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MineralZ 1.55(f)


wip-png.353173



*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
Level 4
Joined
Jan 17, 2012
Messages
83
There's a difference between fission and fusion. Fission is the act of splitting of atomic nucleus releasing energy. This is how we currently gather power from nuclear power plants. While still being a lot of energy it is nothing compared to the amount of energy released from fusion. Fusion is the atomic combination that releases energy.

So it makes sense fission being a lower tier and fusion being a higher tier used in independent power generation.

The reaper turret has the very unique ability of building up damage. The more attacks this turret deals the more damage it does, with the highest tier able to reach up to +400% damage. However once this tower stops firing for more than 3 seconds, it's built up damage is reset.

Thanks for explanation,gratitude.
It would be more interesting if the accumulated damage was fixed instead of reset after 3sec after stop firing.


They're not called "fission Turrets" they're called "Fusion Turrets." I think Maddeem made a typo on the first tier.

I use them all the time, they're good for killing the mob attacking the wall at the beginning waves as the time for the next mob to move up and start attacking helps with the longevity of the wall's HP.

You see that answer ?

400% before or after the upgrade?

If fission turrets generate their own power, why do my power generators have to charge it in the middle of the night?

"highest tier able to reach up to +400% damage" can you read that, cant you ?
Even Tier 1 has that unique ability without gem focusing upgrade. Eg: Tier 1-16dmg but deal 43dmg on wave10 boss.
But then what is that Gem focusing upgrade does ? Increase attack rate or accumulated damage to higher capacity?

By the way, fissions even can work without power plant but
it will still consume energy and it will work better condition under the power plant is charging
which increase its attack rate and more steady. I think thats what maddeem means.
 

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Level 4
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Jan 17, 2012
Messages
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Nuclear power turrets will fire at almost a doubled rate if they receive outside power. Also, Gem Focusing increases the damage build up cap. So from a 200% damage bonus it can go to a 400% damage bonus. (Tbh the last tier of reaper turrets might cap at like 800% with the upgrade.)
:goblin_good_job:





Sweet. What was the jurassic park screenshot of?
The turret can accumulated damage +3/kill but only can build one.
Just a suggestion for Reaper Turret to improve as if can be the same way
as Adeption Sentry IXX of that map, so more newbies will use it for survive
instead of fission:goblin_good_job:
 
Level 4
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Jul 11, 2013
Messages
113
Lol well I failed to tease. ;d

Fine, "Fission".

I just cannot wait for the next release. I'd like to finally beat Hard after the first attempt got me crashed on Wave 50.

Anyhow, is the credit count 100? I didn't get the answer.

:goblin_good_job:





The turret can accumulated damage +3/kill but only can build one.
Just a suggestion for Reaper Turret to improve as if can be the same way
as Adeption Sentry IXX of that map, so more newbies will use it for survive
instead of fission:goblin_good_job:


If that ever happened, I'd put the Reaper Turret alone, letting it kill hundreds.
 
Level 1
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Jan 12, 2013
Messages
2
I'm not sure if this is intentional, but if you are AFK up until after the heroes spawn, you seem to get stuck with a menu with no options and can't click anything, forcing you to turn off WC3. If this is intentional as an anti-afker thing, then nevermind.

Ah, to edit in since I just tested it and didn't really clarify: by afk, I mean not picking any difficulty. And if you haven't picked a difficulty, the only thing you can do is alt + F4 out of the game since it doesn't let you do click anything, not even the menu buttons, nor typing, etc. Tested it twice in a row successfully so it doesn't seem to be a stroke of bad luck.
 
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I'm not sure if this is intentional, but if you are AFK up until after the heroes spawn, you seem to get stuck with a menu with no options and can't click anything, forcing you to turn off WC3. If this is intentional as an anti-afker thing, then nevermind.

Oh shit I didn't realize it would do that. Derp I'll fix it.
 
Level 4
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Jan 17, 2012
Messages
83
Have one bug.
If you stay afk and don't chose the lvl the game just bug can't do anything even close the WC3 only with alt + contol + del

on 29 june 2013 already report this but seem like maddeem didnt read it @_@

30 june 2013
Too bad i cant see how the boss died due to lagging caused of effect by too many tesla towers.
Perhaps creator should consider to trim the tesla effects, for instance, the lightning chain may be could change to light instead of chain every tesla tower with lightning. The tesla will not have light if didnt got link properly.

Don't build so many tesla coils; they're great at tier 5, but are expensive and suck before tier 5.

Another fix for tesla coils could be to redesign the chaining effect;
Instead of chaining until no more are found within range, only pick the towers within the attack range of the attacking tesla coil to link up directly to the attacking tower. Leaving other towers unlocked. If other unlocked towers attacks and picked a tower already chained to an attacking tower, ignore it. Give tesla coils a slight (maybe 25%) damage increase to reflect this, or make the chained damage more than just an addition of the linked towers' attack damage. Maybe make it what it is now +5% extra damage per linked tower? This would make solid blocks of towers still effective, but you can't create a map wide grid to lag-instagib zerg (and weaker players).

Remind threads which maddeem missed it.
The main issue is how to reduce laggy in game when having more than 50 of tesla and rocket turrets.
I and my friends always lag on wave 40-50 due to tesla and rockets we have built, u can refer all my Normal mode replays.
I barely to make a move to build or rebuild on a night. Thats why i always had to share my allies in case boss chasing me
before the incoming waves.>_<
Please fix this as well, i want to go hard mode @_@ smoothly.
I can't imagine if there are more than 5 players in game, may be will crash?

Another issue is about the regenerator tier1 or tier 2 having repair by higher tier like 7,
i don't know what is that about, a leak ?


It's about 120.
Every 10 waves you gain Wave#/10 credits. If you have more than Wave#*2 credits then you will receive no credits for that wave. So once you have 120 credits you stop receiving credits from wave 60 and everything below.

Then what is the point when players managed to pass nightmare / hell mode ?
Do they get anything special by beating the whole level?
 
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Level 4
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Jul 11, 2013
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113
Oh shit I didn't realize it would do that. Derp I'll fix it.

Make it so AFK'er auto-picks Normal.

It's about 120.
Every 10 waves you gain Wave#/10 credits. If you have more than Wave#*2 credits then you will receive no credits for that wave. So once you have 120 credits you stop receiving credits from wave 60 and everything below.

Yeah I know that part

1 credit for winning wave 10
2 credit for winning wave 20
3 credit for winning wave 30
4 credit for winning wave 40
5 credit for winning wave 50

No credit for winning 10 if above 20 credits
No credit for winning 20 if above 40 credits
No credit for winning 30 if above 60 credits
No credit for winning 40 if above 80 credits
No credit for winning 50 if above 100 credits


But what? There's a wave 60? Oh great. What mode is that enabled on? Hard+? Winning 6 credits?
 
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Level 4
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Jan 17, 2012
Messages
83
Yup and yup :3
Event:
The first person to beat wave 60 will get a custom miner receivable at the credit shop!

•You must post a replay
•Map version must be 1.28
•Post the in-game name you use
•Only the first person to post it will receive the miner

Deng, we've lost:ogre_rage:
 

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Level 4
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Jan 17, 2012
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So no more event ?
Sad, my switcher cant use anymore ><
cant watch his replay 1.26
Guess i will make one in 1.24e
 
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Level 4
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Jan 17, 2012
Messages
83
Red, blue - colors in replay.

Then how come the two guys ho won the event have 125(red), other one have 120(blue) credits? So red cheated? blue one is cool.

its possible if he starting to win the hard mode with 101 credits,
try to think at first before accusing people.
and yes suppose 2 winners instead of one request ^^
Mine is stuck on 103 now, if win all the way hard mode will get 121 too
 
Level 4
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Jan 17, 2012
Messages
83
me too
1+10+15+9+9+12+7+4 (1.16f) = 67
67+4+4+4+9+5+5+5 (1.28) = 103

All have saved replays
But now redo 63 > 72 ^^"

Solo Normal Mode Seikō^_^ Replay
:goblin_good_job:
2hr38mins

0eR1OEF.png
 

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Level 2
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Get 125 points
Normal 9 games (0->15->30->44->56->68->77->86->91->96)
Hard 4 games(96->107->113->119->125)

Today, I began to move towards the 125 points 0
 
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Level 4
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113
Luckily I have 101 points naturally. I was actually annoyed because I wanted 104 points, but I forgot about wave 60 existing. So now I'm happy I'm potential to reach the max.
 
Level 4
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83
My 1st time playing with Taiwanese players ^^
really fun.
Garena Group ID: 314771
win11511
mzo52003
anycalllove
Me

War3 1.26version
Mineralz 2hr35mins :goblin_good_job:
(72) > (81)

Luckily I have 101 points naturally.
I was actually annoyed because I wanted 104 points, but I forgot about wave 60 existing.
So now I'm happy I'm potential to reach the max.

Do you mind to post atleast one replay on Normal Mode?
 

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Level 2
Joined
Oct 9, 2012
Messages
13
My 1st time playing with Taiwanese players ^^
really fun.
Garena Group ID: 314771
win11511
mzo52003
anycalllove
Me

War3 1.26version
Mineralz 2hr35mins :goblin_good_job:
(72) > (81)



Do you mind to post atleast one replay on Normal Mode?

Very happy to play with you

I also got a lot of new experiences
 
Level 4
Joined
Jan 17, 2012
Messages
83
Spoiler: I'm so bad, a way to kill wave50 boss very quickly.

Normal Mode

2hr12mins

<<< >>> <<< >>> <<< >>> DEAD:goblin_jawdrop:
Don't tell anyone about this ^.~

2nd replay: Break my normal mode solo record 2hr09mins ^^ previous solo normal is 2hr16mins
 

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Level 2
Joined
Jul 15, 2013
Messages
17
Get 125 points
Normal 9 games (0->15->30->44->56->68->77->86->91->96)
Hard 4 games(96->107->113->119->125)

Today, I began to move towards the 125 points 0

1+2+3+4+5 15 15
1+2+3+4+5 15 30 (Today's Progress)
0+2+3+4+5 14 44
0+0+3+4+5 12 56
0+0+3+4+5 12 68
0+0+0+4+5 9 77
0+0+0+4+5 9 86
0+0+0+0+5 5 91
0+0+0+0+5 5 96
0+0+0+0+5+6 11 107
0+0+0+0+0+6 6 113
0+0+0+0+0+6 6 119
0+0+0+0+0+6 6 125


Today, the accumulated 30 points
 
Level 4
Joined
Jul 11, 2013
Messages
113
My 1st time playing with Taiwanese players ^^
really fun.
Garena Group ID: 314771
win11511
mzo52003
anycalllove
Me

War3 1.26version
Mineralz 2hr35mins :goblin_good_job:
(72) > (81)



Do you mind to post atleast one replay on Normal Mode?

I never got into the habit of saving them lol
 
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