As the weakest seems to the replicator, and I might need to add a new ability to is to make it more tempting to build. Although it's most useful in games with shortages of minerals, I think it's not chosen as it lacks offensive and defensive functions.
Advantages:
-Creates the minerals you lack for a sum of energy Disadvantages:
-Doesn't provide your cruiser with any tactical abilties except for hull replication
-Tends to eat up your energy quickly when being used to mass produce minerals
Anti Matter Core - Energy Console: Anti Matter core gives you huge defensive emergency defense and offensive strike power capabilities which is kinda 1 shot moves, critical to tip the scale in critical situations. However it's the only console which can quickly counter core dropfall and repair it by decreased the core energy output to recover energy quickly. It does give you a sick energy capacity, making you much more resistance to the energy drain effects of energy weapons. I find this balanced atm since it's the most expensive consoles and does deliver what it's worth imo. It requires a delicate touch to handle this and a miss with overpowered yamato (with additonal 200000gw stored into it) is fatal, but it's able to almost able to cause a very lethal blow. But giving the cruiser the ability to also take benefit from the vessels energy production, has kinda made this console less useful than before when it comes to energy production.
Advantages:
-Gives a high energy production and energy capacity
-Provides the possibility to recover the core health quickly
-It has both a strong offensive function (Yamato) and Defensive (Teraflop Shields) Disadvantages:
-Making a miss with its high cost abilities is very bad
-It lack capabilities which cost little energy
Played a game where this odd bug occured. Lots of refined Nontrium(stacked 1/100) spawned in the controll room. I don't really know what caused it cos we noticed it way too late, but my guess is too much refining and not storing the refined minerals caused lack of space which forced newly refined minerals to spawn elsewhere.
Sorry if this was reported earlier.
on a sidenote: You're doing a great job on the map, Cruiser Command is without a doubt my best gaming experience ever.
Also thanks to Clan CC, before you guys it would go months between games. Lets hope this map gets the recognition it truly deserves.
Played a game where this odd bug occured. Lots of refined Nontrium(stacked 1/100) spawned in the controll room. I don't really know what caused it cos we noticed it way too late, but my guess is too much refining and not storing the refined minerals caused lack of space which forced newly refined minerals to spawn elsewhere.
Sorry if this was reported earlier.
on a sidenote: You're doing a great job on the map, Cruiser Command is without a doubt my best gaming experience ever.
Also thanks to Clan CC, before you guys it would go months between games. Lets hope this map gets the recognition it truly deserves.
HAHA! Mega I am Chief Kowalsky in that game ^.^
But yes, we did refine loads of resources. Was saving for full refinery upgrades, and refined maybe.. 30-40 stacks of ore.
Played a game where this odd bug occured. Lots of refined Nontrium(stacked 1/100) spawned in the controll room. I don't really know what caused it cos we noticed it way too late, but my guess is too much refining and not storing the refined minerals caused lack of space which forced newly refined minerals to spawn elsewhere.
Screenshot here
Sorry if this was reported earlier.
on a sidenote: You're doing a great job on the map, Cruiser Command is without a doubt my best gaming experience ever.
Also thanks to Clan CC, before you guys it would go months between games. Lets hope this map gets the recognition it truly deserves.
Let me guess, to much minerals on the conveyor belt on the refinery and the minerals shaked in a region which reduce it to 1 and spawns unlimited new nons and split them apart, making dozens of single stacked items. I have no solution to this problem, just make sure the refinery isn't totally full.
Mass Replicator Console: As the weakest seems to the replicator, and I might need to add a new ability to is to make it more tempting to build. Although it's most useful in games with shortages of minerals, I think it's not chosen as it lacks offensive and defensive functions.
You activate "Super Auto Refinery" which automatically refines and stores minerals instantly as the drone reaches the cruiser, energy cost based on number of minerals refined. Requires the refinery to be active.
One could argue that the Refinery robots are already doing this but they would be slower and are still quite bugged, especially if you use more than one.
Ok, I've done some changes, but I've just added a couple of abilties and features.
0.83c being released soon
Added a new ability to the replicator: Replicate Core Health
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
0.83c has been released! Enjoy!
I made major adjustments to the AI, I don't know if it works but it should be much faster and I stress tested it with 20 robots and amazingly it kinda worked in a inefficient way. However new scripts make it have some difficulties so I'm quite sure the refinery robot is still buggy, but if you help him refine stuff it shouldn't cripple the refinery robot AI as much as before. Also the energy costs for robots is now correct for cruiser 2 and reduced from 15/10 to 10/5 gw like it's for cruiser 1.
I remove the door access control if it seems to be abused. I implemented it cuz it detains rampant players just messing around as a last countermeasure.
That cruiser model..... looks.... Very.... SC2....
Infact, it reaks of being ported directly from SC2. From the polly count to to way that the translusent rail for the yammato gun is crudly textured over. The wings were altered though and some parts underwent a resize. The texture is an obvious port of SC2, the pattern matches SC2 almost 1:1. I have attached screenshots of the release SC2 battlecruiser just so you can see why I am acusing it of being ported. Differeneces may be due to vandilisim to the model or it being from the early beta (models changed a bit from the beta).
Areas of extreem similarity are the side of the front, the overall texturing (ovserve the texture details and shapes how the often match 1:1 with SC2), the shape of the ship and the geometry on the thrusters and cannon. It is clear that the 4 stabilizers have been removed, the wing shielding stretched, the bridge removed, all guns removed, the shielding for the cannon removed, the cannon rail has been poorly textured over and some blue circles added to the skin.
In anycase, you should credit Blizzard for the model as currently you say that "Blodmon" made the model fully and not blizzard (who made most of the model). You should add credits on the first page by the screen shot and credits ingame.
That is unless the author "Blodmon" can give a damn good reason why the model matches the one in SC2 so closely and can be called "his".
Refinery.
I pre-mined some ore, and produced refinery robot. Unlike previous map version it just stands near bay doors and does nothing. Doesn't pick existing ores.
When given some ore it (almost) properly performs refining and storing routine and returns to being idle in the corridor.
When given one piece of ore it refines and stores.
When given 2 pieces of ore it picks up 2 more pieces from the bay platform, refines and stores.
I didn't manage to give 3 pieces, as it quickly started running to refinery.
If there are some manually refined metal in the refinery, robot picks and stores.
Each time returns to being idle after that.
Nothing changed when i set up mining station. Battlecruiser #1. Turning on/off didn't help.
Do not know if it depends, but earlier I experimented on restricting door access to myself.
Is it possible to do separate robots - one for transporting ores to the refinery and other for storing metal? Or just transporting to refinery and no storing?
Also in 0.82b, if repair matrix was placed in the corridor (battlestations) and the robot would (for some reason) drop ore near it, next time it could pick matrix with the ore and carry it around.
HELLO. A Staff member here
I am just here to remind everyone that model theft is a VERY serious crime, a crime that is actually punishable by law(irl) with fines and possible jail time if you are caught profiting from it.
I suggest you put the proper credits where they are due. ie. Blizzard because it IS, afterall, an intellectual property of Blizzard. blodmon can be credited for importing and minor mesh edit. However, taking complete credit the model is outrageous.
i am not a map mod but please act according to your conscience.
Thanks to DSG who've pointed this little problem out.
That cruiser model..... looks.... Very.... SC2....
Infact, it reaks of being ported directly from SC2. From the polly count to to way that the translusent rail for the yammato gun is crudly textured over. The wings were altered though and some parts underwent a resize. The texture is an obvious port of SC2, the pattern matches SC2 almost 1:1. I have attached screenshots of the release SC2 battlecruiser just so you can see why I am acusing it of being ported. Differeneces may be due to vandilisim to the model or it being from the early beta (models changed a bit from the beta).
Areas of extreem similarity are the side of the front, the overall texturing (ovserve the texture details and shapes how the often match 1:1 with SC2), the shape of the ship and the geometry on the thrusters and cannon. It is clear that the 4 stabilizers have been removed, the wing shielding stretched, the bridge removed, all guns removed, the shielding for the cannon removed, the cannon rail has been poorly textured over and some blue circles added to the skin.
In anycase, you should credit Blizzard for the model as currently you say that "Blodmon" made the model fully and not blizzard (who made most of the model). You should add credits on the first page by the screen shot and credits ingame.
That is unless the author "Blodmon" can give a damn good reason why the model matches the one in SC2 so closely and can be called "his".
The map is great! Once u get decent ppl that knows how to play, the game turns into a masterpiece. I have played quite many times and only once i came across a bug, wich is already fixed, so keep up the good work .
Hmm, AI worked when i tested it, somehow I don't know why it got messed up in the protected version I might have to redo it again and it might take some time. Seperate robots isn't the solution as it's even more complicated. Simply do not build refinery robots in 0.83c, they doesn't work as intended.
As for loading screen I will not implement it.
Regarding the credits issue I will change that in next version and also alter the minimap picture as well. I remember I mentioned to DSG earlier about the model looking quite familiar but I didn't realize the credits situation around it. Thanks for clarifying it to me.
The problem is that most of the model work still belongs to blizzard as the work you did was easy compared to that of the poor artists who had to create the whole battlecruiser model from scratch.
Imgine if someone modified one of your models slightly before calling it all his own work and never gave you any credit for the orignal... Would you seriously be ok with that?
hmm it would be good if there are something like making weapons like faser or something and you can land on other ship and you attack the machines to destroy the ship and players
The problem is that most of the model work still belongs to blizzard as the work you did was easy compared to that of the poor artists who had to create the whole battlecruiser model from scratch.
Imgine if someone modified one of your models slightly before calling it all his own work and never gave you any credit for the orignal... Would you seriously be ok with that?
On change too it is necessary was work... but I do not pretend on full authorship of the models since model was made not with zero.If I have time, that I shall do the new model of the battlecruiser.А before that time offer to use this model, but without my copyrights if you so wants.
On change too it is necessary was work... but I do not pretend on full authorship of the models since model was made not with zero.If I have time, that I shall do the new model of the battlecruiser.А before that time offer to use this model, but without my copyrights if you so wants.
Haha... did you write that message in some non-english language and then translate it with some kind of automated service? It's very hard to understand.
I will try and rewrite what I think you wanted to say:
<Begin Translation>
Modifications also require work... but I understand I can't claim all the credits as I didn't begin the model from scratch. If I have time, I will make a new model for battlecruiser. Until then, feel free to use this model without my credits. Are you satisfied Dr Super Good?
<End Translation>
hmm it would be good if there are something like making weapons like faser or something and you can land on other ship and you attack the machines to destroy the ship and players
You should read the huge amount of comments before writing and idea, it was like suggested 3 or 4 times already, and it has been said, that it wont be implemented, or not recently....
Well, this delays the fast release of 0.83d which fixed the AI bug. This is far more important since this might set the map to rejection status.
If I have to remove the cruiser from the map, I have to readjust the damage points on the cruiser since it's slightly different than the older model and that takes some time to do, so don't expect a fast update. I have to remove the model itself from the map since it seems I can no longer use the model in the map due to model theft and copyright issues. That does also mean removal of the current minimap image since it's based on the same model and lot of time is required to readjust all points maybe 1 or 2 days of reworking. A wall of triggers to look through. I doubt it will be done fast cuz I have very little time atm.
Well if I can keep the model and just change the credits to Blizzard it will save me a lot of work if that's ok with DSC, if not it will take time.
Well, this delays the fast release of 0.83d which fixed the AI bug. This is far more important since this might set the map to rejection status.
If I have to remove the cruiser from the map, I have to readjust the damage points on the cruiser since it's slightly different than the older model and that takes some time to do, so don't expect a fast update. I have to remove the model itself from the map since it seems I can no longer use the model in the map due to model theft and copyright issues. That does also mean removal of the current minimap image since it's based on the same model and lot of time is required to readjust all points maybe 1 or 2 days of reworking. A wall of triggers to look through. I doubt it will be done fast cuz I have very little time atm.
Well if I can keep the model and just change the credits to Blizzard it will save me a lot of work if that's ok with DSC, if not it will take time.
Well 0.83d will be released tonight or tomorrow here on hive.
0.83d changelog
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
The credits setting will be fixed in 0.83d
EMP is a double-edged weapon. I implemented it since some player like to run and run in the entire game which makes battling quite difficult, this will effectively stop both cruisers and forces the game to an end and creating a sudden death situation. However only available for you if you have picked the Anti-Matter Core.
Refinery AI
I spent a couple of hours adding yet another AI debugging trigger, which should optimize the refinery AI to an acceptable level. It still has it's bugs but now, but it should be way faster than before and I've tested it multiple times with 3 robots. However I will not recommend you to build more than 3 refinery robots as they simply will not cooperate that well.
At least 1-3 ores will be on the conveyor belt at all times, since if the bot picks up those, it will not continue until it has an item in slot 4. If it picks up items it shouldn't have, it will drop it immediately. The refiner robot works again in 0.83d version.
From what I learned, "Asteroid shield impact" message is only displayed when crew member is inside ship.
"Connecting power supply from vessel #x" is displayed to everyone, even to other miner pilot flying somewhere. Is it possible to change it like asteroid message?
As reported before, exiting from console spellbooks with Esc turns on info nodes.
Is it possible to add textual command to disable nodes and blue hints ("fighter is not detected by radar"/"do not smelt all the ore without refinery upgrades") forever? something like "-i'mnotanoob"
Maybe some buff to Opposer Proximity Mines?
There's some minor bug which allows vessel to lose control for a second and get a vision of enemy miner's inventory. Do not know which one, from left or right bay. After this control comes back. Wasn't able to intentionally replicate this, but it happens sometimes.
When maxed, Survey Scanner upgrade displays slightly different message then other upgrades do. Pure cosmetics ofc.
From what I learned, "Asteroid shield impact" message is only displayed when crew member is inside ship and not viewing outside with F1 camera.
"Connecting power supply from vessel #x" is displayed to everyone, even to other miner pilot flying somewhere. Is it possible to change it like asteroid message?
Some messages appear locally, but the power supply message appears for everyone. Also when the cruiser loses power, the miners and fighters get the "broadcoasting" messages.
Viei said:
As reported before, exiting from console spellbooks with Esc turns on info nodes.
Is it possible to add textual command to disable nodes and blue hints ("fighter is not detected by radar"/"do not smelt all the ore without refinery upgrades") forever? something like "-i'mnotanoob"
I've received some feedback on this from others. I'm going to see if there is a way to fix it.
There is a hint appearing 2 minutes in the game that recommends your team to upgrade the refinery. Still people rarely read them. But I can add a condition to them that requires tutorial mode to be on maybe on some of the hints.
Well, they do suck vs shields, but I've added a small core damaging feature on them as well as slowing the cruiser, also slows the cruiser a bit when it hits the shields, but more if it hits the hull. However they are weaker than the Devastator mines vs hull. I think they are a bit powerful compared to their price and having some in a path for a fast cruiser will slow it down. I will maybe add a bit better slow effect while shield is on maybe.
Also there is a problem that mines tend to damage the miner and the fighter often when used for offensive attacks, I'll see what I can do about that.
Viei said:
There's some minor bug which allows vessel to lose control for a second and get a vision of enemy miner's inventory. Do not know which one, from left or right bay. After this control comes back. Wasn't able to intentionally replicate this, but it happens sometimes.
I've tried to fix this, but this is a unfortunate sideeffect of keeping the control loss bug under control. So far I don't know how to fix it, but when you reselect your vessel you regain control over it. The triggers don't reconize this odd event which seems to happen for no reason as the selection lock trigger should react on this, for some reasons it doesn't work all the time.
anyone playing this on the map garen? I have about 4 people in the game ... garen my nick is "Ales .." or write me [email protected] ... pls need players on this map: D
In Version 83c i had 3 times the bug, thad anyone stuck in a console. His Crew Member can't move and no Abilitys can be used. I will test version 83d later today^^
I wish you build in a laser cannon in the engine Room. Thad will be very useful.
In Version 83c i had 3 times the bug, thad anyone stuck in a console. His Crew Member can't move and no Abilitys can be used. I will test version 83d later today^^
I wish you build in a laser cannon in the engine Room. Thad will be very useful.
Which console was it, maybe my edits did distrupt the selection lock for one console, if you let me know which console it was maybe there was a bug on that console.
And regarding lasers its enough with 2 laser turrets on bridge.
I've now also experienced this myself, its caused by the trigger lagg which also causes the missiles to sometimes not load. Unless a worker appears on left bottom corner by hitting F8, the console and crew is both paused and noone can use this console again. Happens with all consoles even its very rare. I will see what I can do with it. It happens more often in newer versions since I've added new triggers for every version there is loads of periodic systems running.
Well, jump over to channel Clan CCE on Northrend (Europe). We've an active clan there dedicated for Cruiser Command which we uses a bot to autohost it 24/7.
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