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Solar Conquest v0.97e

-Solar Conquest-

Battle on land and in space for total control of the solar system whilst developing new and ever more devestating technologies along the way.

Begin by securing your home planet through diplomacy or brute force, and then expand your empire into space. You are then up against other spacefaring civilizations in a battle for resources and ultimately other planets.

-Controls-
ESC - Zoom the camera out into space view, you can then view a planet's surface by double-clicking it.
F1 - Opens the Empire controls menu in which you can rename your empire, check income rates and manage relations with other players.
F2 - Opens up the space/planet camera settings

-Credits-

Initial Map creator: Callex
Continued by: TKF
Terrainer: Eleandor

All Starcraft models - killst4r (hive)
Battlecruiser Model - blodmon (hive)
New mining vessel - michel2006
Death Star - Illidan(Evil)X (hive)
Y-Wing - Illidan(Evil)X (hive)
Cruise Missile - Kofi_banan (hive)
Aegis Nexus Fighter - Mr. Bob (hive)
wc3mapoptimizer - Vexorian (wc3c)

The map contained a short list of credits, so I may have missed some

Versions 0.81d and onwards were kindly made by TKF! He deserves 100% of the credit for the changes in these versions.




Updates v0.79:
-More Detailed Changelog
-The usual bug fixes
-Hostile pirate units in space
-Balance Tweaks
-New & Redesigned Final-Tier Units

Updates v0.80:
-Fixed a major custom value bug that affected nukes among other things
-Replaced the Blackhole ability with an Ion Storm ability
-Fixed a planetary bombardment exploit
-Added an on/off toggle for Desolator Nodes
-Slightly weakened core meltdown explosions
-Slightly weakened Cyborg EMP
-Redesigned the Specialist's demo packs to be leak-free and easier to use
-Fixed a final-tier upgrade exploit.

Updates v0.81:
-New end-game conditions added; when a player loses all of their civilian buildings they have 4 minutes before they are defeated.
-Various nerfs including Ion storm/Cyborg/Core Meltdown
-A little game interface polishing
-Ground-based shield generator added for the final-tier techs.
-Nuclear weapons now leave radiation for a short duration


---V0.81d and onwards courtesy of TKF!---

0.81d by TKF
Orbital strike platforms do now have bombard ability
Added Antarion Mobile Fortress
Added the Antarion final tier tech
Added a couple of new techs
-Interplanetary Ballistics
-Laser Amplifier
Added 5 new economic techs
Buffed mineral regeneration effect
Added some more starting resources for players
Fixed mutagenic multilaunch abuse
Removed 50% evasion from orbital defense satelite - doubled it's hp
Laser upgrades affects Planetary laser defenses now
Hint given to those who build trade ports without trade alliance
Fixed and given the correct repair values to structures
Added Orbital Laser Satellite


0.82 by TKF
Orbital strike platforms don't bombard ability anymore
Orbital strike platforms can bombard randomly with nukes
Added 1 more economic tech
Increases the food bonus from 4 to 6 on Improved Longevity tech
Moved robotics final tier to ground research
Given the Akula rocket attack (had plasma attack by a mistake)
Orbital Strike platform can no longer bombard planets
Resource Swap added to trade ports
Satellite limit raised to 6
Increased the shield gen cover a bit
Reduced the Antarions attack range from 2000 to 1600
Leavers give their resources and circles to their allies
Crystals moved closer to all HQ start locations
Readjusted the north terrain a little at croturnal
You can only build orbital strike platforms when you have the correct tech for it


0.82c by TKF
Found and eliminated the annoying "Everything disappears" bug
Removed the unfinite nuke bug
Added the Resource buy minerals tech to the economic research center
Removed some doodads at Novans 2 starting locations to make a little more room
Orbital laser and orbital missile defenses does 20% more damage
Added Ion Cannon Satellites Superweapon (requires ion tech final tier)
Changed the icon on Ion Generation Technology
Nerfed the cyborg commando evasion from 60% to 40%
Nerfed the cyborg wrist rocket from 600 to 400 damage
Rockets type damage modifier against structures reduced from 250% to 225%
Rockets type damage modifier against structures in space reduced from 250% to 160%
Laser type damage modifier against ships reduced from 160% to 150%
Nukes does now destroy trees in the affected area
Fixed a bug that caused the planetary missile silo to fire infinite nukes
Slightly increased the damage of lazarevs autofire missile weapon
Assigned unique hotkeys for some space vessels
Greatly increased the hp of dry docks
Fixed a ion cannon triggering bug that caused it not to work
Fixed a triggering bug when a player left


0.82d by TKF
Increased the shield generator cover by 10%
Orbital Bombardments will now hit the shield gens within 1750 range
Shield Generators takes some damage from orbital bombardments
Removed laser fence due to fatal error issues
Removed the orbital strike platforms ability to bombard
Reduced the cost of orbital strike platform from 1200 to 1000 currence
Buffed the mutagenic spawns by mutagen warhead greatly
fixed a bug which caused the dummy nuke not to be removed
Added some starting structures for each player
Decreased the starting resources
Added a new economic tech which gives great benefit to players on same planet
Added an additional hint about the F1 key
Removed the reveal effect to enemy players done by the spy satellite
Reduced the speed of assault transports by 30
Increased the cost of medics from 30 to 40 currence
Increased the cost of engineers from 30 to 50 currence and 5 crystals
Decreased the cost of specialist from 700 to 650
Reduced the base damage of Antarion from 4000 to 3600
Reduced the dice damage of Antarion from 500 to 450
Decreased the attack cooldown for Antarion death star from 8.1 to 6.0
Added splash damage to Antarions attack
Added 1 more laser battery to Antarion
Reduced the cost of Antarion by 10%
Planetary Missile Launcher costs increased from 80/1000 to 100/1500
Ion cannon costs reduced from 3000 to 2500 and it's ability is 50% cheaper
Increased the hp of orbital laser and missile defense structures by 50%


0.83 by TKF
Added a new fission ship: Aegis Heavy Missile Destroyer
Added a new fusion ship: Atlas Shield Support Cruiser (requires shield final tier)
Added a new ground defense: Artillery
Added a new tech for the artillery
Added a mode vote at start for all players: Normal Game FFA or United Planets 5 teams
Shield tech costs increased from 1500 to 2000
Removed Starbase
Added dark armor ability to all dark energy ships
Fixed a bug with united stand technology
Mutagenic lifeform can now evolve to Mutagenic beast
Fixed a bug with the purchase crystal ability
Attempted to fix a bug with the ion cannon
Fixed an old bug with the mutagen trigger making it affect only 1 egg
Removes the unnecesary final tier units you can't get when picking a final tier
Reduced the ion cannon cooldown from 120 to 60 seconds
Increased the loading nuke cooldown to 180 seconds
The armed nuke icon now shows how many nukes are loaded
The Planetray Missile Launcher space nuke costs increased from 1600 to 2000
Planetary Missile Launcher costs reduced from 1500 to 1200
Upgrading Kinetic projectiles do now cost 20% less
Added trigger support for single player testing purposes
Minor unit balancing and tweaks


0.84 by TKF
Added a new dark energy ship: Dreadlord Siege Capital Ship
Leavers units will now dissappear (hopefully)
Added long range scanner for the scout (Requires RADAR)
Fixed a bug with united we stand which also make it affect other than your planet mate
Fixed a bug with the ground shield by not blocking mutagenic drop at its location
Reduced the research time increment on all upgrades a little
Reduced the cost of Aegis from 4500 to 4250
Nerfed the Aegis auto rockets damage from 265 to 215
Reduced the Aegis base damage from 450 to 390
Reduced the range of Aegis tactical missile
Doubled the planetary shield generators hp
Increased repair time on large ships
Artillery is now about 20% cheaper
Tech Centres cost 100 less
Nerfed the mutagenic weapon a bit
Bombardments does now deal less damage further away from impact point
Increased the hp of civilian buildings by 50%
Strike platforms may explode on death if loaded with nuke when killed
Ships entering planets will now enter near landing beacon if there are any
Economy on multiboard is now also effected by Credit Saving Economics
Minor unit stats changes


0.84b by TKF
Added Artillery Siege Tank (Requires artillery ballistics)
Remade the Aegis rocket system to prevent abuse of autofire while moving
Added small splash attack to siege mech
Moved asteroid mining tech to economic tech centre
Increased the max shield power of atlas from 12500 to 15000
Readjusted the economy system on leaderboard a bit
You do now only gain 1% interest income of Economy saving tech
Mutagens have now instant appearance ability which makes them come out of stuck places
Fixed a bug that caused scouts to produce mutagens cheatfully
Readjusted the positions of the units in war factory
fixed a bug with the atlas shield causing several to lose all energy
fixed a big with United We Stand tech causing to sometimes give 1+ food to much
Minor changes


0.85 by TKF
Added Battlestation - Module Station
Added a new feature: Modules (Capital Ships, Battlestation)
Added a new space tech: Huge-Scale Construction (Capital Ships)
Added a new economic tech: Advanced Mining
Added a new advanced ground miner
All capital ships do now required Huge-Scale Construction
Added detection ability to Phantasm
Increased the cost of phantasm from 850 to 900
Completely reworked the cyborgs jump ability
Decreased Lazarevs HP from 4500 to 4000
Increased Lazarevs Armor from 6 to 8
Added an new ability for Antarion - Death Laser (one shot kill)
Reduced the Antarions attack splash radius from 350 to 220
Reduced attack cooldown of antarion from 6 to 5 seconds
Reduced Antarions damage by about 20%
Reduced the Goliaths and Aegis attack range from 1200 to 1100
Increased the costs of Biological Warfare- and Nuclear Warfare research by 500 currence
Leavers are now "enemies" of non-aggression treaty players
If a leaver has peace treaty and leaves, non-aggression allies get nothing
Removed permanent invisibility from dreadlord (it wasn't supposed to have that)
Core meltdown ability readjusted for different kind of fission ships
Several minor balance changes


0.86 by TKF
Added a new Final Tier: Trade Federation (Economy)
Added a new module: Bombardment Module
Added a new module: Self-Repair Module
Sabres attack speed is now twice as slow
Sabre does now decrease armor even more and more while attacking
Removed scanner from battlestation
Given a different icon for rocket attacks
Upgrade levels should now be shown properly on all units
Changed Sofisticated Sensor module to Achilles Sensor System
Added 1 extra module slot for Oblivion
Battlestation is now included with 2 basic stingrays when built
Rebalanced the modules in costs
Reduced the range of most weapon modules a little
If you cloak with weapon modules, stealth will disappear
Reduced the range of orbital laser by 50
Ion Cannon cooldown increased from 60 to 90 seconds
Increased the starting resources by about 20%
Increased the speedbonus of Nuclear Reactor module by 10
Readjusted the speed of several space vessels
Increased the cost of spectre from 280 to 400
Nerfed the Dark plating laser reduction ability from 30% to 20%
Engine upgrades now really gives speed bonus (It didn't do that before)
Fixed a trigger bug that caused the nuke silo not being able to launch
Fixed a arming bug that didn't allow you to load more than 2 nukes
Fixed a bug that causes you to drop modules when you cloaked
Fixed a bug that caused interplanetary trade tech to not work at all
Yellow player do now start with techcentre
Several research cost adjustements
Minor balancing


0.86b by TKF
Added War Robot (Titan - Robotics)
Removed Repair Drone
View distance is now greater on planets
Added shield module for Atlas
Increased the planet camera distance a little
Nerfed the bonus given by Trade Federation from 50% to 40%
Trade Federation tech cost increased by 10%
Reduced the cost of cyborg commando a bit and also nerfed it
Nerfed Cyborgs wrist rocket
Fixed a final tier bug that caused ion tech to be available
Each player starts with 2 more civilian houses (total of 6)
Slowed the hatching speed of mutagens when they are very few
Command center do now have 6000 hp
Command center no longer have an attack
Shortened the range of space defense nuke
Increased the build time of tactical space missile from 9 to 12


0.88 by TKF
Added a new fusion ship: Phoenix Drone Cruiser
Added a new mode: All-Out-War (FFA with diplomacy disabled)
Added new economic tech for Trade Federation: Contraband Trading
Contraband Trading allows you to engage trade alliances with enemies
Lowered the amount of visible techs so you can now see them
Radar do now also notice you of orbital bombardments
Fixed a reduced income multiboard bug when a player did research Trade Federatio
Removed a trade tech which didn't work
Fixed a bombardment bug with bombardment module making it way too accurate
Radiation do now more damage
Planetary Missile Launchers can now nuke on same planet without specialist
Increased the coverage range of stealth field
Increased the cost of Aegis from 200/4250 to 225/4500
Increased the attack cooldown of Aegis from 4.0 to 4.4 seconds
Increased the cooldown of Aegis tactical missiles from 75 to 120 seconds
All ships speed is slower in space to increase tactical gameplay mechanics
Orbital Bombardments should now make organic units "SPLAT!" on death
Nerfed all module weapons by 20%
Refineries do now have a add module slot ability
You get a text warning message when you're being attacked on a different planet
Barracks, Marines and Anti Infantry turret is now available at start
Changed the drones explosion effect
Changed icon on few structures
Minor balancing
TKF has been added into the author description


0.88b by TKF
Command Center upgrade -> Artillery Platform, Missile Platform or Large Shield Generator
Added a -hint command for players
Fixed a fatal bug with Ion cannon that allowed it to be used repeatedly without cooldown
Fixed a voting bug when there was no united planets option available
Fixed a bug that caused spell dummies to drain Atlas shields completely
Removed the Player 9 (grey) civilian building on Umos
Fixed a bug that somtimes caused some players to start with 4 workers, while others 3
Nerfed mutagenic beast a little.
Reduced the cost of cybord commando to 700
Increased the cooldown of specialists snipe ability to 8 seconds
The range of call nuclear strike reduced from 4000 to 3000
Increased the cost of command center from 10/300 to 20/400
Decreased the cost of Sabre by 100
Increased the hp of Sabre, Petya and Osa by 50
Fixed a few icons that appeared green
Minor balancing


0.88c by TKF
Fixed a glitch that caused the battlestation to be way to large
Battlesation costs reduced by 20%
Decreased the build time of refinery from 40 to 30
Increased the costs of Oblivion by 25%
Decreased the hp of Dreadlord by 500
Increased the build time of Oblivion from 30 to 44
Increased the cost of Aegis from 4500 to 4750
Increased the base hp of Aegis from 4500 to 5000
Increased the armor of Aegis from 8 to 10
Decreased the attack coolddown of Aegis from 4.4 to 4.2
Increased the cost of Phoenix from 4500 to 5000
Aegis and Phoenix is now classified as super capital ships
Aegis and Phoenix do now have 2 module slots instead of 1
Super Capital Ships take longer time to build
Fixed the correct zoom distance when suffling between landing beacons/starports
Fixed a DISBTN icon for workers
Minor balancing


0.89 by TKF
Added a new super weapon: Galactic Planet Buster Cannon
Added a new command center upgrade: Gattling Cannon
Fixed a fatal bug that caused terrotories to be multiplied by several times
Decreased the research time and costs for techs that leads to space travel
Increased the research time for all final tier techs
Drones are no longer attackable and confuse enemy GTS cannon
Shield generators on ground should now stop the Ion Beam if targeted
Decreased the Ion Storm Area of Effect from 1300 to 1000
Increased the casting time of Ion Storm from 4 to 6 seconds
Ion Storm Final Tier do now required Dark Energy Reactors
Dark Engine upgrade requirements for oblivion increased from 8 to 10
Fixed major point leaks with the Ion Cannon trigger
Buffed the damage done by Phoenix Drones to 480 (It does get reduced by armor)
Reduced the number of drones from 12 to 10
Phoenix Drones can now also bombard planets
Goliath do now have a armor ability which reduces damage a little
Reduced the tech requirements to add command center upgrades
Improved description of final tier techs
Nuke no longer causes radation even if the shield blocked it
Given the correct scaling values for refinery when having weapon modules
Increased the space damage of nukes from 25000 to 35000
Adjusted camera bounds a little to fit the new zoom distance
Reduced Rocket attacks damage multiplier against space structures from 1.6 to 1.5
Trade ports can now also sell crystals
fixed Battlestation "green" icon
Minor changes


0.89c by TKF
Added space age mode to mode selection voting
Added 2 new technologies
Ships with bombarding capabilties do now require orbital bombardment tech
Improved Planetary missile reaction time
You must now research stealth fields in order to cloak dark energy ships
Costs to load the galactic cannon increased from 5000 to 6500
You should now be able to use space flight in groups
Fixed a bug that caused the Galactic Cannon to ignore planet shielding
Fixed a bug that caused the leaver to be permanently hostile to neutrals
Added unique icons for medic and specialist
Reduced the range of orbital laser from 950 to 900
Increased the crystals carried by advanced miner from 2 to 3
An old ally which has left the game, no longer takes share of leavers terrotories
Increased the cost of akula from 150 to 200 (for balance sake)
Changed the armor of orbital space defenses from fortified to ship armor
Scout can no longer attack
Minor balancing



0.90 by TKF
Added a new ship: Devastator Nuclear Battle Cruiser
Added 4 new techs
Added a new orbital defense strucure: Orbital Plasma Defense
Added another size technology: Mega-Scale Contruction
Dark Energy Capital ships do now require Large-Scale Plasma Weapons
Added a new feature to camera controls (F2): Auto zoom on attack events
Added ships being unlocked info at engine upgrades
Changed the model of Strike Tank to a Siege Tank model
Changed the model of Refinery Vessel to a cooler model
Changed the model of missile turrets to Starcraft missile turret model
Reduced the cost of Sabre from 900 to 750 currence
Reduced the cost of Anubis from 350 to 325 currence
Reduced the cost of Artillery Defense from 1400 to 1000
Increased the cost of Laser Satellites from 1900 to 2350
Reworked the food system. Halved the food produced by territories
Doubled the income and costs of civilian buildings
Command Center modules do now affect military stats
Increased the trade bonus techs from 15% to 20%
Slightly buffed the core meltdown damage done by larger fission ships
Aegis can now bombard planets with it's tactical missile ability
Reduced the number of Aegis extra missiles from 4-5 to 3-4
Several Aegis balance tweaks
Nerfed Goliath's hp from 5000 to 4500
Goliath is no longer considered as a capital ship, but as a Heavy Destroyer
New classes: fighter, corvette, frigate, destroyer, cruiser, capital ship, battlecruiser
Nerfed armor values of most ships
Nerfed oblivion hp and increased its cost from 5000 to 5500
Galactic Cannon do now eradicate planets from the game with only 3 planetcore hits
Several balance adjustments
Tons of minor bugs fixed


0.90d by TKF
Added Commerce Complex (civilian)
Merchant complexes adds more bonus to your trading, but offers no income by itself
Fixed a bug that caused the Galactic Space Cannon not able to target planets
Nerfed the reginery attack bonus against smaller spacecraft
Reduced the base hp of refineries from 1400 to 1200
Removed the tilting angles of Devastator, making it look weird
Changed the icon of civilian building, making it be easier to spot
Civilian structures that is being built no longer gives you income
Added a hint for players that they must use SPACE FLIGHT on space builder
Fixed a bug that causes the radar ping to show enemies on different planets'
Fixed a bug that caused the command center to lose upgrade ability
Fixed a bug that allowed you to forge alliances in All-Out-War mode
You do now gain control over a player that has surrendered to you
Given the force names correct planet names
The north east crystals on Vescer and Umos should now be visible on the minimap
You do now need a tech to unlock Devastators overload ability
Minor balancing


0.91 by TKF
Added a new ship: Firefly Assault Frigate (fusion)
Added a new ship: Spore Light Destroyer (dark, mutagenic destroyer)
Added a new vote mode: Good vs Evil (2 locked teams)
Mineral asteroids are now blue
All orbital defenses do now have 100 more range
Increased the crystal costs of most capital ships
Fixed a bug that caused small fission ships to die when using space flight
Structures being built near command center shield should no longer cause drain
Readjusted the economy values displayed on multiboard
Slowed the income rate of minerals a little
You get minimap ping when someone enters your planet and you have radar
You can now land on your own home planet without Hostile Climate Adaption
Reduced the range of planetary tactical defense missles
Enforced seperated cooldown for Planetary Defense Laser


0.91b by TKF
NEW MINIMAP PREVIEW
Readded Repair Drone
Added a new economic tech: War Conscription
Added automated constuction requirements for Mutagenic lifeform
No pooling until 30 minutes of the game has passed
Most ground vehicles do now possess a very minor aa attack
Using autodrops do now cost a bit resources
Players that has surrendered can no longer attack their master
Interest limit is 100000 currence. Max income of interests set to 1000.
You should now lose your platform attachment when command center dies
A defeated player no longer gains interest income
A defeated player will lose all his units when defeated
Range of jump drives reduced from 3500 to 3000
Increased the armor of Antarion from 12 to 15
Pyro marines are now a little more effective against mutagens
Pyro marines can no longer attack air
Fixed a radar text bombardment bug
Fixed a bug that causes GTS defense to attack even if the planet was gone
Fixed a double victory bug
Fixed a wrong planet message when using phoenix drones for bombardments
Fixed a bit on the Atlas shield system
Changed a few icons
Minor balancing


0.91c by TKF
Shades can now create artificial gravity wells
War Robot do now have a fancy laser attack
Removed napalm shells from War Robot
Devastator can no longer use warp when overloaded
Increased the speed of tactical defense missiles, but less duration
Planetary shields do now take damage when blocking
Reduced the AoE and damage caused by empowered reactor meltdown from 35000 to 15000
Fixed a bug with team unbalancing in Good Vs Evil Mode
Fixed the missile autoaquire trigger, should prevent stupid stand still
Fixed a bug that caused pooling to be reversed
Fixed a bug that caused you to get trade income despite not moving
Fixed a bug that caused fission fighters to not regain core meltdown
Fixed removed the double cinematic victory bug
Minor bug fixes and balancing


0.91d by TKF
You can now build space transports (noob friendly)
Space tranports auto unloads when landing on planets
Space tranports can also set gathering landing beacons if needed
Added specialist drop to orbital drop satellites
Improved the Map Description text
Added "-far" command for alternative zoom out (some players can't use ESC)
Added "-cam" to fix the camera view distance
You do know get to know who's on what team in Good vs Evil
Fixed the Novacia fog adjustments when zooming out with F2 camera menu
Fixed a bug with Good vs Evil mode
Fixed a bug that caused spore to be able to attack while cloaked
Fixed a fatal bug that allowed spore to make cheatful jumps in space
Fixed a bug with a victory condition concerning neutral player
Minor balancing


0.91f by TKF
Added psychological events that should reduce leavers
Attempted to fix the repeating neutral defeat bug


0.92 by TKF
Added a new ship: Hyperion Super Battlecruiser
Put the antarion slightly higher up in the tech tiers
Slightly increased the cost of antarion and galactic cannon
Increased the cost of atlas from 250/4500 to 300/4750
Removed the silly player messages when they leave
Delayed the leaving message for 5 min, to prevent chain leaving
Slightly decreased the cost of Vanya, increased the attack cooldown of Vanyas
Decreased the movement bonus from Empowered reactor from 70 to 60
Reduced the flying height for all ships in space from 500 to 200
Made the selection circles slightly larger for larger ships
Titanium Wall costs reduced from 150 to 90 currence
Fixed a bug that caused phoenix drones to sometimes not attack the planet
Fixed a bug that caused trade vessels to generate income by standing still
Minor balancing


0.92b by TKF
Added stealthed ghost transporter
Added slightly more starting ground techs to space age
Changed the name of good vs evil mode to 2 teams (when voting)
If the number of players are unequal in 2 team mode, one player will become neutral
The neutral player will join the first team with a leaver or a defeated player
Increased the cost of Planetary Defense Laser from 2000 to 2500
Delayed victory a bit so players can chat after the game is finished
Obliterated planets no longer occur on camera control (F2)
Fixed a fatal leaver bug that gave multiple leaver messages (overflow)
Fixed a bug that caused Atlas shield to work a few sec after it died
Minor balancing


0.93b by TKF
Added a new ship: Nightmare Capital Ship Killer
Galactic Construction is no longer a final tier tech
Seperated the Antarion and Galactic Cannon into each unique final tiers
Each player do now start with an anti-personell turret
Increased the tech requirements for Antarion
Increased the attack cooldown of Antarion by 20%
Increased the hp of Antarion from 25000 to 30000
Decreased the attack range of Antarion from 1500 to 1200
Removed 1 laser weapon on Antarion
Reduced the cost of Antarion from 1400/28750 to 1350/2700
Weapon and engine upgrades on Antarion no longer applies
Increased the Hyperions Chamber Laser damage from 2500 to 3000
Fixed a bug that caused the planetary defense laser to not disappear
Fixed a bug in 2 team mode which didn't make the neutral player hostile
Minor adjustments



0.93d by TKF
Added a new ability for the new battlecruiser: Plasma Core Beam
Nerfed the hp reduction ability of the Nightmare Battlecruiser
Buffed the Nightmare a little
Fixed a victory fomular bug that made victory appear to early
Done some rebalancing on sabre and osa, decreasing the insane damage
Fixed a bug in space age mode that caused the advanced miners unavailable
Reduced the damage caused by rocket marines
Minor tweaks


0.94 by TKF
Added new space structure: Colossal Drydock
Added 3 new flagships, those requires Advanced Engines Technology
Flagships are heroes which can level and improve during the game
Battlecruisers must now be built at Colossal Drydock
Antarion is now only available at Colossal Drydock
AA Missile Defense on ground do now have Detector
Changed the tech requirements for Aegis Missile Cruiser
Increased the cost of PML tactical space missiles by 50%
Increased the cost of PML tactical space nukes by 40%
Fixed a bug with the Nightmare Battlecruiser
Fixed a bug that caused the stealth tech to be reasearched 2 times
Added "Detector" in description to units with the ability to detect invisible
Fixed minor bugs
Minor ship cost balancing


0.94c by TKF
Rebalanced the flagships abilties a bit
Reduced the Experience gain rate by 40%
Increased the build time of Flagships by 50%
Final Tiers is now being revealed eventually
Added 20 damage reduction ability to orbital defense to prevent unfair rushes
Fixed a critical bug concerning Planetary Defense Laser
Fixed a bug that caused you not being able to bombard planets
Fixed a fatal ion cannon bug that used the camera selection workaround


0.95 by TKF
Added a new dark energy ship: Reaper Capital Ship
Added a new HUGE SHIP: MOTHERSHIP!!!
Mothership wields powerful photon torpedoes and has 5 module slots
The Excelsior Hero can now also launch drones
Slightly decreased the damage done by drones
Decreased the costs of flagships a little
Greatly decreased the costs of colossal drydocks from 2500 to 900 credits
Flagships can now be repaired by space builders
Fixed a bug which didn't remove spaceflight ability in space
Greatly reduced the pyro marines bonus damage vs mutagenic creeps
Increased the mining speed from green crystals
Increased the starting amount of crystals from 125 to 300
Readjusted the damage settings for most units
The damage upgrades should now increase the units base damage with 10% pr level
Slightly increased the damage of Antarion Battle Station
Slightly reduced the range of all space defenses
Increased the damage of ground structure based AA defenses
Moved the asteroids from mid so the asteroid miners can mine with less risk
Slightly adjusted the costs of a few ships
Slightly tweaked the hp for a few ships
Fixed a bug that was shown to all players when trading with trade center
Fixed a bug related to the victory condition
Lots of minor adjustments


0.95b by TKF
Made significant balancing and tweaking on most space units
Made several major damage adjustments to several ships
All space ships should now be more or less balanced
Due to the ships rebalancing, the weapons modules damage has been halved
Halved the losing condition timer from 4 minutes to 2 minutes
Increased the motherships basic damage in both modes (balance)
Buffed the motherships photon ability
Increased the cost of battlestation by 25%
Readjusted the upgrade costs of rockets, lasers and plasma
Fixed a bug that caused United we Stand tech being unavailable in 2 teams mode
Fixed a minor ending bug


0.95c by TKF
Added a 3rd evolution state to the mutagenic beings: Mutagenic Monster
Mutagenic creatures is slightly more effective against ground vehicles now
Applied "lost" and "left" tags on player names on multiboard
Rebalanced the costs, hp and damage of all troops
Rebalanced the costs, hp and damage of all vehicles
Reduced the hp of transport ships and ghost transports
It's now much more costful to repair space vessels
Cloaked ships do now have current hp
Leaver notices will now be applied almost immediately
Changed the flagships skill adjustments pr level
Fixed a mistyping which made trade federation tech cost 95000 credits
Fixed a bug that caused wrong names turn to grey when there was less than 10 players
Minor adjustments


0.95d by TKF
Added a new ground unit: Laser Tank
Rebalanced all defense structures on planets and space
Rebalanced all unit bounties (Mostly nerf)
Reduced the Firefly damage and costs by about 25%
Reduced the Sabre damage output by about 1/3 due to armor reduction
Nerfed the Ion Storm damage by 30%
Lost and Left tags should now appear properly on the multiboard
Radar does now tell you if the entering forces is hostile or unknown
Asteroid field will now only grant 4 food instead of 6 food
You must now have interplanetary commerce tech in order to form trade alliances
Readjusted the War Conscription bonus adjustments
Increased the costs of a few ground production structures
Reduced the range and damage of the Ground to Space nuke missile
Made a small fix with the F1 feature during the beginning of the game
Fixed a bug concerning the Armageddon Flagship nuke bug
Fixed a bug that made the cloaked ships unable to leave a planet


0.96 by TKF
Added 1 new mobile battle station: EXECUTOR! (Fusion)
Added 1 new ground vehicle: Plasma Mech
Added 1 new type of ship class: Interphased Ships with Disruptor weapons
Added 1 new drydock: Phase Drydock
Added 1 new space defense: Disruptor Cannon
Added 7 interphase type ships to the map
Acolyte, Slicer, Fielder, Driller, Sage, Nemesis and Starfury
Removed the useless sting rocket module and replaced it with disruptor module
Nerfed the plasma cannon module
Added new technologies along with the research for the new ship technology
Done some recalculation and rebalancing of all ships again
Redesigned the ship armor classes to distinct between each engine category
Ship armor is split into: Fission > Fusion > Dark Energy > Interphase
Laser good vs Fission ships, Plasma vs Fusion, Disruptor vs Dark etc...
All engine upgrades has same upgrade costs now
Also reworked the weapons counters against different armor types
All structures does now have titanium armor instead of fortified
All space defense does now have different armor
Rocket and Laser attacks is strong vs 2 and weak vs 2 armor categories
The rest is strong vs 1 armor and weak vs 1 armor category
Readjusted the military points on multiboard to represent the real power
Added several units which was not calculated for military points
You can now toggle autodropoff option on the transport ships
Added radar warning against hostile orbital satellite drops
Doubled the costs and efficiency of asteroid miners (To reduce spam)
Increased the costs of Spy Satellite
Reduced the range, damage and costs of the space nuke missile
Nerfed the Command Center shields and also reduced its costs
Given the correct costs on drops from drop satellite compared to real costs
Added hostile defense on the south side of Vescer to make terrain more balanced
Added hostile defense on boths sides of Crotur to make terrain more balanced
Added hostile defense on the north side of Umos to make terrain more balanced
Made a fix to the sabres armor reduction which made it way to slow
Fixed a bug concerning the Devastator Core overload ability after a warp jump
Slightly buffed the orbital laser (due to new weapon counter balancing)
Made lots of lots of minor adjustments and fixes


0.96b by TKF
Added a new Mobile Battle Station: Novarion (Interphase tech)
Sage, Nemesis and Starfury should no longer be able to land on planets
Mobile Battle Stations does now require final tier tech
Battlestation will now only start with 1 weapon and 1 repair module
Buffed the Nightmares plasma beam damage output
Ground to Space laser does now do full damage to all ship types
Fixed some minor spelling mistakes


0.97b by TKF
Added crystal industries civilian building upgrade
Added defense field module for capital ships
Increase battle station costs from 2500 to 3500
Removed the Battle Station limit of 1
Swapped the tech requirements of Osa and Petya
Planetary Defense Laser is priority target by bombardments now
Given Petya Frigate a long range missile ability
Added orbital bombardment to Goliath Cruiser
Changed the Armageddons flagships missile ability
Reduced the research time of several techs
Reduced the health of gravity well from 20000 to 2500
Reduced the damage done by space rift ability (Starfury BC)
Fixed a bug that caused the Planetary Defense Laser to fire prematurely
Fixed a leaver bug
Fixed a victory bug


..........
2.5 years stall on updates
...........

0.97c by TKF - 27 May 2015
Added Phase unit type hero
Redesigned drill beam based bombardment with a beam strike planet
Redesigned Nightmare Plasma Beam planet bombardment with a continous beam
Orbital strike platform can now bombard with nukes, but very inaccurate
Precicion Bombardment will now always hit an enemy target on planet
Added a new bombardment tech with 33% increased hit chance
Added a new economics tech with 1 food bonus
Opening a portal do now take 30 seconds longer
Petya (fission 4 ship) is now short range bomber with bonus vs high hp targets
Firefly (fusion 4 ship) Get a big damage bonus when entering a planet
Increased the starting credits a bit
Increased the cost of preparing ion storm ability
Mutagenic warhead does now spawn a mutagen hatchery with 5 minutes lifetime
Limited the numbers of asteroid miners pr player to 6 now to prevent heavy lagg
Selling/Buying crystals will now change its market prices, also globally
Lowered the range of launched space missiles by 25%
Greatly nerfed the space nuke and doom star explosion by 60%
Nerfed the tactical missile damage by 55%
Reduction of costs on some techs
Lots of balance tweaks
Reduced the interests bonus cap from Credit Saving Economics tech to 250
Also decreased the costs of Planetary tactical missiles
Fixed some bugs regarding mutegenic spawning hanging up


0.97d by TKF - 30 May 2015
New Game UI (by unwirclich at wc3c.net)
Enabled Player 12 slot for selfproduction AI for neutral hostile
Increased the credits income by 25% for every income cycle
Ion Cannon also create a beam which can be ordered by the satelite
Some nerf of crystal income
Blue crystal mining slowed down
Asteroid crystal mining slowed down
Crystal Industries (civilian) now changed to auto trading/selling crystals
Crystal Industries do now sell/buy crystals every cycle, affecting market less
Doubled the amount of resources you can sell at trade ports pr click
Selling crystals 1 time will temporary reduce market price by 10% for 10 sec
Selling crystals every 3 times will reduce market price by 10% over long time
You will now be defeated in 1 minute after losing all civilian buildings
When a player is leaving, his real name will be visible under allies (F11)
Slightly increased damage of tactical missiles
Fixed a fatal bug that allowed you to open portal to dead planets
Fixed minor bugs


0.97e by TKF - 31 May 2015
Added game timer and income timer on multiboard
Increased the damage done by orbital bomardments to ground shields
Fixed a bug that allowed you to have multiple reaver flagships
Fixed a small bug where your first space worker flew to space
Fixed a bug that made ground bombardment shields not able to block ion blast
Fixed a bug that allowed continous beam to ignore ground bombardment shields
Fixed some smaller bugs



UPDATE:

0.97c by TKF - 27 May 2015
See changelog tag!


0.97d by TKF - 30 May 2015
New Game UI (by unwirclich at wc3c.net)
Enabled Player 12 slot for selfproduction AI for neutral hostile
Increased the credits income by 25% for every income cycle
Ion Cannon also create a beam which can be ordered by the satelite
Some nerf of crystal income
Blue crystal mining slowed down
Asteroid crystal mining slowed down
Crystal Industries (civilian) now changed to auto trading/selling crystals
Crystal Industries do now sell/buy crystals every cycle, affecting market less
Doubled the amount of resources you can sell at trade ports pr click
Selling crystals 1 time will temporary reduce market price by 10% for 10 sec
Selling crystals every 3 times will reduce market price by 10% over long time
You will now be defeated in 1 minute after losing all civilian buildings
When a player is leaving, his real name will be visible under allies (F11)
Slightly increased damage of tactical missiles
Fixed a fatal bug that allowed you to open portal to dead planets
Fixed minor bugs


0.97e by TKF - 31 May 2015
Added game timer and income timer on multiboard
Increased the damage done by orbital bomardments to ground shields
Fixed a bug that allowed you to have multiple reaver flagships
Fixed a small bug where your first space worker flew to space
Fixed a bug that made ground bombardment shields not able to block ion blast
Fixed a bug that allowed continous beam to ignore ground bombardment shields
Fixed some smaller bugs


NOTICE: 0.97b version was over 2.5 years old since last update, I've just updated it from 97b to 97d version here on hiveworkshop, with new UI, Neutral AI able to replenish lost units, unlocked some halfdone features such as beam bombardment feature and some small changes and fixing the mutagenic bug

Keywords:
Space, Solar, Conquest, Future, War, Warfare, Battle, Sci-Fi, Battlecruiser, Spaceships, Planet
Contents

Solar Conquest v0.97e (Map)

Reviews
15:15, 01st Jun 2011 -Kobas- Status: Approved Really unique and epic wc3 map, from now on, it's highly recommended. 16:16, 10th Aug 2008 Rui: The reviews suggest that the map is OK. I have removed the "Altered Melee" type, however. This doesn't...
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I have a problem D:
This is a great map, but whenever I save and then try to load it later it always comes up with an error that says that the save file is corrupt and then WC3 closes due to a fatal error. Is there something I'm doing wrong? Sorry if this is a noob question.
 
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Nov 15, 2009
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This is by far my favorite map. It's just so cool. I've never found any bugs, the game-play is great, and it's unique in every way. The only thing I didn't like about it is that while testing a new version of this (not sure if it's this one or not) there's a timer for building a civilian building. Since computers don't build, they all lost and the game ended quickly, too quickly to test. I think that was the first version with ground-shields in addition to the planetary ones. o.83c i think.
 
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I love this map, it's by far my favorite space game, but could you get rid of the income building requirement. I don't remember what you really called the building, but in this version you need to make one or the game kicks you. Having that there isn't really necessary for this kind of map and it makes it very hard to test. Until that's fixed, I'm going to continue playing the previous version, even though it only has the planetary shields, not the other oens.
 
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ok well i have just read all 44 pages and well first i must say i LOVE this map 5/5 and also with the different races thing, people will obviously complain so at the start make the host (idk red) be able to choose new mode or classic mode (classic being everyone same race) i know difrent races is a while off but still a suggestion. and with the mutegens, they become less and less powerful the later the game progresses, make them more powerful/breed faster plz as an orbital drop site can just drop some tanks on them and yea idk just suggestions
 
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I'm moving onto the sc2 galaxy editor, so unfortunately I won't be able to 'get around to fixing' those balance problems anymore. I have uploaded the unprotected versions for this and two other maps of mine however! If you're interested, you can check them out here.
 
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Ok then but keep the core basics of the game plz :) and also if you need any help just ask. im getting sc2 as soon as it comes out :)!!! (been waiting more then 10 damn years) so yea... i wont be much help on editing as i am at a boarding school till next year but any balence/suggestions just ask ^^ would love to help as this map is the epicultimate :) but what if you changed from mutegens to a zombie scenario? they have like a 10 percent chance to stay under your control (idk higher or lower) and you can upgrade them to be stronger (to compensate for late game units such as cyborgs) and also in the new one why not have 2 final tiers? it would make for some interesting combinations (like sending mutegens/zombies through a warp portal) (sorry ive been watching to many zombie and alien movies ^^)
 

TKF

TKF

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What if the ion cannon satellite were added as a way to strike ground? What do you think of this idea? Overpowered or a good option? The technology required is a final tier. The price of a Ion Cannon satellite is 3000, which is the same for a Goliat.


If you compare it with nuclear it has some disadvantages and advantages:

Advantages:
-No need of specialist
-100% accurate
-Good weapon for countering ground invasions

Disadvantages:
-120 seconds ability cooldown
-3 seconds warning delay
-Each shot cost almost the same amount as a nuke
-Can be hard to move it to enemy planet



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Greetings! I'm a serious fan of your map and I would like to offer some opinion on some of the technologies in this game. I have been playing solar conquest for several months now non-stop and I believe that I have accumulated enough experience to make a critical review of some of the map's current balance flaws. I will start with the final tier techs as those are the most blatant flaws. Lets start with some of the oldies.

1. Warp tech
Contrary to everything I've just said there is nothing wrong with this final tier! both good offensive and defensive options and works in team games as well as solo games. This is truly a tech worth the investment and time.

Pros:
*Avoid Space completely.
*Can teleport to escape and harass from multiple angles.
*Great for teamgames.
Cons: Reliant on default units or teamates but can be devastating in team games!
This is a well balanced technology and is perfect (IMO) where it is.

2. Nuclear weaponry
Well, this is one of the techs I almost always pick unless I happen to be experimenting on a new version or working as a team. Besides the fact that devastator nodes are still worthless. This tech now has GREAT offensive AND defensive options because of interplanetary ballistics and the fact that nukes can be hidden anywhere in space or placed in close proximity to planets to really punish any players without any ground to air defense.

Pros:
*Godlike powerful calldowns!
*Great defensive options!
*Actually makes shields useful:eek:
Cons:
*Can be stopped by shields.
*Only good in space when defender
*Makes shields seem good.

Another solid tech!

3.Robotics Technology
These guys are fairly overpowered if you aren't prepared for them specifically with tons of specialists. Because of the fact that it takes two to three snipes from specialist to kill commandos and because of all the amazing commando abilities that make them hard to hit, commandos can really be a game breaker. They can plow through armies several times their size unless the defender either nukes himself, gets lucky with a barrage or has insane micro with specialists. Specialists should be buffed and commandos redone with a small nerf and new units. Repair drones make space combat much easier because players with decent economies can easily trash a player without a decent economy using a much more worthless final tier. I hardly see an experienced commando tech user ever produce robotics drones because EMP/wrist rockets are much more worth any income spent on ground forces.

Pros:
*COMMANDOS COMMANDOS COMMANDOS!
*REPAIR DRONES MAKE SpACE COMBAT EASY!
Cons:
*Can be somewhat overpowered.
*If you can't micro emp and leap, snipe will make you loose sleep.

4.Ion Storm Generators
This is a very interesting tech. It is quite far down the line which makes it very inaccessible unless no one attacks you or you have cover from a buddy. It is also very expensive to employ and enemy places will probably focus down your generators before you can employ the ion storm attack. the real option here is to use the Cerberus to attract enemy forces. You had best make it worthwhile though, you will also most likely lose all of your ships in the process of using this weapon. This is a very clumsy and difficult weapon to employ. Here, I would prefer repair drones, nukes, warp or even antarions to these late game beasts.

Pros:
*Holy jesus my fleet is gone!
*Holy jesus the thing that killed my fleet has cloaked agagin!
Cons:
*Crap, I just killed my own fleet with ion storm.
*Wow, It's taking forever, I hope the enemy doesn't research something and kill me before I can finally finish teching to ion storm.
*Oh noes! My oblivion has been spotted moving in! It's being focused! It's dead.

5.Shield technology
Okay, now here's where things get a little fishy. This technology is outright worthless. Goliaths can snipe shield generators and surrounding an enemy world with shields is a small gimmick that realy has no value. If you are close enough to their planet where you can lock them inside it without them simply blasting you with ballistic missiles or shooting you with plasma, you've beaten that player anyway and this is quite simply redundant. This technology is even more useless by the fact that ground shields can be owned by antarions and vanyas and nukes and because planet shields can get sniped by goliaths. Furthermore you are denying yourself one of the much stronger technologies listed above! Perhaps somekind of mobile shield generator or shield carrying ships would help this tech out somewhat.

Pros:
*Stops nukes Onlyif you haven't lost your fleet
*Stop invasions Only if you haven't lost your fleet
Cons:
*Wasting a final tier
*No offensive bonuses
*No useful defensive bonuses
*No real way to help in fleet battles unless your opponent drives a ship into your planet.

6.Biological Warfare
This has to be the most noobish, wasted technology of the whole lot. There are so many things wrong with this technology it shouldn't even be in the game without a major overhaul because all it does is get poor players to waste their one final tier choice in something they actually think is worth their time. Let's break it down, I will start with the chem troopers. Chem troopers suck, end of story. Sure they make zombies but for christ's sake, robotics guys get commandos for their final tier, Nuke players get nukes from specialists for their tier Antarions can bomb ground and warp guys can teleport entire armies! Unless your opponent is only equipped with marines and workers. These chem troopers are worthless and get stomped by pyros and medics or marines and medics or any other conventional unit. Even some specialists will mow them down. They are a totally useless investment and should be redone along with this whole tier.


Lets go over the bio drop ability, the real reason we picked this tech. The bio drop is a great idea with potential but here's the problem. Units get dropped on your head and they die by the most basic group of tanks or infantry that probably costed less than your bio drop. Maybe the defender wasted 2 seconds worth of micro time to kill your bios but seriously. It sucks. On top of that, you have to hover the sat close to the enemy world, rendering your investment vulnerable to enemy fire (unlike nukes ofc). Then, the bios hatch too slowly, fight too poorly, reproduce in too few numbers and waste your final tier. They should drop at least 5x more number, reproduce 10x faster and fight several times better.

Pros:
*None (Unless your enemy has made nothing but workers and no defenses)
Cons:
*Wasting your precious final tier choice.
*Bio drop sucks
*Chem troopers suck
*Makes drop satellites suck
*everything about it sucks

7. Mega colossal ultra wtfbbqhax large construction ability
The awesome name and intimidation factor are the only good things going on with this tech. Besides being more late game than far better techs such as warp, nukes and commando. Here's my gripe with this tech. Antarions slowly do 7000 (about) damage per slow, long range shot. That's fine, an interesting ship when combined with the bombard ability. It's good against noobs and fun to throw around (Really slowly) but here's the problem. At 1500 minerals and 30,000 currency this ship spends itself out of usefulness. Seriosuly guys? I could buy 9 Goliaths at that price and get better results from their faster fire rate at similar range. Why the hell would anyone who is playing against decent players actually make such a foolish investment in a ship that's just going to be focused to hell by enemy goliaths? The pricetag and lack of any other better options makes this ship totally worthless when compared any other of the sane techs I've listed. Reduce the price a little, maybe it will be worth it. Or, perhaps make this a non-final tier. Something unlocked for players who have nothing left to get and insane amonts of resources to spend. Seriously, 1500 minerals? 30,000 currency? What the F**K. Seriously, just get nukes and goliaths/vanyas if you want to bombard that bad.

Pros:
*Good long range support
*Awesome bombard ability makes shields look even more stupid.
Cons:
*too expensive to make any of those pros worth while.
*TOO EXPENSIVE
*Doesn't help you for crap on defense for land.
*Did I mention this fat, slow, clumsy slow firing PoS is too freaking expensive (1500 and 30,000?)

Also, the Ion cannon idea looks really goofy. At that price and at the price of your ONE final tier tech, it's not worth buying unless there come many other perks along with it. I suggest combining it with another technology. Maybe some of those other goofy technologies could be combined to create good ones after they are redone.

Sorry I came off as hostile. I love this map and I want it's silly little bugs to be fixed. Also, possible game modes.

1. Trade only: To give resources you must use a trade ship to fly them over.
2. 5v5 standard. Crotour+Novan + 1 player on umos vs 1 player on umos and Vescer+Magtheridus with locked teams and forced trade alliance.
3. 5v5 remixed! each team has 1 player on each planet. Locked teams and forced trade.
4. FFA! No diplomacy ever!
5.Betrayal: Everyone starts on the same team (no vision). How long will it last?
6. No contact: No communication or diplomacy with anyone until your ships see one another. Akin to Rise of nations.

EDIT!

So I got a hold of the protected map and the first thing I did was upgrade the bio spawn rate. From a whopping 5 seconds to a .75 seconds. I dropped a group of 3 bios on my planet. This was enough to very quickly (10 seconds from drop time) gather up a large force and begin attacking. This is good because most players would usually have a defense force with scanners up beginning to sweep for eggs by this time. However, these bios quickly overran the planet and soon were all over my base. Before I could do anything, the bios were quickly swarming over my planet and devouring my base. Now this would have to be tested in a real game however I think this shows some promise.
 
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Level 5
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Jun 26, 2008
Messages
178
Greetings! I'm a serious fan of your map and I would like to offer some opinion on some of the technologies in this game. I have been playing solar conquest for several months now non-stop and I believe that I have accumulated enough experience to make a critical review of some of the map's current balance flaws. I will start with the final tier techs as those are the most blatant flaws. Lets start with some of the oldies.

1. Warp tech

2. Nuclear weaponry

3.Robotics Technology

4.Ion Storm Generators

5.Shield technology

6.Biological Warfare

7. Mega colossal ultra wtfbbqhax large construction ability

Also, the Ion cannon idea looks really goofy. At that price and at the price of your ONE final tier tech, it's not worth buying unless there come many other perks along with it. I suggest combining it with another technology. Maybe some of those other goofy technologies could be combined to create good ones after they are redone.

Sorry I came off as hostile. I love this map and I want it's silly little bugs to be fixed. Also, possible game modes.



EDIT!

So I got a hold of the protected map and the first thing I did was upgrade the bio spawn rate. From a whopping 5 seconds to a .75 seconds. I dropped a group of 3 bios on my planet. This was enough to very quickly (10 seconds from drop time) gather up a large force and begin attacking. This is good because most players would usually have a defense force with scanners up beginning to sweep for eggs by this time. However, these bios quickly overran the planet and soon were all over my base. Before I could do anything, the bios were quickly swarming over my planet and devouring my base. Now this would have to be tested in a real game however I think this shows some promise.

Listen to this man.
 
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After being more of a nerd and further examining biological warfare I've discovered some problems with the way it works in general. Biological works IIRC by taking the entire map and then selecting one egg from the map and then hatching it. So, imagine this scenario. Player A drops biological on Novan and player B drops biological on Crotur. Ignoring the fact that most of the monsters will probably get stuck on an island and even further reduce their usefulness; bios will slowly become less useful as they are used more. So, these two players drop their bios on their separate planets. Every 5 seconds there is a ratio of 1:1 of each of those bios being hatched... one at a time. So, if you drop more bios on more planets you get a 1:1:1 ratio which means that the bios spread out across a greater area with even less ability to concentrate into the numbers needed to be effective. And, as bios are dropped more, the spread intensifies and the bios become less and less effective. I suggest the tech be revamped completely because currently the spawning system is completely counterproductive.

Yeah. Genious. By the way, .75 is too little. 2 secs should be good.

When the spread problem is still in effect at .75 second when multiple planets are involved or when more drops are made increasing the time to anything less than instantaneous or having an independent timer per egg or at least per planet or section of a planet makes this technology still suck. I can nuke all the planets at once if I want to, nukes don't become less effective. I can warp to all the planets at once, warp doesn't become less effective. Hell, I can even Antarion barrage all the planets at once and the plasma doesn't suddenly become useless. This technology becomes more useless the more money is put into it, granted that it's not completely obliterated when it's first dropped by landing in a defended area or in one of the inaccessible areas of a planet, Islands, Ravines, Water, that spot behind on Umosara with the volcano.

Downloading new version now. Going to test all of the techs and see where there still needs to be impvos.
 
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Level 12
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Apr 18, 2007
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I've loved this game since it's been around and play it online with my friends all the time. However, one thing I get annoyed by is the FACT that as the game progresses, it gets laggier and laggier, most likely due to a memory leak. It still appears to be around in this version, and I know it's not only me.
 
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Well, about laser fences. I think that they should remain in game but be severely limited in the fact that you cannot use them in chains larger than two. I have never experienced a crash related laser fences and I use them in groups of four only. People often decide to abuse them and build dozens of them. Maybe there should be a player specific limit to how many you can produce. ten fences sounds good. Perhaps eight or six. I truly loved these buildings and I hope they come back into the game!

I would also suggest adding a basic -Zoom out and -Zoom In command for both planets and space. Land view is a bit claustrophobic and space view is zoomed in by mouse wheel.

EDIT:

Just played a new version. BIOLOGICAL WARFARE IS STILL USELESS TRASH! You drop it and it gets owned by convoys. Then I tried to start bombing but I hit the bios and lost them all. Then I dropped more bios and landed on the other side of the map but the bios never moved out enough to be effective. Another player also went bio and dropped it on a neighboring planet. The empty planet had 3000 bios and the planet where they would be able to kill was totally empty of them. Seriously, just make this thing an upgrade because it's not worth the final tier choice. It's a stupid waste of garbage technology.

Standby for more updates. I also heard that antarions cost 27000 currency now. Didn't bother to test but we will see where this goes.
Also, purchasing crystal doesn't work at all.

EDIT II: Just tried out ION CANNON. I like how you combined it with dark energy. Thought that was a great choice. However, I cannot fire the Ion cannon down onto the surface of another planet after I move it. It says that another Ion cannon needs to stop firing before I can fire this one. If I move it back to the original planet it was on, I can fire the ion cannon again. I can relocate them if I kill ALL of my satellites and then make new ones and relocate them before firing. But it seems they will be attached to whatever planet I put them on first.

Edit IV
Ion Generation Technology:
Decent tech except for it's crippling bug. Dark matter ships are good but ion cannon is far too vulnerable to ground defenses and takes far too long to actually be effective against anything. Nukes in proximity are a far better choice to ion cannons due to damage, useage and numbers as well as the defensive option. Suggest lower ion cannon recharge by half and increase defensive ability for the satellite.
 
Last edited:
Level 2
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New Bug!
United we stand technology on Magtheridus does not work with peace and trade alliance.
 
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Level 2
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There is a link to the unprotected version of this map somewhere on this forum. Callex released all his maps unprotected.
 

TKF

TKF

Level 19
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Nov 29, 2006
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Blah blah blah -> tons of bug reports:
Thanks. I've looked on these and hopefully fixed them all. I've tested Ion cannon on a different planet and it worked for me (in 0.83c)

You use JASS triggers right? (Right?)
No, it's 100% GUI. Yep it sucks but I don't know better.



I noticed the lagg spikes when the transports are moving. All the point leaks and groups are cleaned afaihs. But there is tons of triggers running all the time, so possible I will maybe look through all and see if there is any means to make the game smoother. It is quite much work.




New version: Solar Conquest 0.83c is released!

The new version features 2 new capitals ships and a new ground defense structure. Thosee may need balancing since they are recently added.

Also a vote between 2 modes at start. Normal Game and United Planets.

Enjoy!
 
Last edited:
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Here's a bit of stuff on the new version.

Biological Warfare
Did this ever turn around! Very deadly if you are on low tech or fighting amongst your planet. Very strong rush tech, nearly unstoppable now. Requires more effort to siege Novan like planetary bombardment and because of the terrain problems (More later)

Space Stations
These were very cool, why were they removeD? i suggest the radar ability be replaced with a short range scanner. I very much enjoyed these but they should have come at a later tech.

Commandos
Haven't really seen them yet. Will try next game.



Ion Generation tech
Space domination and land bombardment all in one neat package! I like this technology.

Shield technology
Haven't tested this out yet but I'm beginning to feel that this should just be a technology unlocked after some serious dark tier research rather than just a final tier tech. It really has no place among powers like nuke, bio, commando, ion and Antarion.

Artillery
YES YES YES YES YES AND YES YES YES

Allied Leaver
Allied Leavers should first go to the 2nd owner of the planet. Red leaves, orange gets his stuff by default. His stuff should also start to blow up bit by bit or at least allow players to become unallied to him after he has left.

United We stand!
This is an amazing tech but it has a slight bug. I hope that there are other techs like this that mean allied players have to work harder together but get bonuses. If two players ally, then one player leaves and the remaining player gets UNITED WE STAND then the remaining player will reap the benefits but will not have a partner and will thus get his planet to himself.
 
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TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
is there any ai in this map?
Unfortunately no. The way the map is triggered and custom made make it impossible to make an AI and it would be an daunting task to create an AI for Solar Conquest. Callex have already tried, but it did not work the way it was intended to.

You can play the map alone if you wanna test the features the map has to offer. It does now support singleplayer testing since I added detection in the triggers if there are only 1 player ingame (with 0 computers ofc).



Also I'm going to fix the United Stand tech bug in the next version.



_____________

And a screenshot for those who haven't tried the new ships yet....

132929-albums1931-picture29370.jpg
 
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I disagree on that TKF. Biological warfare needs to be devastating. You have the other options of dropping nukes, using ion cannons, bombarding with Antarions etc. The fact that biological warfare is now actually a thing to be worried about is a good thing. People see nukes and they sweat and scramble for the beacon, people should hear about BIO and mobilize their defenses.

Besides, biological warfare needs the following criteria to be devastating.
1. The enemy player must have no fleet what so ever and here is why. Biologicals are helpless against aircraft. The slow moving platforms are also vulnerable against spacecraft and can be shot down with Ground to space missiles. Assuming that the enemy has not invested in proper defenses at their planetary choke points and that the player does not have a significant ground force then the player deserves to be punished for letting a bio drop through and being vulnerable to it. Bio is EXTREMELY vulnerable to upgraded ground with air support. Nothing wrong with this tech in terms of being "too strong"

I really haven't gotten a chance to test the Aegis cruiser in a fire fight. It's a very strong ship but it should be 25% more expensive. 2500 currency and 200 minerals sounds alright. Seeing as how it's a bit better than the Lazarev at support.


Also, thanks for churning out these updates like a find tuned machine!
 
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We need to organize a game with people who know what they're doing so we can test everybody out. Also, is it possible to arrange those other two game modes I thought of? The 5v5 games.

5v5 Standard
Red + Orange + Blue + Green + Yellow
versus
Teal + Pink + Purple + Gray + light blue.
And
5v5 Remixed
Red + blue + yellow + teal + purple
versus
Orange + green + Light blue + Gray + Pink

Also, island on novan south needs to be fixed. A small bridge connecting it would be awesome.
 
Level 2
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Feb 15, 2010
Messages
20
Is there a community for this game like a channel? I've been hosting this game a while, and I'm kinda tired of being accused of "Ruining" the game or "Cheating" as I use the Biochem

I love the new BioChem Rush strat.
 
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Bio is seriously hit-or-miss. Anyone who uses spacecraft on land will own it. It's so easy to stop as well, only seriously vulnerable to nearly any other method players will be susceptible to biological warfare.
 
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Well, my strategy is basically to devote all of my resources on building a fleet and nothing else (besides BioChem). If I happen to destroy all of a player's defensive buildings in space, I would simply throw mutagens in their planets to finish them off or delay/annoy them.

If the enemy happens to go the Surface to Space laser route so that I can't mutagen... Well, I would simply have more resources devoted to a fleet then the enemy who devoted partial of his resources on his Surface to Space laser. As such, he would have smaller fleet and I would gain control of space.

If the enemy happens to decide to upgrade his ground troops to be able to fend off my mutagen like nothing, then I would simply have that much more resources devoted to my fleet then my enemy thus he and his troops would simply be stuck on his planet...

Though if he decides to devote his resources to fleet as same as me, I would have a hard time. Though, its hard to find someone who does this.

I basically use mutagen to make up for the strength I lack from going full space spec... Which is ground assault.
 
I think the tech trees in this game needs some serious cleaning up.
I hosted this on battlenet yesterday (last time i played solar conquest was on v0.76, lol) and a lot of people were having problems figuring out what to upgrade, and what they needed to upgrade certain things. The tech requirements displayed in the unit requirements could be so long the path that it was not yet visible in the research station!
Also, regenerative tissue is a requirement for rocket troopers (!), and there is no logical distribution of the different researches.

As much as i do like the current system of space/economy/ground facilities, i think you need to spread some upgrades to other buildings (not new research buildings though!) and add more thought to how they are positioned - for example, you could stack one tech "path" from top to bottom, so that the topmost is, let's say, infantry training, and then comes rockets, flamethrowers, and stuff so that people can SEE their goal and head for it. I also think that all final techs should be built at a separate building that requires something like "advanced engineering" or whatever.

Also, the unit icons should be positioned in order of size and group; the top left slot should be recon vehicle, top second strike tank, third assault mech, and below the assault mech, the siege mech. top right can be AA. Just make some kind of system.

Upgrades that gives a new special ability to a specific unit should be placed in the bottom below that unit (unless they unlock some other tech at the research facility, which they oftenly do..).
 
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I think the best solution would be some kind of tech tree display. Perhaps a large leaderboard overlay or something in the quest log. I prefer the latter, I would love to assist in writing for the leaderboard overlay if at all possible.


I disagree with changing the tree, it's very balanced as it is because it doesn't support direct rush researches. Instead players have to invest all over the tree in order to unlock things. It makes focusing on gaining economy as important as rushing for space as important as getting ground research. Everything locks together really well right now.

Well, my strategy is basically to devote all of my resources on building a fleet and nothing else (besides BioChem). If I happen to destroy all of a player's defensive buildings in space, I would simply throw mutagens in their planets to finish them off or delay/annoy them.

You had better hope the other player on your planet doesn't take advantage of you and kill you fast. If another player catches you in this strategy and doesn't want to ally, you're finished because he's on the ground and you haven't made the investment. Choosing to fight this player negates this advantage.


If the enemy happens to go the Surface to Space laser route so that I can't mutagen... Well, I would simply have more resources devoted to a fleet then the enemy who devoted partial of his resources on his Surface to Space laser. As such, he would have smaller fleet and I would gain control of space.
Stupid choice on the enemy's part because going for GTS laser which costs about 7k currency and I don't even know how much minerals is a poor choice on his part due to the fact that interplanetary ballistics is a much more affordable short term choice, as are a ring of satellites as an emergency delay tactic. Finishing this off with a fast shield tech either by himself or from an ally totally ends any hope your rush has of succeeding.

If the enemy happens to decide to upgrade his ground troops to be able to fend off my mutagen like nothing, then I would simply have that much more resources devoted to my fleet then my enemy thus he and his troops would simply be stuck on his planet...
Again, this is all a situation where the enemy player would be a in a losing position anyway because you've managed to defeat his fleet. Dropping bio on an undefended player is just as bad as shooting nukes or ion cannon or vanyas or Antarion barrage or flooding his planet with spacecraft.

Though if he decides to devote his resources to fleet as same as me, I would have a hard time. Though, its hard to find someone who does this.


I basically use mutagen to make up for the strength I lack from going full space spec... Which is ground assault.
Interesting choice, picking this early game tech and using it this way. Players who choose bio warfare and know what they're doing know that they're going to be going for fast kills. Anyway, the point I'm trying to make here is that bio, while devastating early game, becomes useless late game and is balanced in regards of devastating qualities. Imagine trying to do this against two skilled allied players who are essentially running two 29/29 economies vs your solo 44/44 economy. In terms of numbers those two players not only have you beaten in money, but technology as well because they can combine two final tier techs in order to stop any plans you have of rushing them. Bio warfare is the zergling rush of Solar Conquest. It has a good niche now, nerfing it again would make it useless. No idea why no one complains about fast nukes, fast invasions, ion cannons and ships, Antarion sniping, commando raids or Warp gates. These are all equally (More or less) devastating weapons. Bio now fits into them as being a fast killer whose power wanes over time. Why take this away?

Here are some new suggestions as well.

Allied Player Technology: Merged Treasuries
Upon researching this technology unlocked by allying with the player sharing your planet the researching player will unlock a building which deploys a trade aircraft or land vehicle which will function identically to the craft in space. However, you must build this structure within a certain radius of your starting position or else the building will be destroyed. Building does not stack and only one per player should be allowed anyway. This is esssentially a planetary surface based trade port reserved for players sharing their planet. .Requires United We Stand

Building Ability: Scuttle
This should function on all buildings save for the command center. All the ability does is destroy the selected building. It's purpose is to allow players to choose which buildings to destroy should they go negative population. This will help the rebuilding process by not making holes in building plots become irreparable in the event that they recover the economy and want to replace the buildings. Requires double click or something as a safety measure.

Space Stations:
Re-add into game at 10% cost increase and lacking the ability to scan space areas with farsight. Rather to scan for targets in same radius as missile launchers (similar to Radar stations on the ground). Also required to be built in close proximity of a planet Add one more laser bank. Requires Large Scale construction, laser weaponry, rocket projectiles, orbital facilities (New technology)

Also, Here's another bug report!

Leaderboards
When you use the empire controls (F1) menu and a player leaves, the leaderboard disappears until the another player leaves the game. I suggest adding a "leaderboard refresh" button to the empire controls menu.
 
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Level 2
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Messages
20
You had better hope the other player on your planet doesn't take advantage of you and kill you fast. If another player catches you in this strategy and doesn't want to ally, you're finished because he's on the ground and you haven't made the investment.
Well, of course I kill/ally them first depending on my luck of the draw of the other player on my planet. I am confident enough in my early game enough to say that my enemy usually either ends up allying me in the end or dying.

Choosing to fight this player negates this advantage.
This depends on the tactics you are using in this planetary battle. I usually go for the rush tactic with this one as well to minimize my losses on spending currency on ground troops. Because there really isn't a community for this game and so most of the people that I am playing with a bunch of newbs or occasional people that know how to play but doesn't play that often, it usually works wonderfully.

If the rush tactic doesn't work, then it would at least show the other player my skills so he would be more agreeable to a proposal of alliance as if he doesn't then he would be stuck on the planet for a while even if I happen to lose.

If it doesn't work and I am stuck on a planetary war, then I've got to change my tactit all togather to a more ground based strategy in which I would not go with biochem, ... Since I would not have spent much or any of my resource on space tech as of yet, this is an acceptable choice. Occurrences of this happening is rare however

Stupid choice on the enemy's part because going for GTS laser which costs about 7k currency and I don't even know how much minerals is a poor choice on his part due to the fact that interplanetary ballistics is a much more affordable short term choice, as are a ring of satellites as an emergency delay tactic. Finishing this off with a fast shield tech either by himself or from an ally totally ends any hope your rush has of succeeding.
That would specifically require the enemy going shield tech and I am pretty sure the fast shield tech is going to take away more of his gold then fast bio tech which costs only 4500 currency. (Hostile climate/bio tech are the techs for the bio tech which deviates from the norm of simply building a fleet)

Again, this is all a situation where the enemy player would be a in a losing position anyway because you've managed to defeat his fleet. Dropping bio on an undefended player is just as bad as shooting nukes or ion cannon or vanyas or Antarion barrage or flooding his planet with spacecraft.
Yes, however dropping a bio is cheaper with the cost of only 750 after a one time payment of 1k currency as opposed to a nuke which costs 1k gold + nuke costs + specialists. That makes all then difference as there is usually not only 1 opponent.

Imagine trying to do this against two skilled allied players who are essentially running two 29/29 economies vs your solo 44/44 economy.
This is mostly based on the luck of the draw as it is based more on the skill of the planet buddy and his willingness to ally than of how well you play, unless you plan on tutoring him on how to play... though I find it less annoying to simply attack and destroy him if he is a newb as if i start tutoring every planet buddy whos a newb every single game that i host/play... than it would be irritating as fuck.


If there was a rare chance that there were 2 skilled allied players... well, I would have to throw in my towel at that point, unless I have a skilled ally of my own. In fact, in this game having a skilled ally is a godsend.

Oh BTW, I normally start on Novan when I play a Solar Conquest game as mutagens are weaker against that planet and since I am normally hosting this map as no one else hosts it... I can choose the planet I want to go on.
 
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Level 2
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34
Well, of course I kill/ally them first depending on my luck of the draw of the other player on my planet. I am confident enough in my early game enough to say that my enemy usually either ends up allying me in the end or dying.

PM me your xfire so we can organize a game. I know a bunch of experienced players we could test this out with.


This depends on the tactics you are using in this planetary battle. I usually go for the rush tactic with this one as well. Because there really isn't a community for this game and so most of the people that I am playing with a bunch of newbs or occasional people that know how to play but doesn't play that often, it usually works wonderfully.

That's my whole point right there. These tactics aren't overpowered or really justified at all because we don't have a community of people who know what's going on. The whole reason I'm going on about this is because your strategy, while good vs noobs or intermediates in early game really fails later on.
If the rush tactic doesn't work, then it would at least show the other player your skills so he would be more agreeable to a proposal of alliance.
Not always, in my case you would probably just piss you off. I can be a very expensive enemy.

If it doesn't work and I am stuck on a planetary war, then I've got to change my tactit all togather to a more ground based strategy in which I would not go with biochem

As I was saying, it's totally a niche technology.

Though there is a rare chance where my ally is stupid enough to continue a battle of attrition... but this is rare as I am confident that if my enemy is smart enough to last this long but refuses to ally is probably isn't playing the game to win.
You can break stalemates pretty easily now in this version.

That would specifically require the enemy going shield tech and I am pretty sure the fast shield tech is going to take away more of his gold then fast bio tech which costs only 4500 currency. (Hostile climate/bio tech are the techs for the bio tech which deviates from the norm of simply building a fleet)
AFAIK Biochem and shields are pretty close together. Probably going shields would only take a small portion away.


Yes, however dropping a bio is cheaper with the cost of only 750 after a one time payment of 1k currency as opposed to a nuke which costs 1k gold + nuke costs + specialists. That makes all then difference as there is usually not only 1 opponent.

Bio always has the problem of sometimes not working in the first place. IF most of them land in poor places (Ravines of crotur, chokepoints of Magtheridus or Vescer, Volcano of Umos) then you have the possibility of a wasted technology.

We need to play a game. Again, PM me your xfire.
 
Level 2
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Messages
34
Some goofy stuff happened in this version when I tested it. Most of the problems were with biological warfare. Others were with the economy leaderboard. Rather than describe them to you, I will simply show you them.

moretrappedbio.png
Also take note of the economy of the players. NEver seen 100/100 economy generate about 5k econ.

anothermutagenproblem.png

This is why biological warfare isn't OP

economy.png

Later during the game this guy's economy was going down due to bombers but eventually skyrocketed to 5000!
 
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TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Some goofy stuff happened in this version when I tested it. Most of the problems were with biological warfare. Others were with the economy leaderboard. Rather than describe them to you, I will simply show you them.

Well maybe I should add leap to mutagenic lifeforms so they can jump put of stucked places. I'll look on to it.

Changelog 0.84
Economy on multiboard is now also effected by Credit Saving Economics
Which explains why income skyrockets with the 2% rate of your treasury. I think I will reduce it to 1% since it seems to be overpowered in late games on your screenshots. I was only supposed to add a little to your income, not massively amounts of interests that you can live on in end games.


Edit:
0.84b is released!
 
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