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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
Level 2
Joined
Sep 10, 2012
Messages
23
By the way, can I suggest for the way gate, can it be either monster not allowed to pass through or only work if both way gate are targeting each other? It's gone case if some random player build a way gate as wall and link it to the way gate in your base.
And can the game length be shortened? Not many players willing to play the games due to lengthy playing hours :c
 
Level 2
Joined
Sep 10, 2012
Messages
23
Other Suggestions:
-Player can phrase walk through players, does not block each others.
-Instant build or Auto build for buildings
-Credit shops > Power Generator produce light is pretty high cost for not so useful function
-Improve Re-generator range
-Land Mines
 
Level 8
Joined
Oct 12, 2011
Messages
483
What is this teal you speak of? To my knowledge there are only blue, light blue, green, and red. There will not be insta/auto-build, as one of the main game play elements of this type of game is the decision to build or not to build at a given time. Regenerator range is long enough, and you do know that each time you upgrade, you get larger range?
 
Level 2
Joined
Sep 12, 2012
Messages
12
The big issue is the source of mineralz, they reduced each to 500 in newer version.(the doubled regenerate rate doesnt help) It is not fair. If you knew they will be running out off resource in C/C or GENERAL, or even SCII you sure GG. No need to play at beginnning.

one more thing, shorten the duration of game play will attract more player!
 
Level 2
Joined
Sep 10, 2012
Messages
23
It's almost impossible to even make it to wave 10 on hell mode without instant / auto build though :/ and how come I save Diamond by researching power generator produce light when it just a lamp i saved :/ 400 range is pretty low because I usually put power generator quite behind to prevent boomers to destroy it. I mentioned re-generator range was not long enough because if I put re-generator 3 unit away, only the re-generator on the same line will heals the wall, those diagonally 3 unit away does not heal the wall.

you know I have put them further cause the big boomers on wave 44 are the base killers jeez
 
Level 2
Joined
Sep 10, 2012
Messages
23
The big issue is the source of mineralz, they reduced each to 500 in newer version.(the doubled regenerate rate doesnt help) It is not fair. If you knew they will be running out off resource in C/C or GENERAL, or even SCII you sure GG. No need to play at beginnning.

one more thing, shorten the duration of game play will attract more player!

Personally I would prefer double regeneration, example if I mined a 1000 hp mineralz to 1 hp and a 500 hp mineralz to 1 hp, it means the 500 hp mineralz will regain back to full while 1000 hp mineralz still prob at around 250, more efficient but yeah watch your speed of mining especially when it's full house, hard to take up more than 1 of each mineralz.

and I totally agree with shorten the duration of game play ^^ especially now I need to hit night 50 to earn credits
allowing the night to end off while all creep are killed would be good enough, that save at least half a minute per night.
 
Level 9
Joined
Aug 26, 2010
Messages
573
It's almost impossible to even make it to wave 10 on hell mode without instant / auto build though :/ and how come I save Diamond by researching power generator produce light when it just a lamp i saved :/ 400 range is pretty low because I usually put power generator quite behind to prevent boomers to destroy it. I mentioned re-generator range was not long enough because if I put re-generator 3 unit away, only the re-generator on the same line will heals the wall, those diagonally 3 unit away does not heal the wall.

you know I have put them further cause the big boomers on wave 44 are the base killers jeez

oh, lol my fault, i thought about generator regen x2, generator light saves some time only...
 
Level 2
Joined
Sep 12, 2012
Messages
12
Personally I would prefer double regeneration, example if I mined a 1000 hp mineralz to 1 hp and a 500 hp mineralz to 1 hp, it means the 500 hp mineralz will regain back to full while 1000 hp mineralz still prob at around 250, more efficient but yeah watch your speed of mining especially when it's full house, hard to take up more than 1 of each mineralz.

Nope, you are wrong. Your theory doesnt work if there is more than one mineral. example if I mined a 1000 hp GREEN to 1 hp, i have 999 GREEN. then i go to second GREEN and mined from 1000 hp to 1 hp so i end up with 1998 GREEN and my 1st GREEN almost 40-50% regenerated . But i go for 3rd GREEn and mined from 1000 hp to 1 hp. When i almost finish the 3rd MINERALZ (doesnt count what color it is for third or fourth, the 1st one sure almost regenerate to 90-100%). And this cycle keep repeat, end of the day, you will get more MINERALZ (or even more variety )compare to double the rate but only focus on the same Mineralz.

* Your theory only work when more miner and less mineralz.(What are the purpose for them to regenerate 100% (but only 500 hp) and i am busy on 2nd mineralz(also only 500 hp)?

Simple calculation: if u upgraded all the lvl of harvest skill and you will use only 2min to kill 1000 hp mineralz. And you will have 30000 mineralz in 1 hour.(2minx30) provided you have the cycle i mentioned earlier. Ps: 5-6 mineralz to make a cycle.

For 500 hp mineralz you cant get 30000 in 1 hr. (provided you have double the number of mineralz as well) Ps: 10-12 mineralz to make a cycle.

please correct me if im wrong.
 
Level 8
Joined
Oct 12, 2011
Messages
483
I've done the actual calculations, and it seems that if you do straight up spam harvesting one mineral, the mineral with the 1000 hp will last 2 - 3 times longer than the new one, depending on how much you upgrade mineral carry loads.
 
If someone could tally up what I need to add I would be very very very grateful xD
But anyway, I have changed the life of the minerals to 1000 with regen of 1.5 hp/s

I plan to add a new upgrade to re-generators.
It will give them aura which will heal nearby damaged minerals ( will be based off of unholy aura)
Now, would you guys like this in the credit shop for credits? Or in the laboratory, for minerals
 
Level 2
Joined
Sep 12, 2012
Messages
12
Thanks Maddeem response to our voice.

I think there is a bug. yesterday, I blow out a Zerg's nest but the Zerg continue come out from the same location even without the nest.
 
You must mean tier right? Unless you're making up the word teir for that ionic wall.

Lol I meant tier :/

But in other news, I have made a little system that allows me to attach things to structures..
So I can make walls 2x as high or put a doom cannon on a turret xD
It looks pretty good and I'm sure you guys will like it
 
Level 1
Joined
Sep 22, 2012
Messages
1
Hi guys...
We finished waves in easy-normal and hard mode. But in Nightmare mode we have a problem. When Nightmare mode activated in the wave 47 there is no way to keep the base alive.

Our base like this ;

3 paralel line Wall
3 parallel line Regenarator
3 paralel line Generator
5 vertical line includes nearly 100 Tesla Tower up to the wall behind

and etc..

but there is no way on wave 47 to destroy the butcher bitches...
Maddeem give me an idea..
 
Level 5
Joined
Aug 8, 2012
Messages
153
Hi guys...
We finished waves in easy-normal and hard mode. But in Nightmare mode we have a problem. When Nightmare mode activated in the wave 47 there is no way to keep the base alive.

Our base like this ;

3 paralel line Wall
3 parallel line Regenarator
3 paralel line Generator
5 vertical line includes nearly 100 Tesla Tower up to the wall behind

and etc..

but there is no way on wave 47 to destroy the butcher bitches...
Maddeem give me an idea..

There is a way, your defense set up is just flawed. You should try not to have more than 1 space in your base, and also there should be a gap from the wall to the generators.
 
Level 9
Joined
Aug 26, 2010
Messages
573
Oh, I like changes, but can u make it less laggy?.. My netbook can't handle it... Also I have gotan idea - limiting maximum tier of building for each wave. Like to make ppl unable to make upg center until 10 wave, robotics - until 20 wave, smth like that. I mean that looks weir when I make a factory even before 10 wave or ionic wall and regenerator before 20-30 wave makes ur base almost invulnerable.
 
Level 3
Joined
Jun 24, 2011
Messages
57
im dont know what causes the lag, but lags hadnt been such a big problem in the previous version, now, during nights fps drop as low as 2-5 fps, that never happened before, i always had at least around 20 fps even in higher waves,
 
Level 5
Joined
Aug 8, 2012
Messages
153
Oh, I like changes, but can u make it less laggy?.. My netbook can't handle it... Also I have gotan idea - limiting maximum tier of building for each wave. Like to make ppl unable to make upg center until 10 wave, robotics - until 20 wave, smth like that. I mean that looks weir when I make a factory even before 10 wave or ionic wall and regenerator before 20-30 wave makes ur base almost invulnerable.

lol your on a netbook... Im sure its not the game. Also the limitations would ruin the fun of the game.
 
Level 9
Joined
Aug 26, 2010
Messages
573
By the way an idea - different types of Xel'Naga temple. I mean to choose randomly (or by vote, or by vote with a random variant, or by vote only on low difficulties) a type of temple every game. There can be many variants: bonus resource harvest or invulnerability for a small cluster of buildings for some period of time, or aoe full mind control...
 
Level 2
Joined
Sep 10, 2012
Messages
23
new bug discovered for 1.16a... cannot see amount of mineralz harvested...
and starting loading environment is alot slower than 1.15
and some unbuildable tiles
 
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