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MineralZ 1.55(f)


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*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
Yes like I said before, the mineral spawn is crappy and inconsistent, should be more close together, (like whats the point of having a saph or ruby here and there).

And the mini map should display the proper arena with the rocks and minerals in sight.

There have also been a few night glitches were its totally black even with a lamp.

with these in mind, a new patch would put a cherry on top of this game :D
Trigger placed destructables will never show on the mini map D:
I could clump the mineralz more together.
Right now the clump in a 1500 yd radius
I'll change it to 1000 yd radius

The lamp glitch is because the warcraft engine only allows so many omni lights.
If you hit a limit they stop appearing all together :S
I have not found a fix for this.
 
Level 5
Joined
Aug 8, 2012
Messages
153
Trigger placed destructables will never show on the mini map D:
I could clump the mineralz more together.
Right now the clump in a 1500 yd radius
I'll change it to 1000 yd radius

The lamp glitch is because the warcraft engine only allows so many omni lights.
If you hit a limit they stop appearing all together :S
I have not found a fix for this.

ok cool, good to know. at least the minerals spawn can be fixed :)
 
Level 2
Joined
Aug 13, 2012
Messages
14
Hey Maddeem,

My friends and I so love this map, it is epic!
Tho is it possible to increase the time before the first night?
Because most of the time we have trouble finding a good place to built our 'base' before night 1 hits in!

Keep up the awesome work!
 
Level 11
Joined
Jul 5, 2010
Messages
779
Hey Maddeem,

My friends and I so love this map, it is epic!
Tho is it possible to increase the time before the first night?
Because most of the time we have trouble finding a good place to built our 'base' before night 1 hits in!

Keep up the awesome work!

Hmm yeah i played normal and we allmost died on start because of it because 50 seconds we were looking for base and its 60 seconds. So it would be good to be 100+
 
Level 2
Joined
Aug 21, 2008
Messages
12
Add building active range. Example: when building generator (already clicked on ground, in build progress) - show its range with lightning (wc3 object), when finish building - hide it range - its for all players, for visibility where to build regens, etc. Range may be on regens, tesla, magnet, turret too. When select building - show range, when unselect - hide - its for local player. Its not possible to detect mouse move when chose place for building (click on building in menu, and not click on the ground), but you can change your "model" (.mdx) - add range circle, and when chose place on ground you will see range - its good; after finish build - replace object with other, which model (.mdx) not contain range circle - you not see circle in normal mode (builded, unselected), but see it when click on building. You may add birth animation in .mdx to see circle on ground; and use 1 model for all, which 1st animation "stand" - when place on ground - with circle, and animation "stand alternate" without circle; on trigger "finish build" - replace building (2 objects in object editor with one .mdx), or trigger order to play alternate animation.
---
Add allies mineral count to multiboard, or somewhere else.
---
I think good ability - test base for holes. May be item for player, when he use item - trigger calculate ways, and select only small holes, example less than 2 cubes. It test for range 2000, and as result, show in red color - places, where is holes. Need algorithm. Example - create dummy units around (vector length is 2000, vector angle loop from 0 to 360 step 10) and order him to move to player position; by timer - detect position of dummy, and test: if dummy move near rocks (less than 2 cube width) - its hole.
---
Add tesla ability to upgrade / sell when its chained with other teslas (when 1 attack, other cant upgrade).
 
Last edited:
Add building active range. Example: when building generator (already clicked on ground, in build progress) - show its range with lightning (wc3 object), when finish building - hide it range - its for all players, for visibility where to build regens, etc. Range may be on regens, tesla, magnet, turret too. When select building - show range, when unselect - hide - its for local player. Its not possible to detect mouse move when chose place for building (click on building in menu, and not click on the ground), but you can change your "model" (.mdx) - add range circle, and when chose place on ground you will see range - its good; after finish build - replace object with other, which model (.mdx) not contain range circle - you not see circle in normal mode (builded, unselected), but see it when click on building. You may add birth animation in .mdx to see circle on ground; and use 1 model for all, which 1st animation "stand" - when place on ground - with circle, and animation "stand alternate" without circle; on trigger "finish build" - replace building (2 objects in object editor with one .mdx), or trigger order to play alternate animation.
---
Add allies mineral count to multiboard, or somewhere else.
---
I think good ability - test base for holes. May be item for player, when he use item - trigger calculate ways, and select only small holes, example less than 2 cubes. It test for range 2000, and as result, show in red color - places, where is holes. Need algorithm. Example - create dummy units around (vector length is 2000, vector angle loop from 0 to 360 step 10) and order him to move to player position; by timer - detect position of dummy, and test: if dummy move near rocks (less than 2 cube width) - its hole.
---
Add tesla ability to upgrade / sell when its chained with other teslas (when 1 attack, other cant upgrade).
I like your first suggestion, but that would require even more time put into making towers/upgrades. So, it is a no go.
Adding ally mineral count on the multiboard sounds like a plan.
Last suggestion I am gunna pass up for 1 reason.
If you have a hole you'll know it.
 
Level 5
Joined
Aug 8, 2012
Messages
153
Add building active range. Example: when building generator (already clicked on ground, in build progress) - show its range with lightning (wc3 object), when finish building - hide it range - its for all players, for visibility where to build regens, etc. Range may be on regens, tesla, magnet, turret too. When select building - show range, when unselect - hide - its for local player. Its not possible to detect mouse move when chose place for building (click on building in menu, and not click on the ground), but you can change your "model" (.mdx) - add range circle, and when chose place on ground you will see range - its good; after finish build - replace object with other, which model (.mdx) not contain range circle - you not see circle in normal mode (builded, unselected), but see it when click on building. You may add birth animation in .mdx to see circle on ground; and use 1 model for all, which 1st animation "stand" - when place on ground - with circle, and animation "stand alternate" without circle; on trigger "finish build" - replace building (2 objects in object editor with one .mdx), or trigger order to play alternate animation.
---
Add allies mineral count to multiboard, or somewhere else.
---
I think good ability - test base for holes. May be item for player, when he use item - trigger calculate ways, and select only small holes, example less than 2 cubes. It test for range 2000, and as result, show in red color - places, where is holes. Need algorithm. Example - create dummy units around (vector length is 2000, vector angle loop from 0 to 360 step 10) and order him to move to player position; by timer - detect position of dummy, and test: if dummy move near rocks (less than 2 cube width) - its hole.
---
Add tesla ability to upgrade / sell when its chained with other teslas (when 1 attack, other cant upgrade).

actually, if you can add the range of the structures, that would make this amazing!
 
Level 2
Joined
Aug 21, 2008
Messages
12
Test for holes need example when you in 1st wave, and not know - exist holes in your new base or not; and when many players on 1 base, and exist noobs, or casually one player not sell building when was air bombers, and you may not see its building, when its boom - you not see it, and not see hole. I have 1 case - lose on 20 wave by reason of hole, other player are leave, and i not see one hole, i not have time to show all base and test for holes, i need build new walls, generators, regens, turrets.

I have written algorithm upper. You may test it and upgrade. I think its need not many time.
 
Level 1
Joined
Aug 15, 2012
Messages
1
1. I was upgrading some tower, then i saw some air monsters flying arround. Need to save my worker! gotta look for it. Then i was like "WHERE THE HELL IS MY WORKER?" and soon i'm dead.

should add a command/button to track workers.

2. I reached night 50, then sometime the warcraft III not responding when uberlisk attack.
 
1. I was upgrading some tower, then i saw some air monsters flying arround. Need to save my worker! gotta look for it. Then i was like "WHERE THE @#!*% IS MY WORKER?" and soon i'm dead.

should add a command/button to track workers.

2. I reached night 50, then sometime the warcraft III not responding when uberlisk attack.

The first problem will be fixed in 1.15a or 1.16

And the second problem has happened to more people than just you, like iselia who thinks I rigged the whole game so that he disconnects on wave 50 lolol.

Anyway I will do my best to fix it.
 
Level 2
Joined
Aug 13, 2012
Messages
14
The first problem will be fixed in 1.15a or 1.16

And the second problem has happened to more people than just you, like iselia who thinks I rigged the whole game so that he disconnects on wave 50 lolol.

Anyway I will do my best to fix it.

If you have time, extend the time before the first night :D
On normal mode we usually need to restart the game a few times cus of an early dead :(
 
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Level 5
Joined
Aug 8, 2012
Messages
153
So for the next update:

- Fix mineral spawns (closer together, you said 1000yrds rather than 1500yrds)
- Add active range radius for the towers/generators (if u can)
- add more time in first day
- worker tracker

nething else im missing?
 
Level 2
Joined
Aug 21, 2008
Messages
12
Adding buildings active range is very important. If mad cant change models, minimally he can add lightning effect around building, when it was built. Its not need change models and no increase map size.
 
Level 4
Joined
May 7, 2011
Messages
96
Adding buildings active range is very important. If mad cant change models, minimally he can add lightning effect around building, when it was built. Its not need change models and no increase map size.

or he could explain somewhere how long the range is
 
I have already explained IN DETAIL why I will not add the active range.
But here I go again. I will not add it for one reason and one reason only.
If I were to add it, for every new tower or structure I add I would have to save it's range.
That would increase the time it takes to add new upgrades and structures by quite a bit. If you want to see newer versions pushed out faster with more towers/upgrades do not ask for this feature!
Careful what you wish for.
 
Level 3
Joined
Jun 24, 2011
Messages
57
I think, not being able to see the range of the buildings is part of the challenge/fun of this map and after some time you have a good feeling for placing buildings within their range anyway (in case you placed them wrong u can still sell them and place again)
 
Level 2
Joined
Aug 21, 2008
Messages
12
I understand what its need time. I wait new version)) But i think you add this ability later, its very easy, i can help)
 
Level 12
Joined
Sep 11, 2011
Messages
1,176
Mad, i have a request, but you don't have to hear me if this request would bother you from making a new structures or towers though... just saying, based on my playing experiences... all the walls that being destroyed by the monsters didn't get removed and just stay there for some while, that also happened to one of the boss at night 40 that is queen, so, if you could remove their corpse(i know that doesn't fit) when they(the walls and queens) died, i would be happy, rather than mining far away from defense and didn't know that the wall is being destroyed. about the queen, she is blocking the screen, so that i didn't know where to put this and that. actually i just need to get used to them, but you know.... just saying :grin: (really, i have a bad grammar)
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
I have already explained IN DETAIL why I will not add the active range.
But here I go again. I will not add it for one reason and one reason only.
If I were to add it, for every new tower or structure I add I would have to save it's range.
That would increase the time it takes to add new upgrades and structures by quite a bit. If you want to see newer versions pushed out faster with more towers/upgrades do not ask for this feature!
Careful what you wish for.

How about just creating a universal range selector, with 3 abillities. it could come in selectable hero form selected only by F2 or F1 or put into a book called "Range" for the miner and have 3 abillities. 500 range 700 range 900 range.

You wouldn't even need to trigger it. Just use a AOE spell such as blizzard and on cast it will show X aoe circle.

Then remove everything from the spell such as damage or effects.

Would take like 5 mins

This could act as a temporary/permanent solution. And it will definatly make things easier to judge with
 
Level 5
Joined
Aug 8, 2012
Messages
153
just a small question. wat happened to the intro, the voice for "more work" and "wat turetury is this?" Awww I like that intro xD
 
Level 3
Joined
Jun 24, 2011
Messages
57
My bro and I were playing normal mode and on wave 50. When boss appeared game froze on both our computers at the same time, is this wave bugged?

btw, i noticed that mindcontrolled units still get an order to move(attack) every few sec, so u cant use them against the enemies effectively
 
Here is a great lesson on ranges: Each 2x2 building is a square, 128 by 128 units long. So if Mad changes the effective ranged to batch multiples of 64 then you can tell how far it is in easy words like 'Two and a half walls away'

Knowing how far a particular distance is would be a great skill to lean: also each terrain tile is 128x128. Know the game you play (war3).
 
Level 2
Joined
Aug 13, 2012
Messages
14
Can you please create a system that incease/decreases the number of enemies spawned by the number of players? I can't play this map with many people. So, even easy mode is too hard. I get my ass kicked by those exploding fat things.

v1.15 (current version):
"The amount of units per wave is now based on how many players are in the game."
 
Level 5
Joined
Aug 8, 2012
Messages
153
(Update) Most important issues to be fixed for next patch:

- Fix mineral spawn (closer together, you said 1000yrds, rather than 1500yrds which is what its currently on)
- Fix the final wave freeze glitch
- add more time in first day
- worker tracker
- re-add audio in the intro script
- add the selection circle for the range
-add mineral count on a multiboard

*I’m just updating everything so it’s easier for you to remember :D
 
Level 14
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Jul 25, 2011
Messages
1,065
v1.15 (current version):
"The amount of units per wave is now based on how many players are in the game."

Ok.... Fine then. Pleae make a easier mode. I play this with my brother and it's over when the big exploding fat thingy comes. Even I have 2 magnet towers. Boom Boom Boom. Your base disappears. Or maybe I should put my tower a little far from the wall?
 
Level 4
Joined
May 7, 2011
Messages
96
Ok.... Fine then. Pleae make a easier mode. I play this with my brother and it's over when the big exploding fat thingy comes. Even I have 2 magnet towers. Boom Boom Boom. Your base disappears. Or maybe I should put my tower a little far from the wall?

Build a secondary defence in front of your real defence. Do that on night 15-16 with no towers protecting it, and you should be fine.
 
Level 5
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Aug 8, 2012
Messages
153
Ok.... Fine then. Pleae make a easier mode. I play this with my brother and it's over when the big exploding fat thingy comes. Even I have 2 magnet towers. Boom Boom Boom. Your base disappears. Or maybe I should put my tower a little far from the wall?

noob alert
 
Level 4
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96
I see. So I should create a fake base so that the kamikazeish enemies won't destroy your main base. Thank you. How about the birds at night 7 or 8? I believe that there's not enough resources to create fake base.

Sell all your defence on night 7, and rebuild it after the night is over.
on night 19 scourges it is a really bad idea to sell defence.. just hope they don't blow up too much
 

Deleted member 219079

D

Deleted member 219079

Sell all your defence on night 7, and rebuild it after the night is over.
on night 19 scourges it is a really bad idea to sell defence.. just hope they don't blow up too much

I repeat, I give you some rep, bitch
 
Level 16
Joined
Jun 24, 2009
Messages
1,409
Truly a gold game. One of the best survival defense type games I've ever played. But after 20th round :/ No more researches, no more challenge. But at least we can test some shit ~.~ after 40 fulled tesla coils its pretty easy no matter what comes against you.
 
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