• 🏆 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
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.
 
Level 4
Joined
May 7, 2011
Messages
96
you should add a sell feature to the credit shop incase you build it on the wrong place
 
Level 1
Joined
Jun 21, 2012
Messages
7
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:
 
Level 3
Joined
Jun 24, 2011
Messages
57
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
 
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.
 
Level 8
Joined
Oct 12, 2011
Messages
483
You should have to defend the inside of your base as well with units like robots, etc. Then you could also have Nydus worms and the actual cool stuff from sc2. then make banelings that specifically self destruct all over your walls and do massive AoE damage. And mutalisks attacks actually bounce twice for a total of three targets (as opposed two your total of two targets).
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
I have a question: Why I can't play Singleplayer with it in v1.10 while in v1.01, i can do that? I need some time to practice this map while my friends arent always free. Also, I think u should make the Zerg spawns only from the middle or the corner because it's would be easier for players to find nice place for their base. Sometimes, I find a place with all of the Mineral but next to them is a Zerg Base. It's really make me feel disappointed.
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.

From all of Zeatherann's suggestion, I think u should do the suggestiom #8 and #5. Also, may be u can add some structures like a Market where u can trade mineral from 1 kind to another with higher cost like 2 for 1. I also suggest that may be u can add more turrets to a 2nd buiding menu so the miner can be easier to survive in later night.
 
Either way: Testing new version...
Edit: As a side note, the terrain generation is pretty nice, i'm specifically interested in it because of my map Infection (soon to be updated) uses a completely randomized terrain system. Hills, trees, tiles, birds, animals, plants, water, weather, fog, ect...
More Bugs/Suggestions
  1. Bug: Not all buildings transfer ownership upon death.
  2. Suggestion: have multiboard show all player's minerals, rather than having one board for each player.
  3. Bug: Fog doesn't scale with zoom level.
  4. Suggestion: Double-High wall to block fliers. A split path from Iron wall that isn't as strong,but is 'High'.
  5. Suggestion: Less dense fog, kinda annoying and ,ales it difficult to place buildings.
 
Last edited:

Deleted member 219079

D

Deleted member 219079

The wave 7 is just full bullshit, people ragequit from game 'cause of that.
 
Level 3
Joined
Jun 24, 2011
Messages
57
Yesterday i played easy mode on Singleplayer (without cheats ofc) and everything worked fine. I also tryed normal mode. I think you should give players some more time to prepare before waves start (maybe thats just because i play alone, maybe in multiplayer the time is appropriate), but i hardly have time to place a tent/base (whatever it is called) + wall and the attacks already start while im still constructing the 1st tower, so maybe sth between 30 and 60 sec more before the first wave starts would be good.

Also the difficulty of the later waves (ca. wave 25 or 30) in easy mode could be made a bit tougher. While the start is really difficult, i could survive the whole easy mode with 1 layer of walls and 5 cannons (which you have already maxxed at wave 15 maybe).

Those flying units which destroy rocks, at first i thought they were imba, but they are actually a nice challenge, good job.

edit: I think the density of rocks could still be increased a bit, because sometimes i still have to restart the game twice just because i happen to drill into a base which has a very long connection to where the zergs spawn, and as i already said with the limited time for setting up a base you have absolutely no time to check if base is somehow connected to spawning area. I agree with hayaku1412, i also found some zerg spawns far away from middle, they just "backstabbed me", and this makes the already hard part of finding a suitable base, nearly impossible (afterall you cant look 30 sec or even 1 min for an appropriate base, you are already dead by then)
 

Deleted member 219079

D

Deleted member 219079

Wave 7 Bats: Very tricky to win, they blow rocks up as well as your buildings, very hard yet fun.

They are not fun people say it's bullshit, gay, shit and then quit have you even tried it with 7 players? I don't dare to host the new version now :/

Why is every second post yours? Slow down.
 
Level 3
Joined
Jun 24, 2011
Messages
57
I have to agree with Zeatherann, the flying bats in wave 7 arent such a big problem, but boomers are, i dunno how to deal with them.. Sell all towers and just heal wall(s) ? because when you kill them and they blow up, all ur walls and towers are gone (when 3 blow up shortly after each other). The AoE Dmg and the radius of boomers should really be reduced should really be reduced.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
I have to agree with Zeatherann, the flying bats in wave 7 arent such a big problem, but boomers are, i dunno how to deal with them.. Sell all towers and just heal wall(s) ? because when you kill them and they blow up, all ur walls and towers are gone (when 3 blow up shortly after each other). The AoE Dmg and the radius of boomers should really be reduced should really be reduced.

To beat wave 7, run away from them, they have a 0.1 cast time on their explosion so you have barely enough to time escape :p

Atm boomers deal 50 damage in a 400 yard radius. They destroy blocks in a 256 yard radius. I will nerf the damage to 25.
I also might as well increase the cast time of explosion for the scourge to 0.2
If you guys hate boomers now, your just love the huge boomers
 
Level 8
Joined
Oct 12, 2011
Messages
483
Mad, set the targets for the Mutalisk from two total to three... You should also Defilers, Sunken Colonies, and Guardians from original Starcraft. You should also add Banelings and Nydus Worms which would NOT be op because it takes time for them to become active.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
With new version there is a lot of things better, however i am stumped at a 3/5 now due to it having no replay fun factor, and the kinda boring phase after you get Mind control towers or spam Tesla. Mind control towers should be nerfed so much. night 35 i have 3 Mind control towers and i am surviving no problem. -.-"

also yeh crystal start to die after you max out mining :L but they regen so i guess just crystal rotation systems :)

Also to the haters at wave 7. -- Mind control towers- Solve all your issues :D
 

Deleted member 219079

D

Deleted member 219079

Also to the haters at wave 7. -- Mind control towers- Solve all your issues :D

It won't make people to like game if they get crushed so bad on early, so they wont play it again? Also I don't think the haters have hive accounts, how can they see your post? The newbies wouldn't even get to tier 3 for mind controls soon enough, I prefer changing the exploders, flyers and ranged units before lvl 10. I, myself don't have problem 'bout the level 7, I'm with those who hate the boomers.
 

Deleted member 219079

D

Deleted member 219079

jondrean read up o.o
people complaining

I referred to haters I've faced. As I will unlikely play with those hate posters here, I may not notice them, I posted my comment for maddeem to advice changes, not to be criticized by you.
 
Every other post is mine because I'm a very excited tester and love this map.

btw; 400 AoE is HUGE, even 256 is big, but do able. Blizzard and Flame Strike both have only a 200 AoE.

How to survive Boomers with their 'uber' blowing up spell: Build a wall layer, then another, then skip 192 units (1.5 'wall' sizes) which is 448 total (out of range) and then make a layer of large regenerators, then a layer of turrets, then another layer of turrets, then a layer of end-level generators, then another lay of end-level generators.

ASSUMING no boomers get at this from around your walls because of blown up blocks you'll never die.
 
Level 4
Joined
May 7, 2011
Messages
96
yeah.. and they always run back after you mind control so you have to manually tell them to hold their position:s
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Set temppoint to random unit owned by random player offset by X1 Y1
Or something.
"Order Unit to Attack move to TempPoint
Remove temppoint
On a side note if you did want level7 to stop blowing up rocks it would be to remove DOods as a target, but it seems fine as it is.

Also

HELL DIFFICULTY IS IMPOSSIBLE ON NIGHT 1 without having a massive team where you pool resources. You get enough time to build a wall and a regen with power before the wall gets hit and pretty much insta dies. Even upgrading wall and manual repairing fails T_T
 
Again, your Enemy AI has shortcomings in it.

Change it so each unit is ordered to attack a random player, that way not one player will ever get swarmed. Currently you HAVE to build together in order to make a proper base, which still has a high chance of failing. Building alone is useless if you're the closest to the middle as you'll get swarmed without the aid of other players around you.

Did you make it so Zerg have sight over the whole map and set their acquirement range to a million? I've done that before myself and the results are very sub-par.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Again, your Enemy AI has shortcomings in it.

Change it so each unit is ordered to attack a random player, that way not one player will ever get swarmed. Currently you HAVE to build together in order to make a proper base, which still has a high chance of failing. Building alone is useless if you're the closest to the middle as you'll get swarmed without the aid of other players around you.

Did you make it so Zerg have sight over the whole map and set their acquirement range to a million? I've done that before myself and the results are very sub-par.

If they don't have sight of the whole map, they will never see walls that block them. The result would be worse.
 
Level 3
Joined
Jun 24, 2011
Messages
57
Those factories, which generate resources every minute (is it really every MINUTE or every NIGHT?), they generate 15 resources on the max lvl, maybe you should tweak that amount a bit or make another upgrade lvl which increases that amount, because at the end you can harvest +15 and you need approx. 2-3 sec per harvest, so the factories will be rather useless at this point.

You should probably add to the info(F9) that there is a save/load command, and explain what is saved. I figured out that credits are saved (maybe sth else?), but while i had 5 credits when i saved (i reached wave 32 on normal), i only got 3 credits when i loaded. Either there is a bug in the Save/load-system or you only save some part of the credits, anyway, here again it would be good to explain in the info(F9) section, exactly which amount is saved and loaded.

You should also consider to increase the number of rocks further, because it still happened quite a few times that u have "empty space" without any rocks or sometimes you have many entrances to a possible base; and maybe you should concentrate the spawns more in the center.

Night 32 Normal Mode was a bit weird. The enemies had a melee attack, at least that was shown when you clicked on them, but actually we were attacked by a long range attack and couldnt really do anything against it.
 
Suggestions/Bugs
  • Make each building have a sell button.
  • Fix the Zerg attacking AI.
  • Fix Zerg's Unit Properties to more accurately display information.
  • Make Factories Useful! Right now even the robotics upgrade is useless (unless you can get like 10 droids, but they kill the mineral nodes.).
  • Review the save/load system - I too have lost credits but my nights stay the same while a friend of mine saved 5 and loaded 27.
  • Tall Walls blocking Fliers.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Those factories, which generate resources every minute (is it really every MINUTE or every NIGHT?), they generate 15 resources on the max lvl, maybe you should tweak that amount a bit or make another upgrade lvl which increases that amount, because at the end you can harvest +15 and you need approx. 2-3 sec per harvest, so the factories will be rather useless at this point.

You should probably add to the info(F9) that there is a save/load command, and explain what is saved. I figured out that credits are saved (maybe sth else?), but while i had 5 credits when i saved (i reached wave 32 on normal), i only got 3 credits when i loaded. Either there is a bug in the Save/load-system or you only save some part of the credits, anyway, here again it would be good to explain in the info(F9) section, exactly which amount is saved and loaded.

You should also consider to increase the number of rocks further, because it still happened quite a few times that u have "empty space" without any rocks or sometimes you have many entrances to a possible base; and maybe you should concentrate the spawns more in the center.

Night 32 Normal Mode was a bit weird. The enemies had a melee attack, at least that was shown when you clicked on them, but actually we were attacked by a long range attack and couldnt really do anything against it.
The empty space between rocks is intentional. AceHart's save/load system appears to be really buggy. Dunno why :s
Factories generate every minute.

Suggestions/Bugs
  • Make each building have a sell button.
  • Done
    [*]Fix the Zerg attacking AI.
    IMPOSSIBLE
    [*]Fix Zerg's Unit Properties to more accurately display information.
    There is no problem here. The range is still considered to be within melee parameters.
    [*]Make Factories Useful! Right now even the robotics upgrade is useless (unless you can get like 10 droids, but they kill the mineral nodes.).
    A single factory can produce 15 mineralz per minute. You do the math. You can get hundreds of mineralz per minute with a little work.
    [*]Review the save/load system - I too have lost credits but my nights stay the same while a friend of mine saved 5 and loaded 27.
    Done
    [*]Tall Walls blocking Fliers.

    NO

why doesn't improved tesla coils have a sell button?
I checked, it does o.o
 
Top