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 haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Lead your forces to battle in the 15th Techtree Contest. The call is yours, commander!
    Dismiss Notice
  5. The reforging of the races is complete. Come see the 14th Techtree Contest Results.
    Dismiss Notice
  6. It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!
    Dismiss Notice
  7. 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 1.55(c)(1)

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!

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.
Contents

MineralZ 1.55(c)(1) (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. Inseer

    Inseer

    Joined:
    Mar 5, 2017
    Messages:
    6
    Resources:
    0
    Resources:
    0
    Hey there! I loved your map, actually I have been playing it quitte a while already (I played maybe 10 times from 1-2 years ago untill now).

    There is one issue with the save folder. I just got a new computer and for some reason the save file was not saved, nor the folder created. Maybe is there something that can be done about it? I am pretty sure that there is something about the new computers being more strict with making new folders at C:/, but I don't really know how to solve this by my own.

    (I am so sad for the loss of my credits :'( )
    Anyway, I loved the game, my sincere congratulations! 5/5! :)
     
  2. Yourself

    Yourself

    Joined:
    Nov 8, 2014
    Messages:
    27
    Resources:
    0
    Resources:
    0
    Any news on this map?
     
  3. xXxMKDxXx

    xXxMKDxXx

    Joined:
    Aug 29, 2011
    Messages:
    237
    Resources:
    0
    Resources:
    0
    WOndering myself too.
     
  4. geoffrey

    geoffrey

    Joined:
    Feb 27, 2014
    Messages:
    15
    Resources:
    0
    Resources:
    0
    RIP, I don't believe there will be any updates, really liked the map though
     
  5. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,299
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    [​IMG]
    Playable zerg WIP ;)

    For all of those who are wondering, yes I still am working on this map.. Albeit slowly. I want to push out a new version ASAP. It's almost ready.
     
    Last edited: Jul 1, 2017
  6. Inseer

    Inseer

    Joined:
    Mar 5, 2017
    Messages:
    6
    Resources:
    0
    Resources:
    0
    Damm this is so awesome! :D :D :D
     
  7. Darnassus

    Darnassus

    Joined:
    Jul 11, 2013
    Messages:
    111
    Resources:
    0
    Resources:
    0
    My harassment sunk through, I'm surprised. ;U
     
  8. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,299
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
  9. monkeyboy15

    monkeyboy15

    Joined:
    Feb 26, 2009
    Messages:
    63
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Omg hes back O_O
     
  10. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,299
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    [​IMG]
    Anyone wish to test? :D
     
  11. Sheep

    Sheep

    Joined:
    May 7, 2011
    Messages:
    96
    Resources:
    0
    Resources:
    0
    I would love to test with you! :)
     
  12. xXxMKDxXx

    xXxMKDxXx

    Joined:
    Aug 29, 2011
    Messages:
    237
    Resources:
    0
    Resources:
    0
    I would like to test too.
     
  13. ankhar

    ankhar

    Joined:
    Dec 28, 2014
    Messages:
    11
    Resources:
    0
    Resources:
    0
    Had the same issue with savefolder like Inseer.
    I think that patch broken it, because for most RPG they saving code in documents folder.
    like: C:\Users\USERNAME\Documents\Warcraft III\CustomMapData
    Anyway, thx for the great map, wish to play in next versions!
     
  14. Darnassus

    Darnassus

    Joined:
    Jul 11, 2013
    Messages:
    111
    Resources:
    0
    Resources:
    0


    Please put this in the map. ;d

    Also I want to test with Sheepy.. ;x
     
  15. maddeem

    maddeem

    Joined:
    Jan 1, 2011
    Messages:
    1,299
    Resources:
    5
    Maps:
    2
    Spells:
    3
    Resources:
    5
    Oh god should I play that on loop again? xD

    I have 4 or 5 custom ambient songs in the background for MineralZ now. Right now I'm prototyping a new weighted random wave system for zerg spawning, and a zerg player slot. I want to create a basic tech tree for the zerg prior to releasing Vers. 1.5. I'm also doing a lot of polish on the map now with the new 128 MB file size limit on B.net. (New icons, building models, UI, sounds, zerg models)

    At this stage I'm looking to get feedback on the playable zerg slot, and the new wave system. Any ideas or suggestions from testers are always welcome.

    Yea it broke it. The new version is going to go back to the standard save text appearing on the screen only. Creating text documents as it stands right now is too unreliable. I might continue using both methods should I find a way to make it reliably work in the future, however, it was taking a lot of time as it was to bug test that system. I am trying to keep my focus on a huge content release.

    I'm really excited for the updates I have been putting into this game, and I'm trying to push it out as fast as I can.
     
  16. Darnassus

    Darnassus

    Joined:
    Jul 11, 2013
    Messages:
    111
    Resources:
    0
    Resources:
    0
    Myesh.. <3 ;d

    Maybe bind it to CTRL + M to be toggled on and off? ;3

    Can you PM a version to toy with? I might've run into some new casuals I'd love to tease. ;3
     
  17. Downplace

    Downplace

    Joined:
    Jul 24, 2017
    Messages:
    1
    Resources:
    0
    Resources:
    0
    Hello there,I love your map so much.By the way,I'm not a American.I'm from Taiwan.
    I want to ask whether you mind that I turn this map into Chinese version.In order to promote this map in my sever.
    I haven't done it yet.Also,this is nonprofit act. Hope you can agree this.

    There is one suggestion here.Would you like to add a botton which is able to destory minerals? I am usually bothered by those minerals in wrong place.
    They blocked the place I want to build tower or others.

    I'm excited about the upcoming version.Hope to see you soon.
     
  18. tryviousse0

    tryviousse0

    Joined:
    Nov 29, 2017
    Messages:
    7
    Resources:
    0
    Resources:
    0
    can someone tell me how to get the bioengineering bay built

    and what are the eggs for except spawning more hives

    i might just me too noob but still i love this game but can't seem to get everything working

    keep up the great work you did so far.
     
  19. Darnassus

    Darnassus

    Joined:
    Jul 11, 2013
    Messages:
    111
    Resources:
    0
    Resources:
    0
    MineralZ 1.3 is practically abandoned somewhat.. the original files were lost and the BioEngineering Bay was left unfinished.

    (There's nothing useful from it, though you should still figure out the secret to unlocking it for fun on your own)


    MineralZ 1.4, or.. because it's so incredibly different I'll call "2.0" is still in its Alphas, and again.. unsure if it'll ever become released. :c
     
  20. tryviousse0

    tryviousse0

    Joined:
    Nov 29, 2017
    Messages:
    7
    Resources:
    0
    Resources:
    0
    thing is i don't get what is the biomechanical thing

    and since and is not many people playing i am playung with a friend ( only the 2 of us ) and are doing each our own unique base so we are really busy trying to survive.

    and do you know if the eggs do anything more than spawn a new hive ?