1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  5. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  6. Units have been turned into heroes in our latest Icon Contest! Vote for the best icon set at the Icon Contest #18 Poll!
    Dismiss Notice
  7. The poll for Hive's 12th Concept Art Contest is up! Go cast your vote for your favourite genie!
    Dismiss Notice
  8. The raddest synthwave tracks were chosen - Check out our Music Contest #12 - Results and congratulate the winners!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

MineralZ 1.54

Submitted by maddeem, Zeatherann
This bundle is marked as approved. It works and satisfies the submission rules.

[​IMG]

Changelog

*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!
Contents

MineralZ 1.54 (Map)

Reviews
Moderator
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
  1. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    Yeah I'll make it go slower, no biggy :p
    Infected marines :p
     
  2. Zeatherann

    Zeatherann

    Joined:
    Nov 25, 2008
    Messages:
    1,303
    Resources:
    6
    Skins:
    1
    Tools:
    1
    Maps:
    4
    Resources:
    6
    Another Bug: Load code length varies, are you using spaces in your char set?
     
  3. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    Am I? uhhh
    ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-
     
  4. clockwork2

    clockwork2

    Joined:
    Jan 26, 2010
    Messages:
    1,469
    Resources:
    0
    Resources:
    0
    Awww, infected ones? that stinks, I wanted to train a merc army of marines.
     
  5. Sheep

    Sheep

    Joined:
    May 7, 2011
    Messages:
    96
    Resources:
    0
    Resources:
    0
    you can make tons of mind control towers and use them for a night:p
     
  6. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    In time perhaps.
     
  7. Zeatherann

    Zeatherann

    Joined:
    Nov 25, 2008
    Messages:
    1,303
    Resources:
    6
    Skins:
    1
    Tools:
    1
    Maps:
    4
    Resources:
    6
    Oh ok, thanks then, but it does seem to change in length...

    Also: Emnizium seems to have great early game importance but little later game use
     
  8. clockwork2

    clockwork2

    Joined:
    Jan 26, 2010
    Messages:
    1,469
    Resources:
    0
    Resources:
    0
    well until then I guess mind controllin em will do.
     
  9. Zeatherann

    Zeatherann

    Joined:
    Nov 25, 2008
    Messages:
    1,303
    Resources:
    6
    Skins:
    1
    Tools:
    1
    Maps:
    4
    Resources:
    6
    Also: Plasma Turrets can downgrade to Flame Turrets?
     
  10. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    Fixed.
     
  11. Zeatherann

    Zeatherann

    Joined:
    Nov 25, 2008
    Messages:
    1,303
    Resources:
    6
    Skins:
    1
    Tools:
    1
    Maps:
    4
    Resources:
    6
    After some more testing I have gathered this:
    (wave 18 is farthest on easy.)
    (wave 8 is farthest on normal.)
    (played with 1 friend.)
    1. Wave 7 is very difficult, because it opens you up to Wave 8. Suggestion: Lower damage on the explosion of the 'bats' done to miners so they can survive Wave 7.
    2. Other waves so far are pretty boring and easy.
    3. Infected Boomers no longer seem to blow up.
    4. I died at Wave 18 only because my miner happened to run up to the wall and get hit, would suggest removing miner's ability to attack monsters but that's a necessity.
    5. Mind Control Towers take forever to build, but their upgrade is pretty short, suggested averaging them out somehow.
    6. Emnizium is a very needed mineral early on because of the mining capacity research. After all mineralz are maxed at 15 (or 17 if you got the credit upgrade) Emnizium because very unused, except when making more Regenerators which doesn't really use that much. Suggestion: Make the mining capacity act more like the mining speed research in terms of cost. Emnizium costs 4,4,0,4 per level. Rubinite costs 1,1,1,0 per level. Diamondite costs 1,0,1,1 per level. Lastly Saphirite costing 0,1,1,1 per level. This makes farming Emnizium early on not a required thing to do.
    7. The mineral researches late into their levels takes forever to do, but that's slightly expected because of their high level.
    8. Night and Day *should* have the same length, specially at the start. The higher wave levels hardly have a daytime at all.
    9. You're right about the night time lag because of monster spawning. Maybe have less spawns, but stronger units to balance it out? Might make Mind Control Towers stronger though...
    10. To assist in the destruction of the miners do higher level Waves have more ranged units?
    11. And lastly... When mining a mineral sometimes it needed to order the miner more than once to switch mineral nodes, or to even do something else. Not a major thing, but kinda annoying when you realize you have 200 of one mineral and still 0 of the needed one.
     
  12. Sheep

    Sheep

    Joined:
    May 7, 2011
    Messages:
    96
    Resources:
    0
    Resources:
    0
    you should add a sell feature to the credit shop incase you build it on the wrong place
     
  13. Codric

    Codric

    Joined:
    Apr 7, 2012
    Messages:
    644
    Resources:
    0
    Resources:
    0
    4/5 it is great
     
  14. linazas

    linazas

    Joined:
    Jun 21, 2012
    Messages:
    7
    Resources:
    0
    Resources:
    0
    what hapened??? I've played 1.00 version without any issisues, but when I downloaded 1.10 version after about 60 seconds it wrote "congradulations you won!" and not a single zerg has appeard. :vw_wtf:
     
  15. Schamanu

    Schamanu

    Joined:
    Jun 24, 2011
    Messages:
    57
    Resources:
    0
    Resources:
    0
    i got the same bug as linazas. i played and out of a sudden game was over and i was at the statistics screen which appears after each wc3 game. I didnt get any message that i won, though. But game took ca. 3min and not a single zerg had reached my wall yet.

    edit: i played singleplayer, maybe that could be a reason, i will try multiplayer later
     
  16. Tonex

    Tonex

    Joined:
    Oct 12, 2011
    Messages:
    457
    Resources:
    0
    Resources:
    0
    Bro, you really need the overlords to drop stuff in people's bases... And fix it so that flying units can fly over natural walls
     
  17. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    Yeah sorry for the bugs,
    Giant Overlords or w/e they are called drop lurkers when they drop blight.
    Hmm, flying units flying over all natural walls would be op. They fly over walls 1 block high. But no higher.
     
  18. clockwork2

    clockwork2

    Joined:
    Jan 26, 2010
    Messages:
    1,469
    Resources:
    0
    Resources:
    0
    Is there chemical weapons? I expect terrans have chemical weapons, right? I mean they use nukes.
     
  19. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,266
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    no :p

    Edit:
    New version, ton of fixes. Check teh change log :p
     
    Last edited: Jul 7, 2012
  20. Zeatherann

    Zeatherann

    Joined:
    Nov 25, 2008
    Messages:
    1,303
    Resources:
    6
    Skins:
    1
    Tools:
    1
    Maps:
    4
    Resources:
    6
    I have more suggestions:

    1. Make daytime a constant length, say a minute, and make night last as long as it takes for the zergs to die, once they all die, sunrise, untill then; darkness.
    2. With 17 mining capacity and level 25 mining speed you will run out of Mineralz even when splitting your harvesting among 4 nodes, maybe even 5. I suggest each node having a set limit of Mineralz that can be mined out of it, like 2500 or even 3000. This makes it so you HAVE to move on to get more Mineralz, but removes the game of cooling off your nodes.
    3. Disable saving [not loading] in single player and allow single player to be played, because with only one person in game you insta win.