• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

MineralZ 1.55(f)


wip-png.353173



*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!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
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
Level 3
Joined
Jun 24, 2011
Messages
57
either load code system is bugged and codes from 1.14c dont work or will a corrupted code be generated if u save when ur dead already? I made a screenshot when i saved, so there cant be a typo.. still code doesnt work
 
Level 3
Joined
Jun 24, 2011
Messages
57
Codes from before version 1.14c do not work.

i know. But i loaded a code from 1.14c in version 1.14c and still it didnt work, and as i have a sceenshot of my save code im 100 % sure that there cant be a typo.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Still bugged? shame... is it in vjass?

Yup.
All codes from everyone I have played with 1.14c have worked perfectly. Please provide screenshot and replay.

On another note:
I have been reworking the generator and editing some skins. Version 1.15 will have a much darker feeling and atmosphere.
Also, a new tower tree will be released. They will be called Magnet towers. They have the ability to either pull or push zerg away.
1.15 will also have numerous gameplay enhancements, fixes, and reworking.
And... Zerg Eggs will soon serve a purpose beyond being a trophy
 
Level 3
Joined
Jul 12, 2011
Messages
51
Mad said AI not fixed yet because

1. it would increase ~5 secs loading time to over 120 using pathing snippet
2. using alternative, it would lag too much because game already drops fps by Night 30+.

But instead, the enemies will now explode if none of them have attacked during the Night (so do not purposely exploit AI).

I read your unstuck vJass code, however rerouting them to another target will not fully fix the AI. But it is simple and no lag.

To Maddeem:
Monsters should always attack all players. -Meh
Why is this dismissed with a meh? I also think waves should be a little bit more spread out. I always see same 1-2 ppls being focus-fired even if we have 10 ppl.
 
Level 3
Joined
Jun 24, 2011
Messages
57
Screenshot + replay, screenshot explicitly shows that i was killed and i saved afterwards (i suspected this to be the problem, i.e. you cant save/get invalid code if you save after death), in the next game (=replay) the exact same code is invalid. (ofc i didnt change name nor did i change Upper case in lower case or sth like that)

I also noticed that the "lamp upgrade" which is supposed to reduce the energy costs is actually a disadvantage if u research it. It does not decrease the energy costs (i.e. the amount of mana that is deducted per sec, which is before and after the upgrade approx 1 mana/sec), but it only reduces the maximum amount of mana of a lamp to 2, which is a disadvantage, if your upgraded lamp for example got 20 mana, then it can operate approx. 10 sec without energy (it loses approx 1 mana/sec and lamp works as long as it has at least 50% mana), this is especially useful if u upgrade the lamp or the energy generators, WHILE after the "reduced energy cost upgrade" (10 mineralz of each kind) the lamp has 2 max mana and thus it can operate only 1 sec withouth generator or while upgrading
--> thus the upgrade has no real advantage but 1 major disadvantage :/
 

Attachments

  • Mineralz.jpg
    Mineralz.jpg
    120.4 KB · Views: 996
  • invalidcode.w3g
    310.4 KB · Views: 127
Level 23
Joined
Jan 1, 2011
Messages
1,504
That screenshot is NOT from version 1.14c
1.14c has the difficulty before the day/night timer.
As for the lamp thing, you bring up a valid point. I'll have the upgrade reduce power degeneration by a % then. Instead of reducing total power by a %.
Btw what language is that? :p

Mad said AI not fixed yet because

1. it would increase ~5 secs loading time to over 120 using pathing snippet
2. using alternative, it would lag too much because game already drops fps by Night 30+.

But instead, the enemies will now explode if none of them have attacked during the Night (so do not purposely exploit AI).

I read your unstuck vJass code, however rerouting them to another target will not fully fix the AI. But it is simple and no lag.

To Maddeem:

Why is this dismissed with a meh? I also think waves should be a little bit more spread out. I always see same 1-2 ppls being focus-fired even if we have 10 ppl.
I really don't feel like messing with the AI. Blizzard did a nice job, not the best, but it will do.
 
Level 3
Joined
Jul 12, 2011
Messages
51
That screenshot is NOT from version 1.14c
1.14c has the difficulty before the day/night timer.
As for the lamp thing, you bring up a valid point. I'll have the upgrade reduce power degeneration by a % then. Instead of reducing total power by a %.
Btw what language is that? :p


I really don't feel like messing with the AI. Blizzard did a nice job, not the best, but it will do.

When you said that, first thing I thought was you gave all the creeps extremely high acquisition range and no need to order them to do anything.
LOL I was right. No wonder their AI was so... focused, and... blizzardy. So that's why towers are magnets and droid attracts the shit out of everything :ogre_rage:
 
Level 3
Joined
Jul 12, 2011
Messages
51
So about the massive FPS drop during the Night, have you diagnosed a specific cause or is it everything put together: towers, gens, regens, spawns?
 
Level 3
Joined
Jun 24, 2011
Messages
57
the language (in screenshot i guess) is german,
about the savecode, i was sure it was 1.14c, but maybe i didnt look carefully when hosting with Makemehost and i chose the wrong vers, sry for all the trouble
 
Level 3
Joined
Jun 24, 2011
Messages
57
I think similar to the SC2 version, the lag could be caused by the effects, especially the energy links, imagine how many there are, each gen can power 4!? maybe 5!? buildings at a time, + healers energy beam, in mid and end game you can have alot of them and the links are repeated every sec
 
Level 1
Joined
Sep 2, 2011
Messages
8
I tried the game ..

It is Epic so far..Only wish those big mutalisks arent having splash attack..Anyway
Survived till round 29 with my friends...Was wondering whats the last boss...
 
Level 3
Joined
Jul 12, 2011
Messages
51
For easy mode.. last boss is [Night 40], the Queen , a large flying sc thing. I believe 8 of them spawns. For normal.. Night 50 is [???] and hard+ Night 60 is [???]. :)
 
Level 3
Joined
Jul 12, 2011
Messages
51
I don't see why FPS should drop so low.
There must be something in your code that is not as efficient as it could be.
You won't like to hear this, but I have diagnosed a part of the lag to be due to leaks in the code. Why? Because it gradually gets laggier and laggier with each Night. Something wasn't cleaned up.

I also suggest making regens and gens slower while proportionally buffing the amount they transfer/heal. Same goes for tesla attack cooldown/ attack dmg.

Also playing for 3.1-ish hours just to get to Night 50 is really long.
Game stops responding by then sometimes.
I know this would take a while... but I suggest you increase the game speed (day/night duration, mining speed, miner movement, creep movement) by at least 25%.

I'm asking for a lot, bwahaha :).
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
I don't see why FPS should drop so low.
There must be something in your code that is not as efficient as it could be.
You won't like to hear this, but I have diagnosed a part of the lag to be due to leaks in the code. Why? Because it gradually gets laggier and laggier with each Night. Something wasn't cleaned up.

I also suggest making regens and gens slower while proportionally buffing the amount they transfer/heal. Same goes for tesla attack cooldown/ attack dmg.

Also playing for 3.1-ish hours just to get to Night 50 is really long.
Game stops responding by then sometimes.
I know this would take a while... but I suggest you increase the game speed (day/night duration, mining speed, miner movement, creep movement) by at least 25%.

I'm asking for a lot, bwahaha :).
It's the mere amount of destructables. Without the spawn turned on I get 80 fps. When it spawns, I get 30 fps :s
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
Tried it yesterday. What is the objective? I mean we played it for 27 rounds and there was no clue when it will come to an end. The camera perspective is a hindrance to sight with all the blocks below, which do not become transparent. The buildings are partly scaled too big (storage for example) in relation to the collision size, so they overlap with nearby stuff and you do not recognize pathing. Also, some buildings are not too distinctive, upgrades in particular. The sapphire-type resource has a badly visible color. The AI is dull, we had separated bases and it only went after one and from one side. Furthermore, it has no means of carving out blocks to create curiosity except the bomber, which just passively triggered on death. The mining progresses exponentially, which causes huge gaps between the players. Attached automatic mines make it hard to click the mineral in order to additionally harvest it manually.

Further suggestions enclose the implementation of items and artifacts, so you actually have to step out of your burrow at some time to gather material. Exhausting minerals takes much too long btw or should I say you can actually destroy them although they regenerate. If they would not and therefore deplete after a time, you would have to expand and mobilize yourself, ascribing it a lot more of depth.
 
Level 8
Joined
Jul 25, 2009
Messages
194
yea the AI needs to be fixed and the game needs to be sped up a bit.
you could add some late game stuff like guns and weapons like in the jurassic park map.

credits shouldnt cost anything to use because people would rather save up their credits than use them on useless cheap stuff, so they will end up never using credits until they have enough to buy the most expensive stuff.
 
Level 4
Joined
May 7, 2011
Messages
96
credits shouldnt cost anything to use because people would rather save up their credits than use them on useless cheap stuff, so they will end up never using credits until they have enough to buy the most expensive stuff.

you gain credits for surviving boss waves and you don't lose credits by spending them you get them all back next time you load
 
Level 3
Joined
Jul 12, 2011
Messages
51
Well then to sum up what we agree upon:
1. Gameplay could be sped up.
2. Some models scale too large.
3. AI should be changed.
4. Mining upgrades are such a micro-race; it leaves some behind in the dust and some way ahead of the game.


1. Gamespeed could be increased about 25% so that it won't take 4 hours to beat 60 nights, or computer ends up not responding before you even get there. I highly recommend you try this out... how much you want to scale depends on you. Personally, I think all you need to do is decrease day/night durations by 25%, and possibly build times... though not necessary. Unless mining becomes more difficult, that could stay the same too. You could also increase zerg's movement speed to make up for less night time.

2. Models too large are particularly final regenerator and generator.

3. Instead of automatic acquisition range which always targets same player... try attack-move to random unit in map or something along those lines. FS has had no issues with attack random unit. The automatic acquisition range is always after droids #1, turrets #2... Very dislike this AI.

4. How about everyone starts with +2 instead of +1? How about max mining stops at level 10? And speed stops at 20?
 
Last edited:
Actually... I beleive that the game being sped up should take the form of this day/night system:

[Day] 120 seconds - (wave number-1)*2
wave one would have a 2min day, and wave 60 would have a 2 second day time o.o

[Night] Lasts until all monsters are killed. This prevents 'tunneling' to just wait em out. you HAVE to kill all of them.

Some say the lag is because of spawns, i can agree in part to that.
Proposal: Make units harder/tougher but make less of them, 2-3 per player. Assuming you fix that blasted AI! But shame you won't even try...
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
Is there any form of revival during a game? I mean, in a multiplayer game, especially team game, it is shitty when it's over at different points in time for each player. A survival often does it the way that the game is lost when all players are dead simultaneously or an objective is reached by the opponents like the destruction of an altar.
 
Level 3
Joined
Jul 12, 2011
Messages
51
OH and... I'm so tired of building 200 teslas and multiple rows of turrets each game >_> walls and regens don't cut it with so many meat wagons breaking blocks. Air is so deadly normal+. If you don't like us massing like this, then add more upgrades so we don't build 200 teslas to break the game. :)
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
Played another game yesterday. This time normal difficulty. We were three players with separated bases. The first fell due to Hydra Lords being stuck on the back of that base instead of coming from the front like all other waves had done before. The Hydra Lords exploded and a huge hole exposed everything.

Meanwhile, another player and me were harvesting resources and sent some to the one being attacked. At this point already, it becomes visible that everything is slow and unflexible. Since you cannot harvest all four resources at the same time, it is a problem to balance it out and meet deadlines. Furthermore, you lose your income while constructing a structure, which takes rather long in general. In late game, we had enough mineralz but rebuilding what was destroyed each round, especially walls, became impossible. You should be able to build high-tier structures without the need of upgrading late game or have a research for speeding it up. Also, to create a more flexible atmosphere and turn your hideout livelier, allow the training of a limited amount of minion workers that can mine and help with building and repairing. Make resources exchangeable like in Settlers of Catan or feature special crystals that hold more than one resource.

Combat is also highly polarizing. I mean towers and anything not being a wall are eaten like nothing. This turns exaggerated in late game where a base is annihilated in seconds once there is an entrance. There have to be alternatives. Your main worker needs to power up, too. Expansion and movement in the dungeon should be encouraged in the long run but for this, methods are required that do not restrict you in a hideout, like boosting movement speed of worker, increasing sight, faster build times and, in general, there are things to gain. Trainable combat units could better the situation.

Our third and last base met its end when air had suddenly shown up and immediately attacked our workers instead of the towers, killing them with 2-3 shots. Unfunny.
 
Level 4
Joined
May 7, 2011
Messages
96
[Night] Lasts until all monsters are killed. This prevents 'tunneling' to just wait em out. you HAVE to kill all of them.
i would just let the zergs attack my wall while i mine and get a lot of resources before killing them if night lasted until all zergs were dead
 
Level 1
Joined
Jul 22, 2010
Messages
2
Here is two replays made specially for 123HELLO showing basic principles of solo survival.
 

Attachments

  • mineralz - 40 waves (hard, solo).w3g
    626.2 KB · Views: 100
  • mineralz - 10 waves (nightmare, solo).w3g
    150.7 KB · Views: 64
Level 23
Joined
Jan 1, 2011
Messages
1,504
C++ is easy and fun, anyways, if you're not going to support it past 1.5 then i'd love to continue it, provided that it's cleaned of vJASS hehe, though i don't mind spending time manually compiling it.

I dunno, MineralZ is having a real turn around. I've been developing some really intelligent AI. And so far it has passed every test of mine with flying colors.

Everything is going great, so I really am starting to enjoy developing it again.
 
Level 5
Joined
Aug 8, 2012
Messages
153
I dunno, MineralZ is having a real turn around. I've been developing some really intelligent AI. And so far it has passed every test of mine with flying colors.

Everything is going great, so I really am starting to enjoy developing it again.

When can we expect 1.5?
 
Level 5
Joined
Aug 8, 2012
Messages
153
Really really soon. I would say, if not today then tomorrow.
Only reason why I might have trouble is because our clan bot is malfunctioning and wont allow me to download maps to it.
So its basically done, it just needs a bit more testing.

awesome man, i love you game soo much 5thumbs! just a few things i would like to point out, they dont have to be fixed, just thought id point it out, there should be a warning for air, and/or a wave count saying which wave is next and what it will be. other than that man, flawless, love it.
 
Level 5
Joined
Aug 8, 2012
Messages
153
its just that, my friends and I will be playing thinking were all set, and then out of nowhere air comes and completely destroys our base. kinda annoying.
 
Level 5
Joined
Aug 8, 2012
Messages
153
also one really good note that would make the game a lot better. make a path of a cross like the the sc2 version, that way its easier to get to a base, and the ai have a lot more freedom to move across the entire map.
 
Top