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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 4
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Jul 11, 2013
Messages
113
1.4 alpha feedback log

//////Bugs//////

---Reaper and Magnetic Tower do not increase range when leveling up. Unsure about Regenerator and Mind Control.
---Waygate still teleports when sold, especially with Zerg in reverse
---Factories potential Griefing
---Make it so buildings don't tilt.. trololo (edge of map)
---Turret Base building time is not reduced by building / upgrade credit perk boost.
---Turret Base generates 400(?) light, unsure if this should happen.


//////Suggested Changes//////

---Golem to be updated for secret.
---Golem attack speed changed from 2 seconds to 1, or attack power increased to actually make him useful in base defense combat for burrowers.
---Golem Hit Points changed from 1,000 to 3,000. He will eventually die from later waves.
---Golem Armor changed from 0 to 10. (Providing 37% damage reduction)
---Golem be healed by Regenerators.

---Mining Robots able to mine rubble.
---Nerf Zerg God Kabraxis(jk).
---Review with lower level mineral mining speed. Upper levels seem fine, low level seems too punishing.
-------Possibly longer probation period?
-------50/100 of each Mineral to start with?
-------Credit Perk to receive 'Mineral Package'?
---Zerg to be slowed down to 350-400 speed, nights given 5-10 seconds longer to compensate for first 3 nights.
---New house model, perhaps a Tent (we're miners! :3)
---Diplomacy (Credit Perk) be purchasable with Minerals. Possibly a helpful learning curve for new players.
---Enforce Temple area to not be clustered with too many crystals, blocking off the Zel'Naga Orb.
---A Garrisonable building.
---C:\MineralZ save location to be remade. This was incredibly helpful and NEEDS to come back.
---Credit Shops to generate 100 light (just to be sold in case left behind on accident and destroyed)
---Sunshaft to be added at center for extra effect, (the sunlight shining through into the Temple).
---Some flying spirits / ghosts randomly appearing in fog of war, adding dramatic effect of the temple.
---Mineral Cloning (to be discussed further)
---New Towers (to be discussed further)
---Humorous Loading Bar to come back. "Attempting to divide by Zero" "Teaching Kittens how to Swim" "Assuming Direct Control" "The Cake is a Lie" "It's all Ogre now" etc.
---Regenerator to be given Armor (currently 0)
---Generator to be given Armor (currently 0)
---Research times slightly increased on Credit Perks and Mineral Cargo / Speed upgrades to give enough time to be cancelled if accidentally purchased. (3 seconds?)
---Craftable items
-------Crystal armor for miners to provide more armor and health to survive.
-------More Pickaxe upgrades.
-------Boots of Speed.
-------Higher Cargo.
-------Faster Building.
-------(Above could be inferior to credit upgrades, not stackable, just a thought)
---Regenerative Remedy sound effect (when mining) to be lowered or removed entirely. (Keep purple effect of course)
---Mining sound effect to be lowered in volume slightly.
---Syonic Reaper Turret to return.
---Tesla Towers to remain vanilla (chaining).
---Custom mouse pointer be corrected in click positioning. (should be top left of crystal on the point)


//////Complements//////

---New lighting (from lamp) looks brilliant, Mineral color no longer obscured.
---Overall performance much cleaner, less rendering offscreen objects seems successful
---Mushies give a much more alien feel to environment.
---New block models complement environment nicely.
---Great new opening cinematic, though colors to Miners to be added.. perhaps different Zerg (Hydralisk) to show during cinematic for extra dramatic effect. (The Zerglings are too cute though, must keep).
---Turning Flame Turrets? By the Naaru that's sexy..


AWESOME first test, I can't wait for the next.
 
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Progress has stalled in order to hunt down a rather annoying bug; nothing is running JASS-wise. It seems like the thread for main() crashes before the first line of code in main(), which creates very odd effects, like the camera being limited to only be centered on (0,0). Other than that the terrain is coming along nicely and hashing out zerg waves are fun.
Edit: Isn't Kabraxis a Diablo II, or Dr. Who reference?
 
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Level 1
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Feb 11, 2011
Messages
8
umm we maybe found a bug.. none of us could repair my (red) Refined steel wall (i think tier 7 or so) during boss round 1 with our miners
 
Level 2
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Feb 27, 2014
Messages
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hey guys,
Sorry but I am not really following this thread anymore :<
But i hope to see a new version soon, would be really awesome!

Approximate release date maybe? :D:D
I will be grateful if you can send me this information.

Cheers
 
Level 4
Joined
Jul 11, 2013
Messages
113
hey guys,
Sorry but I am not really following this thread anymore :<
But i hope to see a new version soon, would be really awesome!

Approximate release date maybe? :D:D
I will be grateful if you can send me this information.

Cheers


Yeeeeeeeeeah no. No... No no no no no.

There is no 'Approximate release date', Maddeem would have to be paid to make an official release date made in the future where he can use assets to make sure the project's completed and pushed to the public by said time. ';f

It's a one-man project, and it's not been updated for almost a year.. it's just been recently picked up for fun reasons and is a project he works on in his own time for free. He has a life.. he doesn't spend it ALL THE TIME on the computer.

P.S. your loss for not following when things have just been picked up again. ':x

"There's no ETA on patches, fixes or updates, they're done when they're done." -SF (Myself) 2010


Maddeem will post his update while I am still trying to fix a bug that I've never even heard of before.

At your own pace, Mr Woof. :x

I can´t wait to play 1.4 :/

I can assure you it'll feel fresh. ;p
 
Level 4
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Jul 11, 2013
Messages
113
Another bug to add to the list.

If people leave the game, the number of bosses that spawn at wave 10 does not reduce.

Also Kabraxis burrowing needs some fine tuning to stop him from burrowing under the other Kabraxis that's in front of him 'blocking the way'.


ALSO I FINALLY FOUND WHAT CRASHES THE MAP

It's upgrading walls, unsure as to why.. I cannot figure out the trigger specifically, but I know it's upgrading walls, around the gold wall. It's possibly when attacked, or during day / night transition.
 
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Level 4
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Jul 11, 2013
Messages
113
Hbbbt, damn it.. it's been over a month since I've been able to make contact with Maddeem.. I guess it's been dropped again.

Mr Woof? Anything new to share? :'c
 
Level 1
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Jul 15, 2015
Messages
5
Hey anybody still playing mineralz 1.3 here me and 3 online friends always play nightmare mode when possible from 11:00am GMT+3 to 8:00pm GMT+3 Im hosting via Ent gaming everyday and everynight and everymorning join us when you can i've been playing this map everyday 5 mos now.
 
Level 4
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Messages
113
Double post.

With all due respect, I honestly don't care, nor see it as a rule. My post is near a month apart, and editing my old one is in my opinion, pointless. I won't discuss this further. Back off.

I'll get back on this after this week is over since this week is my work's big annual meeting (entire company from all around the world go there). It takes time when a new person takes over a project (any project really).

Good luck and take your time, It's Maddeem specifically I want back as I want to get some things finished with him.

Will alpha test your maps no problem, PM at anytime.
 
Oh yea! I personally can't wait to alpha test this as well.
Edit:
Working on this everyday after work now keeps a good development rhythm, also about five seconds into the game it crashes War3 lol. Probably placing something off of the map. No big deal, not like the first problem. I wanted to post to share an idea about Generators and Regenerators.
Instead of the split-beam AoE chaos that requires spamming those buildings, what do you guys think about making them affect the whole area at once, and not stack. This should remove a fair bit of late-game lag, as well as simplify the makeup of your bases. I'll play with the numbers, but it should end up being just as effective (for price/time/difficulty). Let me know what you think. Should also reduce lightning effect clutter ^..^
 
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Level 4
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Jul 11, 2013
Messages
113
Oh yea! I personally can't wait to alpha test this as well.
Edit:
Working on this everyday after work now keeps a good development rhythm, also about five seconds into the game it crashes War3 lol. Probably placing something off of the map. No big deal, not like the first problem. I wanted to post to share an idea about Generators and Regenerators.
Instead of the split-beam AoE chaos that requires spamming those buildings, what do you guys think about making them affect the whole area at once, and not stack. This should remove a fair bit of late-game lag, as well as simplify the makeup of your bases. I'll play with the numbers, but it should end up being just as effective (for price/time/difficulty). Let me know what you think. Should also reduce lightning effect clutter ^..^

Believe it or not but final tier Generators can power at least 8-10 buildings alone. Even if they deplete to zero, the one next to it will do the job more than long enough until the wave ends.

The animation where it's a line is okay, remember when it used to be a red bolt of lightning? (Touch of Death) that was bad.

I do have a good idea though. Change all buildings that have animations and make them into ones that have none.

Mind Control Towers and Reapers should be okay. Flame Turrets not so much.. and Anti Air Turrets DEFINITELY need a different model.. or be able to stop spinning around all the time and instead stay idle in position, like the Flame Turrets do in 1.4 Alpha.

It's all those animations I believe that make clients lag through the ground, and possibly the lighting.

P.S. will you put a rendering range in?
 
There will be range indication. I doubt the animation lags (versus just making them static). I think most of the lag comes from the JASS side for calculating buildings to affect. Just because a single generator can power 8 buildings, having 8 generators powering 8 buildings is still better. I think it's more noticeable with regenerators. I'm also thinking of making the area affected square.
 
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Jul 23, 2015
Messages
1
Hello everybody.

I play the map since its out, I love it - and I've played it also in starcraft II - have beaten nightmare in SC II - no problem.


I have beaten, easy, normal, and hard in warcraft 3

but some things are just retarded.

First:
In nightmare the air lvls are incredible hardcore.
I have placed 6x6 turrets behind the walls, and then tower,heal,heal,generator, and in the mid mind control trowers.

YOU CANT win late air lvls without enough mind control towers.

THe reason is, the anti air towers are so fucking weak and useless - there shot animation is definitly TO SLOW and the zerg air attack animation is faster than AA is.

Second: The queen is a little buggy/OP.
I have build in top left corner, I have build 25 walls (all 25 are barries) - the queen flys over my walls and destroy my base -----> bye bye nightmare victory.

Third: placed 10 walls, I guess - and the fucking queen is coming from behind and fucks my base lol.
(u can upgrade the lamp, to detect enemies - well the queen flews directly to my walls.
shortly before shes there she fly higher/top - go around my base and attacks me from behind....
-----------------------------------------------------------------------------------

Offers:
Improve AA-towers, or give them a faster attack animation.
----
The reaper tower is 2 strong, nerf him.
----
Tesla tower is useless - repick tesla tower and create a flame turret like in SC II MineralZ
----
(Why is the tesla-tower useless)?
Yeah, well a good question.
You build 5-10 tesla towers[LVL 1], the dmg output is like from a 1x reaper tower without any upgrades.
Calculated from 0 armor.
----
* Nerf Mega Mutalisk air lvl (its 37 I guess) at nightmare there come 40 or 70 I guess, 2 op.
reduce the time of the income from mineral factorys at 30 or 45, or increase build lvl to 5
----
-------------------------------------------------------------------------------------

New ideas:
You know the obs. obelisk(Ancient tower) tower from SC II in MineralZ ?
He has global range and is a ultimate tower with anti zerg impulse global range dmg.
-----
reduce the particle effects from some buildings, like the mainhouse, lamp, factorys, LAST upgraded wall, called lapz I guess, forgot... name sorry!
or - replace some buildings to reduce the particle effets.
-----


Well I would be happy if I can be one of the beta testers : P
I have time, know how to play - and im everyday online or via phone : D

I have replays from SOLO beating easy,normal, and hard mode.
.

Well I play also fortress alpha survival and this and MineralZ map are AWESOME.

Kepp the modding and dont get mad, cuz something dont work yet.


If someone want to play, write me a PM. for Skype, ingame name!)

Well thanks for the game and listening, my english isnt the best... sorry :/

Greets,
Inya.
 
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Dec 27, 2013
Messages
4
I hope this is still getting updated. I just played that map with some friends and it was really fun to play. Hopefully there's some late-game content because in version 1.3 it's basically done after you buy the Bioengineering Bay or whatever it's called which was bugged anyway because we couldn't build it.
 
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Messages
113
Just touching in, I'm still around..

P.S. Mr Woof that idea of making more generators is silly, unless you make them 1x1 size.

One powers so many buildings at once because.. well, you UPGRADED it.. to it's maximum level no less.

Honestly, bases get too full as it is.. maybe towers should be made 1x1 instead of 2x2 as well.

Of course it is. Maddeem is working on his 1.4 version and I'm still working on 2.0.

I don't think so.. he's gone again.
 
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