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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
1.27

Sup maddeem, it's been ages since I last posted here. Have you implemented any of my unit suggestions? Like the Broodlord, Viper with Blinding Cloud, unit that infests buildings with parasites that do damage over time then spawn out when the building is destroyed, or the unit that throws minions into your base like an Infestor does with Infested Terrans? Also, I keep telling you that you should put in the Sensor Towers that display the floating text exclamation mark, since it shows even over fog.
I haven't added any new zerg units per say, but next update I will add new units. (1.3 if 1.27+ updates don't come)
Sentry towers now display ! at the ping point, since the last time you've played.

Also new version guys, hope yall enjoy :)
 
How about a tower that slows down enemy units then? Like the psi disruptor.

Ya, a slowing tower is going to be added in 1.3 along with a warp tower. If you're wondering what a warp tower does, it "warps a zerg right before it dies to another dimension."
This will prevent units like boomers from exploding.

Both towers are going to do AOE pulses, once a second.
However, I am debating on whether or not to combine the towers. Like an upgrade for the slow tower would give it the added ability of the warp tower.
 

Pio

Pio

Level 2
Joined
Dec 15, 2011
Messages
5
- Hmm, version 1.27.
Why repair not repair the wall?
Is it the bug? @@"
When I upg wall, rp has to fix it. ( in contrast to previous ver )

Google Trans, sorry for my bad english :(.
 
- Hmm, version 1.27.
Why repair not repair the wall?
Is it the bug? @@"
When I upg wall, rp has to fix it. ( in contrast to previous ver )

Google Trans, sorry for my bad english :(.

I don't understand what you're trying to say D:
But let me take a guess. Using regenerators oh god wait a second...
Do regenerators not work?
WHAT HAVE I DONE
Oh gawd :( fail mad is fail

HOTFIX 1.27b HERE WE GO t.t

1. Confusion
a. Wtf is this guy saying?
b. Gunna ignore it.

2. Realization
a. Remembered testing and wall wasn't healing
b. Regens are bugged?

3. Oh fuck
a. NOW YA FUCKED UP MAD
b. YOU HAVE FUCKED UP NOW
 
Last edited:
Level 2
Joined
May 21, 2009
Messages
34
i just dont get it :( we die on the same monsters evry godadamned time :X the GODAMNED ALIENES fuck the what ... what are those f..... ninjas ? they jump over the rock's like oo we are aliens we dont give a fuck just gona kill u all xaxa . .. -_^ ? and to survive douse u have to Surround Yourself With walls big time ? so if u dont take theare djudjitsu flying moves please make them more late wave ? i dnk know is this the right way of playng the game but evryone have a prioritet like i'm the wall billder the others fr are towers and stuf ... the poit is that i can't make the hole base Surround for this shorte time pls make them lategame wave or take the jump abilyti away . . .


- how about sonar tower with hologram displaying the type of zerg that atack next . . .
- some machinegun tower ? Flamethrower tower ? another air tower ? siege tower that can move ? mine throwing tower ?> laser tower ?
- maby THE HOLy NUKE TOWER that can kill enemy Queen-spawning enemis ? they are more than one i gess , maby make them detecteble for lamp upgreid :D or something
- some big rock's that can't be destroed or jumpt ? like really BIG ONE's :) so we can use them for stand point ? maby huge ones on top of which u can build and for that u gona need a flying bilder i gess u can make it like a credit skin or something ?
- reclame rock ? when u put it somewhere near the rock's reclame them and start useing them as a wall ? F..... gona love that one :p
-very expensive undergrounde sonda that can bring cristals to u ? maby like 1000 from evrything for that one to bring 1 cristal :D
- bilde a magnetic ground that stops enemy down if they are more than 10 on top ? can bild it only near something and u have limit on it ? -_^
- i would love a mermaid and couple of a fried patatos with bear to . . . :D
 
Last edited:
Level 7
Joined
Nov 18, 2012
Messages
312

1. Confusion
a. Wtf is this guy saying?
b. Gunna ignore it.

2. Realization
a. Remembered testing and wall wasn't healing
b. Regens are bugged?

3. Oh fuck
a. NOW YA FUCKED UP MAD
b. YOU HAVE FUCKED UP NOW
I love watching these cute little thoughts.
I love updates. lol.

Looks like Holy_xXx and Sheep100 are deeply benefited with 10 gold in game ;o
 
i just dont get it :( we die on the same monsters evry godadamned time :X the @#!*% ALIENES @#!*% the what ... what are those f..... ninjas ? they jump over the rock's like oo we are aliens we dont give a @#!*% just gona kill u all xaxa . .. -_^ ? and to survive douse u have to Surround Yourself With walls big time ? so if u dont take theare djudjitsu flying moves please make them more late wave ? i dnk know is this the right way of playng the game but evryone have a prioritet like i'm the wall billder the others fr are towers and stuf ... the poit is that i can't make the hole base Surround for this shorte time pls make them lategame wave or take the jump abilyti away . . .


- how about sonar tower with hologram displaying the type of zerg that atack next . . .
- some machinegun tower ? Flamethrower tower ? another air tower ? siege tower that can move ? mine throwing tower ?> laser tower ?
- maby THE HOLy NUKE TOWER that can kill enemy Queen-spawning enemis ? they are more than one i gess , maby make them detecteble for lamp upgreid :D or something
- some big rock's that can't be destroed or jumpt ? like really BIG ONE's :) so we can use them for stand point ? maby huge ones on top of which u can build and for that u gona need a flying bilder i gess u can make it like a credit skin or something ?
- reclame rock ? when u put it somewhere near the rock's reclame them and start useing them as a wall ? F..... gona love that one :p
-very expensive undergrounde sonda that can bring cristals to u ? maby like 1000 from evrything for that one to bring 1 cristal :D
- bilde a magnetic ground that stops enemy down if they are more than 10 on top ? can bild it only near something and u have limit on it ? -_^
- i would love a mermaid and couple of a fried patatos with bear to . . . :D

Can't tell if trolling or serious.
 
Level 2
Joined
Jun 14, 2013
Messages
15
Man.
I tryed to play hard on 1.26 ...
The only way possible to do it was lvl 10 boss holding him and take all upgrades possibles and start build base...

I din't play this new version 1.27b but if still the same the monsters and with this "Made bosses damage increase over time" there is no possible win Hard.


Day less time on hard
Wave 7 a strategic wave ends real fast, end of creeps = end of it.
Monsters Strongers
Monsters More life
Less time to research upgrades...

I realy wanted more time in beggin to search for base - 14 seconds is to little. (I know you said to use the first day time to this but if lost any time of this beggin is a almost sure lost game)

We were in 3 - 1 might and 2 slayers, and losted on air lvl more them 22...
I gonna retry if they still wanna play.
 
Man.
I tryed to play hard on 1.26 ...
The only way possible to do it was lvl 10 boss holding him and take all upgrades possibles and start build base...

I din't play this new version 1.27b but if still the same the monsters and with this "Made bosses damage increase over time" there is no possible win Hard.


Day less time on hard
Wave 7 a strategic wave ends real fast, end of creeps = end of it.
Monsters Strongers
Monsters More life
Less time to research upgrades...

I realy wanted more time in beggin to search for base - 14 seconds is to little. (I know you said to use the first day time to this but if lost any time of this beggin is a almost sure lost game)

We were in 3 - 1 might and 2 slayers, and losted on air lvl more them 22...
I gonna retry if they still wanna play.

The key to all these new updates are the walls. Invest in a high tier wall and you will survive much longer. So far I've gotten to like wave 27 on hard. We only lost because we didn't have enough anti-air turrets.
 
Level 7
Joined
Nov 18, 2012
Messages
312

I heard you like hotfixes, so I did a hotfix of a hotfix so I can hotfix while hotfixing.


I heard you like trolling, but I love to troll trolls. So here I am a troll trolling troll trolling trolling troll.



I couldn't stop laughing how WatsoN phrased his situation. lolololol
------------------------------------------------------------------------------------------
I tried hell alone, and it's impossible to even pass wave 1...

Edit again:
So I didn't play for quite some time, now that I've solo-ed hard for once, I died at wave 16 unknowningly lol.
I think the wave is explosive pudge, the mini creep entered my base and destroyed everything...
 
Last edited:
Level 4
Joined
May 7, 2011
Messages
96
I found a bug

You can't upgrade stuff that requires Laboratory (tier3) when you're on upgrade page 2.
 

Pio

Pio

Level 2
Joined
Dec 15, 2011
Messages
5
- In 1,27c ver at the begining,the repair factory working smoothly.But at mid game when there are many towers and generators,i notice that repair factory doesn't work although it still connected with turret or generator and tower. ( Wave multa ~night 22/51 )
 
Level 2
Joined
Jun 14, 2013
Messages
15
If it was hard enough...

- Can't build 2 houses for upgrade.

- If you are in the "other page" of a house you lost the upgrade acess in the other page wile that too, like if you last tier of house and change page you can't upgrade regeneratos and stuff need to turn page to main so can upgrade, works with robotics too...

What i mean:


If you build a House [Tier 1]
Upgrade to ugprade Center [Tier 2](5022)
Upgrade to Laboratory [Tier 3] (15151515)

You can't do a other Upgrade Cetner [Tier 2] just can't need to stay with only 1 house doing all upgrades...

You can have only 1 house with ugrade and all other House's [tier 1]
 
Level 8
Joined
Oct 12, 2011
Messages
483
The context you used that in was a bit off... It would have been more appropriate to say something like "I'm always told that those bugs are features" as from the way it was worded, it sounded like you had actually hoped that it was intended that you could not upgrade.
 
Level 7
Joined
Nov 18, 2012
Messages
312
Here's what I've experienced after solo-ing a few rounds on [Hard].
I'm in the temple on Bot left. It has limited spaces, occupied with 6 gems.
I'm pretty fast on my research, slacked a little on gem[qwer] upgrades.
Had [Tier 3] Laboratory and [Tier 6] wall on third night.
Was constantly upgrading wall and doesn't build any regenerator or energy provider.
Not quite clear but I definitely had upgraded [Tier 9] Ionic wall when the first boss came.
wave 7, 8, 9 All the way I'm harvesting+upgrading ruby.
wave 9 I've build 2 Thermal Turret and upgraded both to Tier 7.
wave 10 First boss was close to destroying [Tier 9] Ionic wall and then it died.
wave 11, 12, 13 was too easy, even easier than 7, 8, 9
wave 13 zerg has 350 hp 20+ attk with 11 bonus attk (If i remember correctly)
wave 14 zombie has 90+ attk... but was no kick for [Tier 9] wall.
wave 15, 16 are explosive pudge, quite interesting but it doesn't affect Temple blocks.
Wave 20 Boss. IIRC 36500 hp, 200+ attk with 100+ bonus attk.
It pushes [Tier 10] Syonic wall Immediately... I didn't have regens or too many turrets, but I believe it's too tank and for turrets to down it in time, it even kills repair bots.
I think you should nerf the boss 2 a little eh? The increase of difficulty from wave 11-19 to wave 20 is too huge.
I'll try to solo it again, but I think it deserves to be a wave 30 mob instead.


you may consider fixing:
1. Xel'Naga Orb
It can be attacked by ranged mobs and once it's gone it's gone forever.
Make it impossible to be destroyed. et cetera. invulnerability.
--------------------------------------------------------------------------------
2. House > Upgrade Center > Laboratory > Engineering Center
When you go to next page, you can't upgrade walls. Maybe not just walls but other upgrades as well.
--------------------------------------------------------------------------------
3. [Tier 9] Ionic wall TANKIER THAN [Tier 10] Syonic wall
[Tier 9]Ionic wall has 7.5k hp, 40 armor, it's own regen.
(that's probably why we can get through wave 10)
[Tier 10]Syonic wall has 10k hp, 60 armor, BUT doesn't have regen.
Add the same regen from Tier 9 to 10, or removing the regen in [Tier 9] wall.
I think it's better to keep the regen because it's quite essential for wave 10.
--------------------------------------------------------------------------------
4. Organic Alloys(Engineering Center Upgrade) doesn't even function.
I don't know about [Tier 6/7/8] walls but no one would be using those when they're at Organic Alloys upgrade.
It takes 300 sapphire gems and 300 ruby gems. And it even doesn't give bonus regen.

Edited 20+ times just to make it neat for you to read ;o
 
Last edited:
Level 1
Joined
Jan 12, 2012
Messages
6
Healing Generators

Are you able to change the static #-#-#-# healing to constant normal regeneration-like effect or is that a mechanic that just cant be pushed with the Wc3 engine? The static healing from the healing generators doesn't even update/heal every second, its like every 3 seconds. This could probably be improved anyways but I would just work on just implementing a new system of constantly and consistently healing (1..2..3..4..5..6..7)

Power Generators

Also, is there an amount of energy you need before the generators start healing because i had a level 2 power generator powering a level 2 healing generator, and it could barely get the healing generator to 2...3...4 energy and it wasn't even healing my wall. The only thing i had was a lamp with the energy conservation upgrade, (forgot what it was called) one level 2 healing generator, and later a level 3 and 4 power generator still having this problem

When i got to the last level of the power generator from a tier 2 house (around tier 5-6 generator) it worked fine powering two level 4 healing generators

The healing is pretty weak anyways, it takes days to heal a wall to full hp, it just cant keep up with the dps of the monsters even though only one monster could attack at a time during my game. At any one point in my game this was happening.

Changes

The base move speed of the peasant/survivor needs to be a little higher because its just RNG whether or not you get a place where its really nice with minerals all around but the minerals are far away from your wall and its extremely annoying to walk back and forth which is mostly at the beginning of the game, the most critical area.

Severely lessen research time, this is opposite with what you need to do with this concept. It just turns into a waiting game where at around day 5 you have a stock of 20 green and you are upgrading things costing 2-3-4 and you have to wait MINUTES just to use up 20 green, its ridiculous. Same goes for every single thing in this game also, its just a waiting game and it doesn't take long to actually get the last tier wall. Then you die at the wave 20 boss easily. Major flaws are created when you change the original (sc2) concept of: getting enough material then finally upgrading and the research takes seconds. this is balanced because you spent your time mining. What this game does is it takes your mining time and your research time separately MINUTES to progress/complete. Reduce the amount of time it takes to do one of these things (preferably research time) please and make it so later tier structures cost more and are more effective

What I Think

Multiple structures in this map have bugs and mechanical failures (As i'v said it could be Wc3). With the amount of bugs i actually foresaw the organic alloy not working, and it didn't. I needed it badly :goblin_cry:

I'v made a couple itty bitty maps/projects myself and whenever i make something i dont think i could ever progress until i actually feel it working properly and smoothly.


This is a wonderful map and it really pushes the Wc3 engine as it is a backwards remake from a game 7+ years older than Wc3. (July 1st 2003-July 23rd 2010)
 
healing generators

are you able to change the static #-#-#-# healing to constant normal regeneration-like effect or is that a mechanic that just cant be pushed with the wc3 engine? The static healing from the healing generators doesn't even update/heal every second, its like every 3 seconds. This could probably be improved anyways but i would just work on just implementing a new system of constantly and consistently healing (1..2..3..4..5..6..7)
regenerators will only heal if they are given enough power. If you see that your regenerator is not healing every second, than it is not getting enough power. Higher tier regenerators require more power per second to give a steady flow of healing.

power generators

also, is there an amount of energy you need before the generators start healing because i had a level 2 power generator powering a level 2 healing generator, and it could barely get the healing generator to 2...3...4 energy and it wasn't even healing my wall. The only thing i had was a lamp with the energy conservation upgrade, (forgot what it was called) one level 2 healing generator, and later a level 3 and 4 power generator still having this problem

when i got to the last level of the power generator from a tier 2 house (around tier 5-6 generator) it worked fine powering two level 4 healing generators
see, enough power means constant healing.
the healing is pretty weak anyways, it takes days to heal a wall to full hp, it just cant keep up with the dps of the monsters even though only one monster could attack at a time during my game. At any one point in my game this was happening.
i will not be making regenerators heal more, i will only be adding higher tier regens.
changes

the base move speed of the peasant/survivor needs to be a little higher because its just rng whether or not you get a place where its really nice with minerals all around but the minerals are far away from your wall and its extremely annoying to walk back and forth which is mostly at the beginning of the game, the most critical area.
i realize you are slow, but not slow enough to be game breaking. Chosing a good base is vital. If you have a base with a good supply of minerals but a choke 30 seconds away from mining, this obviously isn't a good base.
Fyi you can get speed boost in the credit shop.

severely lessen research time, this is opposite with what you need to do with this concept. It just turns into a waiting game where at around day 5 you have a stock of 20 green and you are upgrading things costing 2-3-4 and you have to wait minutes just to use up 20 green, its ridiculous. Same goes for every single thing in this game also, its just a waiting game and it doesn't take long to actually get the last tier wall. Then you die at the wave 20 boss easily. Major flaws are created when you change the original (sc2) concept of: Getting enough material then finally upgrading and the research takes seconds. This is balanced because you spent your time mining. What this game does is it takes your mining time and your research time separately minutes to progress/complete. Reduce the amount of time it takes to do one of these things (preferably research time) please and make it so later tier structures cost more and are more effective

what i think

multiple structures in this map have bugs and mechanical failures (as i'v said it could be wc3). With the amount of bugs i actually foresaw the organic alloy not working, and it didn't. I needed it badly :goblin_cry:
the only mechanic that is broken in this version is the organic alloy, which i just fixed btw (fix will be in the next vers)
i'v made a couple itty bitty maps/projects myself and whenever i make something i dont think i could ever progress until i actually feel it working properly and smoothly.
thank you for your opinion, however i feel mineralz gameplay is fine at the moment. I do plan to make upgrade speed instant and increase the cost scaling of upgrades significantly higher.

this is a wonderful map and it really pushes the wc3 engine as it is a backwards remake from a game 7+ years older than wc3. (july 1st 2003-july 23rd 2010)
i remodeled this game after the starcraft ii version of mineralz, i do not know of this other game you speak of.
is the syonic tier a cheap ripoff of sc2's psionic units?
yes
Organic Alloy does not work at all right now, including on the Tier 9 wall.
Once I get the concept of the slowing tower done I will release 1.30 with the mineral upgrades changed, until then I will release a not so important hotfix 1.27e
Organic Alloy is important but not game breaking without it. If you feel otherwise feel free to download 1.27e
 

Deleted member 219079

D

Deleted member 219079

Boomers are gay hate this game because of them.
 

Deleted member 219079

D

Deleted member 219079

I'm sorry you feel this way, but there are strategies to fight boomers. One is to build 2-3 walls in front of your main wall so the boomers explode on those, preventing them from destroying your vital walls.

No problem, this just isn't my type of game :/ I don't like sudden endings. First wave of boomers I survived, then on 2nd they steam rolled me. I can try that after my anger to this game has gone lol.
 
You should at least call it the Psionic Tier then, as syonic means absolutely nothing.

I live in a land of make believe, my friend. Syonic was coined after Psionic without me actually linking the two together. All I wanted to do was create a leap between Ionic, and Chromatic (That'll be the next tier). Now all the adjectives I use as upgrade tiers are pretty much all used without regard to their definitions, but the way they sound when you pronounce them. True using Psionic would have been the better choice, but I honestly didn't link that together in my mind. Also I'd like there to be a difference between Psi and Sy. Because I definitely plan on adding zerg with psionic abilities.
 
It's technobabble anyways.

Bug

: MY friend on a Mac can't play the map.

I've addressed this like several hundred times. Custom icons make most maps unplayable by mac users. Yes I have released mac versions. No I will not be releasing more mac versions. Why? Get a real computer please. I really dislike macs, and I honestly don't have the time to add mac versions.
 
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