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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 2
Joined
Jul 15, 2013
Messages
17
Quick question guys:
Would you mind/care if I made it so regenerators/generators could only target 1 unit at a time?

This would be smaller building space
Unless there is more advanced walls and turrets,

Played before "POWER TD" is used in the manner specified,target 8 unit at a time
GOOGLE translation, I do not know grammar right
 
Level 1
Joined
Sep 21, 2013
Messages
5
Hello
To Zeatherann: about that bug, it 100% exists or I dont know how is possible that friend can build base with about 100 maxed tesla coils and only 3 droids, while I got 6 droids and about 30 maxed tesla coils. Trust me, that´s true and it is my real friend. ;-)
To Maddeem: great thing doing waves quicker :) and please please do something with performance. If there are a lot of tesla coils, etc., game is impossible to finish cos it is always quitting with some error in levels above 55... and I dont like building a base without big Tesla core :D :-/
Looking forward to 1.3, good luck with that :)
 
What bug hehe?

If Maddeem wasn't lazy, we'd have less performance issues ^..^. Anyways, the biggest bug is the custom icons in the game. Maddeem needs to properly set up every blp resource he imports correctly to allow Mac clients the ability to actually play the map.

Slight UI Annoyance: Make the in-game minimap black or something other than the current Mineralz logo. That works great for previews, but not so much for income use. Infection uses a pure white minimap so that visibility works correctly on the minimap (If it was black, you couldn't tell what you explored, or what you currently have sight of). This also lowers file size because the in-game minimap would only take 1kb or something, versus the current 192kb.
 
Slight UI Annoyance: Make the in-game minimap black or something other than the current Mineralz logo. That works great for previews, but not so much for income use. Infection uses a pure white minimap so that visibility works correctly on the minimap (If it was black, you couldn't tell what you explored, or what you currently have sight of). This also lowers file size because the in-game minimap would only take 1kb or something, versus the current 192kb.

Already did that. However you can use the minimap as the preview image, and customize the minimap through importing. So I only ever had one file for both the minimap and the preview. And plus the current version has a grey minimap lol
 
Level 4
Joined
Jun 16, 2013
Messages
107
What does the BioEngereering bay do ?
And could you nerf wave 30's boss as the has incredibly fast health regeneration and the can create strong mirror images of himself , I think the should be weaker.
Can you save credits in single player and if you spend your credits is it gone forever or do you get it back + what you earned when you save?
Can you use a save more than once?
Lastly you should add a link to the forms on the map preview.
 
Level 1
Joined
Nov 2, 2013
Messages
4
There are some bugs in Tesla towers. I've already built about 40 Teslas but only 3 were working....
And another small bug is that the display of collection speed about diamond on level 17 is wrong.It displays level 175 but not level 17.
 
Level 1
Joined
Nov 14, 2013
Messages
1
Hello! i've started playing this map from 1.28 version.
I really like it so far so keep it up!
Got few suggestions...
First of all - i really like this "power" conception where you need a generator to power other buildings.
@DO NOT CONSIDER THIS AS advertising@
Also i am a big fan of "Power Towers" (td map in wc3 http://www.wc3c.net/showthread.php?t=96536 which is not really being updated, because developer moved to sc2 engine), latest version is 1.3 as far as i know. This map has very interesting power management conception (different generator types, transmitters, etc) which i used to enjoy alot and still do.
No idea how hard it will be but still - my suggestion is to improve/upgrade current "power" generation/transmision/consumption system in MINERALZ into more deeper one (similar to PowerTowers). Examples:
Generation - generator has to (or can - as option?) be build on certain spot (or even on top of mineral as a fuel source??) thus there could be 4 different types of "power" generated by generator depending on mineral type;
Consumption - taking into account (described above) different "power" types could change offencive pressure of powered towers (damage bonus,attack type, different abilities?);
Transmision - if generator can be build only in certain spot (on top of mineral) then transmission tower (upgradeable range/transmition rate/number of simultaneous transmitions) will be needed to pass that energy to further buildings/objects;
Thats just my small desire.
btw i really enjoyed that tesla chaining ability that was in 1.28 and which you removed at 1.3 (very similar to "power transfer" conception which i suggested here). wish you would bring it back.
Did not want to offend anyone with this suggestion. Just think its a cool way to upgrade gameplay. Cheers!
 
Level 2
Joined
Jul 15, 2013
Messages
17
Hello! i've started playing this map from 1.28 version.
I really like it so far so keep it up!
Got few suggestions...
First of all - i really like this "power" conception where you need a generator to power other buildings.
@DO NOT CONSIDER THIS AS advertising@
Also i am a big fan of "Power Towers" (td map in wc3 http://www.wc3c.net/showthread.php?t=96536 which is not really being updated, because developer moved to sc2 engine), latest version is 1.3 as far as i know. This map has very interesting power management conception (different generator types, transmitters, etc) which i used to enjoy alot and still do.
No idea how hard it will be but still - my suggestion is to improve/upgrade current "power" generation/transmision/consumption system in MINERALZ into more deeper one (similar to PowerTowers). Examples:
Generation - generator has to (or can - as option?) be build on certain spot (or even on top of mineral as a fuel source??) thus there could be 4 different types of "power" generated by generator depending on mineral type;
Consumption - taking into account (described above) different "power" types could change offencive pressure of powered towers (damage bonus,attack type, different abilities?);
Transmision - if generator can be build only in certain spot (on top of mineral) then transmission tower (upgradeable range/transmition rate/number of simultaneous transmitions) will be needed to pass that energy to further buildings/objects;
Thats just my small desire.
btw i really enjoyed that tesla chaining ability that was in 1.28 and which you removed at 1.3 (very similar to "power transfer" conception which i suggested here). wish you would bring it back.
Did not want to offend anyone with this suggestion. Just think its a cool way to upgrade gameplay. Cheers!

I also like to play "Power Towers"
 
User Interface Suggestion

The upkeep box. It needs to be changed to fix the game more. Make it display the player's title? It's better than an ugly black box.
Text - General - 'Gold Income Rate:'|cff000000
Text - General - 'Upkeep is determined by the amount of food your forces are currently using.'Titles are awarded based on the hardest difficulty you've beaten.R2C3
Text - General - 'Upkeep:'Title:
Text - General - '|Cff00ff00No Upkeep'None
Text - General - '|Cffff0000High Upkeep 2'Hard Mode Title
Text - General - '|Cffff0000High Upkeep 3'Very Hard Mode Title
Text - General - '|Cffff0000High Upkeep 3'Nightmare Mode Title
Text - General - '|Cffff0000High Upkeep 4'Hell Mode Title
Text - General - '|Cffff0000High Upkeep'Normal Mode Title
Text - General - '|Cffffff00Low Upkeep'Easy Mode Title
Text - General - '|N%d-%d Food: %s|R (%d%% G, %d%% L)'|n|cff000000%d|rWave %d: %s|r
Text - General - '|N%d-%d Food: %s|R (%d%% income)'|n|cff000000%d|rWave %d: %s|r
And these.
Upkeep - Food Levels40,50,60,70,80,90,100
I use |cff000000 for some texts because I've changed the semi-transparent gray background of my maps to a pure opaque black. This also makes for a nice look. Attached is the file I use to do this with. This blp file works for mac clients. In order to get the new background image to work correctly import it as "Downloaded\Black32.blp".
Image - Game Menu BackgroundDownloaded\Black32.blp
Image - Game Menu Editbox BackgroundDownloaded\Black32.blp
Image - Game Menu Popup Menu Menu BackgroundDownloaded\Black32.blp
Image - Multiboard BackgroundDownloaded\Black32.blp
Image - Quest Dialog BackgroundDownloaded\Black32.blp
Image - Quest Dialog Normal BackgroundDownloaded\Black32.blp
Image - Tooltip BackgroundDownloaded\Black32.blp
The little changes to the User Interface can create such a better feel for the map. Also consider using colors for the titles, it helps.

PS: The fields in the above tables are in the same order as the editor.
 

Attachments

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Level 4
Joined
Jul 11, 2013
Messages
113
New Tesla Attack Method:

Holy Hellfire, look at all your credits. Also the new Tesla Tower method makes me sad face! I miss making a giant surrounding fence with a battery in the heart of my base. Watching the lightning bolt just make a giant ring around everything was fun. Anyhow, I'm going to come back and play this when I get the chance. Thanks for update words Maddeem. Can't wait to jump onto Warcraft ]|[ and hunt for all the little creepy crawlies and check out the new buildings!
 
Level 2
Joined
Jul 15, 2013
Messages
17
Greed is good :p

whosyourdaddy
greedisgood

But still have to dig minerals


I like the old model
Because they can reduce the front space
And it produces the largest single high Damage Done
(GOOGLE translation, hope can be expressed correctly)
 
I might be able to help you maddeem.

If you want the old method still. I personally like this new method, though it'll have to be balanced with tougher tesla coil towers because less can attack at once. I'm sure I can improve your code for the new method as well. Send me a pm about what you think.

Side Note: Your new animated signature fails when not on 'Night Elf' theme. The old PNG was fine though.
 
Level 4
Joined
Jul 11, 2013
Messages
113
It so hard for me to complete easy mode to 40... The stage 40 boss destroy almost all of my tower but i still manage to win the stage 40.

:thumbs_up:

You get used to it all, trust me. I've gotten so used to all the waves now, I set up for everything but keep forgetting to prepare for Boss wave 20. xD Then I die. ;d

You will grow used to it though.. play more and more, the credits will help so you can try harder difficulties. ;3


It was the coding, my god it was horrific. It still is, though the method is less laggy in general.


Love the new effects now. Looks great, and the commentator for "Not enough Mineralz" was the long needed missing touch. ;3 Good work, Maddy!
 
Level 3
Joined
Mar 17, 2012
Messages
40
Is there any saying that Mighty doesn't have credit on stage 10? After i get Mighty, about 4 game i play didn't get credit for stage 10 but other's boss stage do have. My friends also get the same thing. Is this normal or problem? Love the droid!
:vw_wtf:
 
Level 2
Joined
Sep 2, 2012
Messages
13
maddeem,i play few times on new map already,got a bug about credit,sometime i and my friend got credit in night 10,20,30,40,but sometime juz get credit from night 30 and 40 only..does this a normal condition or a bug?

and also when i upgrade 12 turrent to it max lvl,it crash ,then my friend and mine war3 closed
 

Deleted member 219079

D

Deleted member 219079

Saving now saves a text file to C:/MineralZ/Version, still working on this
I have my warcraft 3 on J drive, does that cause any issues?
 
Level 2
Joined
Jul 15, 2013
Messages
17
maddeem,i play few times on new map already,got a bug about credit,sometime i and my friend got credit in night 10,20,30,40,but sometime juz get credit from night 30 and 40 only..does this a normal condition or a bug?

and also when i upgrade 12 turrent to it max lvl,it crash ,then my friend and mine war3 closed

Normal(50)
1+2+3+4+5 15 15
1+2+3+4+5 15 30
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

Hard(60)
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
 
Level 1
Joined
Sep 21, 2013
Messages
5
I think in 1.28 everything was nearly balanced (time/cost/buildingspeed/waves/dmg/boss).
I would not cut waves in half, about lv7 boss time seems to be OK, because you need time to build and move and mine and enjoy the atmosphere. ;) :D
A playtime is +- 2:30 - 3:00, so it could be cut a bit, about 2 hours playtime should be great I think.
 
Level 4
Joined
Jul 11, 2013
Messages
113
Must remember though this isn't professional, and is unpaid. So of course things won't be perfect or dead focused on.
 
Level 3
Joined
Mar 17, 2012
Messages
40
Then let just stop picking about the waves, time, tower cost thing.

The inferno tower tier 8 is splash damage or just damage the monster nearby the tower? If splash damage, it doesn't work, but if damage nearby the tower, never saw it before and i never do the tower too front.

EDIT: I do saw the inferno tower's aura, it indeed is burn the monster nearby the tower. So this not a problem after all.
 
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Level 3
Joined
Mar 17, 2012
Messages
40
This is a fun game indeed, however the fact that it takes an hour to get between bosses (or even half an hour) is stupid. It kills the fun. Myself and my friends never can finish a game because we run out of time.

I do have this problem lol. If we start to play on 9, it will go to 11 or 12.
And if didn't choose mode, the player don't have the top right bar for 4 type of resource.
 
Level 6
Joined
Feb 26, 2009
Messages
77
Hmm. So I was wondering if you could make your towers look like this? Just a suggestion.

Build Thermal Turret [A]

[0][0][0]4]

Damage: 11 - 13 [Magic]
Armor: 0 [Fortified]
Base Hit Points: 10 [20 Upgraded]

A defensive structure with the capabilities to destroy attackers, requires energy to fire.

Requires power.

Attacks land units only.

Range: 500.
 
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