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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...

TKF

TKF

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I might be releasing a bugfix version, but according to someone it was not possible to bombard planets with nightmare ultimate ability. Can someone confirm this?

I don't bother to test it myself as I'm to busy with SC2. But if it's bugged I need to release a bugfix version. Without feedback there will be no bugfixes as I reject it as it did work when I did testings with nightmare plasma beam before the 0.93d release and it was working in every sense and possible ways. So that doesn't make any sense if it don't work.


It did work 100% when I was testing and I'm quite sure it does so in protected version. I don't believe optimizer would fuck up that.
 
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Hello TKF and Callex

When I tried using the nightmares ability on a planet it said the target was invincible or invulnerable (whatever), but I may not have reaserched orbital bombardment ability from the space reaserch centre, (im pretty sure I did though and you dont need that reaserch upgrade to make nightmares or get their ability.)

Also other bugs I found were when I reaserched the trade final tier tech from the economic reaserch centre 2 of the unlocked technologies did not function properly. The Trade contraband which says that you trade with your enemies did not do what it said because there were no cargo ships going to and from the hostile players trade port, and the trade espionage did not let me see planets controlled by enemy players (in this game I was in a trade alliance with one player and I was fighting against another player, there was only 3 of us.)

Another bug when I played in single player was that when I reaserched warp tech and got a dreadlord ship from the dark energy shipyard it could not use the warp ability after it used its cloaking ability, even after I uncloak it the button for the warp jump is not there anymore.

When you use warp gates from planet to planet the game can tell you when the one minute is up rather then you counting or guessing when the gate is open.

Also the cloaking ability for dark energy ships can be reaserched at both the ground and space reaserch centres, I dont know if this is a bug or intentional.

Also with reacerch someone who is not firmiliar with the tech trees might have trouble finding out how to get the fusion or dark energy shipyards because there is no indication that you need light spectrum analisis from the ground reaserch centre to unlock laser cutting tools and could be a block for new players, this can be corrected by making the laser cutting tools tech show up in the space reaserch so people know they need LSA from the ground reaserch centre to get it.

Great work both of you this is the best game on WC3 :thumbs_up:

Also an idea there can be a tech you can reaserch which enables you to clean up the radiation damage to a planet caused by nuke strikes and galactic cannon shots.
 
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TKF

TKF

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Hello TKF and Callex

When I tried using the nightmares ability on a planet it said the target was invincible or invulnerable (whatever), but I may not have reaserched orbital bombardment ability from the space reaserch centre, (im pretty sure I did though and you dont need that reaserch upgrade to make nightmares or get their ability.)
Well this force me to check it.

Well thanks, but It works in the testings, but not on the protected version for some very odd reason, I don't understand why....

I'll try to make a workaround on this annoying bug....

Dragonsz said:
Also other bugs I found were when I reaserched the trade final tier tech from the economic reaserch centre 2 of the unlocked technologies did not function properly. The Trade contraband which says that you trade with your enemies did not do what it said because there were no cargo ships going to and from the hostile players trade port, and the trade espionage did not let me see planets controlled by enemy players (in this game I was in a trade alliance with one player and I was fighting against another player, there was only 3 of us.)
Well, contraband doesn't work if your enemy doesn't build trade port. Trade espionage allows you to see all cargo vessels, with the planets I nulled the vision so maybe you can't see other planets...

Dragonsz said:
Another bug when I played in single player was that when I reaserched warp tech and got a dreadlord ship from the dark energy shipyard it could not use the warp ability after it used its cloaking ability, even after I uncloak it the button for the warp jump is not there anymore.
This must have existed for a long time, thanks for reporting this bug.


Dragonsz said:
Also the cloaking ability for dark energy ships can be reaserched at both the ground and space reaserch centres, I dont know if this is a bug or intentional.
Yep, and I plan to do so with the laser tech cuz in almost every game people miss the laser cutting tool tech and never look in the ground research.

Dragonsz said:
Also with reacerch someone who is not firmiliar with the tech trees might have trouble finding out how to get the fusion or dark energy shipyards because there is no indication that you need light spectrum analisis from the ground reaserch centre to unlock laser cutting tools and could be a block for new players, this can be corrected by making the laser cutting tools tech show up in the space reaserch so people know they need LSA from the ground reaserch centre to get it.
Finding dark tech isn't so difficult as making fusion tech with laser. If someone never build space research center, they get a HUGE annoying hint message after 40 min if they don't build it.... kinda a noob reminder.



Dang those bugs force me to release another fix version....
 
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Well this force me to check it.

Well, contraband doesn't work if your enemy doesn't build trade port. Trade espionage allows you to see all cargo vessels, with the planets I nulled the vision so maybe you can't see other planets...

This must have existed for a long time, thanks for reporting this bug.

Yep, and I plan to do so with the laser tech cuz in almost every game people miss the laser cutting tool tech and never look in the ground research.

Dang those bugs force me to release another fix version....

All very good ideas, also with the trade contraband I know for sure the other guy did have a trade port because I could see it from the scan ability with the scout ships (I keep tabs on everyone this way because its easy to dominate space with either a load of fighters early on or by rushing to aegis cruisers and killing everyone space fleet) so you might want to look into fixing this bug as well and if the espionage ability does not affect planets then it shouldn't say that it does, although giving somekind of benefit from this particual final tier tech and the other unlocked techs from it other then getting more money would be a very very good idea.

One other thing is that when you use a transport or especially a ghost transport it might be better to have it not unload the guys in it right when it enteres the planet because with a ghost transport usually you would want to use the stealth ability and find an empty area on the planet to unload your units because you may want to cloak your specialists or secretly build a base with some construction units.

A thought too is that mabie you can have another kind of beacon that when you enter the planet with ships they will automatically be where the beacon is and not randomly anywhere.

I also have some suggestions for balanceing that I think you should consider.

The power of the anarion battlestation im not sure is worth the cost or all the reaserch you have to get before it. When I used it it died to 1 or 2 aegis cruisers and 2 devastator ships and it didn't kill one of them. Granted I didn't use the laser ability because I didn't have advanced lasers from the space reaserch centre, and I know in a previous version you nerfed it but it seems it should be buffed a little. Also the anarion battlestation should not die to one shot of the galactic cannon which can easily happen due to the fact that GC's can be reaserched and built earlier the antarion (antarions require more reaserch before they can be built, such as plasma weapons level 8), dispite being more expensive.

Also Antarion and other ships or stations leave their modules lying there after they have died, I dont know if this is intentional or not.

If you look at the damage and cost of heavy missle platforms and AA vehicles that seems to be unbalanced as well, as AA vehcles cost a fraction of HMP on the command centre but I think they do almost the same dps (they attack faster but the missle platforms do more damage per shot).

One of the darkenergy ships that leaves the gravity well, is there someway to make that dissapear when you dont need it? Does it also slow down missles from planetary missle launchers or GC shots?

Sorry to hit you with all this but I really think these things need balancing.

Everyone who playes the game usually get GC's after they have space dominance so makeing there be a point to reaserching any of the other final tier techs would greatly improve the game overall, im not sure if there is now or not but im just saying.
 
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TKF

TKF

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I've just sent 0.94 to Callex, it contains some major changes to the gameplay with a radical change as a new super class of capital ships has entered the scene, FLAGSHIPS. You are only allowed to have one of them, as they get stronger during the game and has more abilties than any other ships ingame.

I did a few bugfixes.


Starcarrier Flagship
132929-albums3389-picture34108.jpg



Edit_
0.94b contains several bugfixes
 
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TKF in 0.93d theres still the bug with the ion cannon satellite (from ion final tier tech) that lets you use it on a planet that its not in orbit of. What you do is you put it on a control group, use the camera control (f2) or zoom to another planet yourself, then you press the number of the control group that the ion cannon satellite is in and you right click. I hope you fixed that one too.
 

TKF

TKF

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TKF in 0.93d theres still the bug with the ion cannon satellite (from ion final tier tech) that lets you use it on a planet that its not in orbit of. What you do is you put it on a control group, use the camera control (f2) or zoom to another planet yourself, then you press the number of the control group that the ion cannon satellite is in and you right click. I hope you fixed that one too.
Ok, gonna look into it.

Edit_
Fixed

I put a lockdown condition to prevent that in 0.94c which will be released at hive as soon Callex logon.

Edit_

0.94c is released. If you find any more bugs let me know. Fixed the Planetary Defense Laser bug and Ion Cannon Bug. Also added a bigger shipclass: Flagships.
 
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Hmm... you have sc2, but will you update SC until 1.00 like your achiv says your will? :D

And also, Dragonsz, double/triple posts are not allowed... if you want to add something else toy our post just use the edit button. It is against the rules, so you'd better fix those posts up there so that you don't get banned or anything.
 
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TKF The carrier ships computer targeting aura does not seem to affect buildings because the attack bonus does not show up when I click on a building and the ship is within range. Also with the fission hero ship if you get the nuclear weapons there is no way to use it if you dont get the orbital bombaring ability as the first ability.

You should also try to add more hero ships to choose from, I know there are only 3 advanced engene upgrades, but still.... a defensive hero that gets a bonus from say ion tech is a good idea.

One more thing, I just noticed that the ground reaserch and space reaserch centre doesn't get the armor bonus from titanium upgrades from the military lab when I was doing a single player game.
 
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TKF

TKF

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...with the fission hero ship if you get the nuclear weapons there is no way to use it if you dont get the orbital bombarding ability as the first ability.
Is it a bug or is it impossible to use nuclear weapons if you learn it as lv2? Of course you cannot use it if you don't skill bombard ability.

You should also try to add more hero ships to choose from, I know there are only 3 advanced engene upgrades, but still.... a defensive hero that gets a bonus from say ion tech is a good idea.
The atlas is a defensive unit, and the flagships is unique so they are not like any other ships ingame.

For example the Excelsior was a nasty recall ability (Warp Tech) which allows you to relocate your entire fleet if needed as well as a excellent combat vessel, also allowing you to escape if it looks like a loosing battle. Armageddon is adept at bombarding planets and combat, while the Vazilion Starcarrier is the ultimate support ship with abilities which also makes it harder to take down, which has shields as bonus powers.

Choosing the same final tier for that flagship you choose, only give it a bonus ability advantage, you don't have to do that. Also flagships is quite expensive and hard to get as it requires intensive research to get one of them. They are perhaps weaker than an Antarion and perhaps a bit stronger than a battlecruiser, but they can get stronger and also have 4 modules slots even if they cost 10k less. I've removed the ability to repair them with space workers and repair drones for now as they can be very powerful... But not to powerful. You can rebuild them with same level which makes it even more useful than normal ships non-leveling ships.


I only planned 1 hero for each engine class, maybe I'll release a new type, but not atm.
 
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Now that biological warfare has been nerfed to hell as well as moved upwards on the tech tree. I believe that this technology should receive a buff. Here is what I suggest.

1. Reactivate the ability for biological forces to create hatcheries. which spawns a blight that heals biological units, causes them to move faster and hit faster and also spawns tentacles to attack nearby enemies. This building should be somewhat resistant to orbital bombardment requiring either extended, super-heavy barrages from expensive fleets of ships or a team to go down to the planet and clear it out at great risk.
2. Reactivate the ability for biological units to evolve into air units.
3. Give the biological units more of an ability to withstand flamers as they are too hard a counter at this time. Specialists are also incredibly powerful.
4. Allow players to drop more biological units at a time.
5. Make eggs hatch faster over all planets. Perhaps each planet has it's own hatch script to prevent bio from being nerfed because of rampant dispersal.
6. Allow biological units to enter space once there is no life left on a planet after a certain period of time where all 5 circles have been infested.
7. Allow biological units to slowly infest a planet more and more with infested buildings.
8. Make a space unit to allow biological players to infect other people's ships (Similar to the Corruptor of SCII, perhaps a Damage over time buff that spreads to nearby ships, as well as an armor, speed and rate of fire nerf.)
9. Make a ground artillery vehicle that is based on biological weapons.
10. Have hatcheries create miasmas or some kind of atmospheric disturbance that damages regular units and vehicles over time while healing biological units who's intensity and spread is dictated by the number of hatcheries present on the planet and the time they have been active.

I believe that these changes will allow biological weapons to perhaps stand up to a player armed with nuclear missiles, robotics or ion cannons. As of now, biological is a waste of a final tier tech. Investing in any other technology is a much smarter choice and to balance this out biological warfare must be brought up to the same level as the other techs.

Just shooting the wind for ideas to help this technology along.
 
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I had suggested that biological weapons can have various techs that you can reaserch later in the game so that its weaker in the beginning but it gets stronger as the game progresses.

Also I had suggested before that the antarion needs to be buffed a little bit for space battles. 1 antarion cannot defeat 2 nightmare battleships which are cheaper (although I know nightmares specifically are meant to destroy large ships) and it cannot defeat a group of other capitol ship who cost added up is relatively the same as the antarion's cost, the benefits of the antarion currently is that it can have 4 modules and its orbitol bombardment ability is awsome (its ability to autocast it is nice).

Edit_Minor bugs

On space age mode the refinery pulse gun tech doesn't appear at all until you can reaserch it unlike normal tech and it comes a little later, and you can make refiney ships before you have automated construction.
 
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i just noticed that on the loading screen at the bottom, it says "This a beta". Shouldn't that be "This is a beta"? And "War Conscription" research says "War Concription".
 
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I am a guy who love RTS games and been finding maps for long time

your map just got me
i F... love it so much

thx for the trick H3lios

how do you get rid of planetary defensive missile

i am a guy who like to atk from orbit
but they keep on sending the f...... missile
and i can't destroy it on time

how do i stop it
 
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Get you capitol ships to have some laser weapon modules that will help greatly to shoot down missles. If they have too many missle launchers or planetary laser cnnons then get phenix ships and use their drones to bomb the planet or nuke it with devestators.
 

TKF

TKF

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I'm focusing on Cruiser Command atm and making new systems to it.

I'm not home this weekend, so the work on Cruiser Command 0.82 will be delayed about 1 week. Solar Conquest have to wait until I get more time, first I will update Cruiser Command then I'll see. I also lost my bug list over current bugs so I have to pick them up again.



If you find any more bugs on Solar Conquest feel free to post them. Also The flagships isn't properly balanced so if you have any suggestions feel free to post them. Also their abilities were made in a hurry so they could have been much better with some better and creative abilities.
 
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I'm focusing on Cruiser Command atm and making new systems to it.

I'm not home this weekend, so the work on Cruiser Command 0.82 will be delayed about 1 week. Solar Conquest have to wait until I get more time, first I will update Cruiser Command then I'll see. I also lost my bug list over current bugs so I have to pick them up again.



If you find any more bugs on Solar Conquest feel free to post them. Also The flagships isn't properly balanced so if you have any suggestions feel free to post them. Also their abilities were made in a hurry so they could have been much better with some better and creative abilities.

i will be wait for your next solar conquest
 
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idk if this is a bug but, i somehow can't click on any units deep in the game of 1 vs 1, this is the story, we were about to have a space battle and i was giving my opponent some money (crystal and currency), after i send him the amount of money, i can't click on anything, except for my hero (the left top corner), the F1 and F2 button (clicking them in the top left corner) i tired moving the hero but i can't move it, i can't zoom into the planet, i could move around the map with my mouse and arrow key but can't click on the map (bottom left corner) i can't zoom into the planet with the F2 command list, and once again, i can't click on anything except for the menu (quest, menu, alliance, chat) , and F1 F2 and the hero button.

if you want to skip all the big blob of words:
-i can't click on (most) anything
-i could click on button F1 F2 and the hero (top left corner of the screen)
-i can't zoom into the planet with the command list
-i can't click on the map (bottom left corner)
-i could click on the menu (quest, menu, alliance, chat)
-i can't click on the abilities on the hero
-i could trade
-i could click on anything in the F1 command list (peace treaty, trade, etc)
-i could still scroll down and type in -cam
-and once again, i can't click on (most) anything
 
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That "everything disappear" bug should have been eliminated, but it seems like it's not if this happened in 0.94c. Did this happen in the latest version?


Did all units disappear or not?

no, not one unit dissappeared, and this bug (can't click on anything) was in 0.94c
 
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i think you should add AI to the game, i don't see that much people hosting solar conquest in the east sever.
 
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i think you should add AI to the game, i don't see that much people hosting solar conquest in the east sever.

They tried adding AI into the game, thats why the miners start mining but nothing else, its just to complicated to add into a game such as this, if u saw this map in the editor you'd know why soz ;\
 
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hmm could you add a game mode where you can have 2 final tier techs? i think that wuld be gud >:) also for another planet idea why dont you just make a world affected by nuke winter or maybe a farm world...
 
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Any word on a new version yet, TKF?

hmm could you add a game mode where you can have 2 final tier techs? i think that wuld be gud >:) also for another planet idea why dont you just make a world affected by nuke winter or maybe a farm world...

Map size is completely used up. There is no more space for additional planets, sorry.
 

TKF

TKF

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H3lios said:
Map size is completely used up. There is no more space for additional planets, sorry.
That is correct. There will be only 5 planets with the current terrain limit the wc3 engine has to offer.


Any word on a new version yet, TKF?
No promises there. I have 3 less hour freetime every day recently due to a new employment so I don't have much time as before, also it limits my progress on cruiser command. I'm quite out of time atm and it doesn't help me much. Also I don't have a big list for solar conquest.

The only thing I have is:
  • Fixing victory condition bug (doesn't work until everyone leaves, bugfix)
  • Bug which destroys F1 control (disappearance bug)
  • readjusting flagships (balance)
  • Rebalance the attack strengths of ships (balance)
 
Level 2
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Aug 8, 2009
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34
The bug which makes the F1 menu go away is resolved when the game reloads the leaderboards as someone leaves the game. I suggest simply making a -debug command or such button to make the board come back up.

Biowarfare still sucks compared to
everything else. I've already provided some suggestions on how to make it not so fail in late-mid and early game.
 

TKF

TKF

Level 19
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Messages
1,266
Any chance of this being remade for Starcraft II? That would be the best thing ever.
Don't know yet, Callex know more of the SC2 editor than me. It seems it take much longer time to do stuff in the sc2 editor, especially when I know everything in the wc3 editor and little in the sc2 editor, I feel a bit handicapped of not having global variables at all. The unit editor is still very complex and imo it could made better since it's hard to get the overview and you must take notes on what you do since it's hard to get back to where you where. I spent about 2 years of mastering the wc3 editor and it will prolly be the same with sc2 editor but I've barely used it and gave up on it due to the complex build they decide to use, it was easier to learn to use the wc3 editor since it was made more straight forward, while the tremendios options in sc2 editor is simply more overwhelming than the half-life world editor.

I doubt I would make it in SC2, especially with much less free time now.
 
Level 6
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166
There are global variables in SC2 it just has locals as well. The data editor is more complex for simple things like say simply duplicating a marine and changing its stats, but it is much easier and less lagy to make complex ability's. Many of the ships special weapons and ability'swould actual be easier in Sc2 because you don't need to use triggers (you can do it all with data). I would offer to help but I am already working on several projects
 

TKF

TKF

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Messages
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I'll be releasing a new version very shortly. It might come as a shock to yo, but I decided to finish my little todo list and also wish list, so I added the final planned ship class into the game. Mothership. It's a basically a tough mobile battle station sort of, with the capability of having 5 modules and producing fighters quite rapidly.

Also 1 more dark energy capital ship to build.

There will be a few bugfixes and balance changes.
132929-albums3389-picture41543.jpg



I doubt I will release more versions after this one, so don't expect new ones, maybe critical fixes only, but only on bugreports.

Edit_

The new version is released. Here is the changelog.

0.95 Changelog
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
 
Last edited:

TKF

TKF

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Well, I will release 0.95b shortly. It will mostly feature balancing on space ships since some of those are really unbalanced compared so some others. I will do some math and recalculate damage settings and their costs.


Still, it will be rewarding to research better ships, but smaller ships will be slightly less garbage than before since I will base my balancing on the fighter ships and then through costs balance their hp and damage. However each engine category will be balanced for themselves, so it will be slightly more rewarding to go for dark/fusion ships since you need some researching to get them.


Also modules do provide to much added firepower compared to my new dps formula, they will also be balanced.




I have no known bugs, so if you are aware of bugs in the map, let me know within tomorrow.

____

Edit

Here is the changelog for the latest version

0.95b
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
I didn't balance the flagships (heroes) in this version.

edit_

0.95c
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
Also going to release 0.95c this weekend. I accidentally made trade federation unreasonable unavailable so the next version will fix it. If you encounter any bugs let me know.
 
Last edited:

TKF

TKF

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Current goal is to greatly improve the balancing in the map. Currently I would appreaciate what should be nerfed, what is to weak and to strong. Everything from defenses in space and ground, to space ships and ground forces. What is lame which can be fixed? Bug reports is appreciated too.

Next thing is to balance is defenses. That means a minor balance update.

It's so difficult to host this and test the balance changes for myself, nearly impossible to get people to join my game.
 
Level 12
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Jul 30, 2009
Messages
1,156
Even before you separated Antarion and Galatic Cannon, they were already weak somehow. I think you should buff them more... I won over most antarion users, and when I tried it myself, I lost. After all, Antarion's supposed to be worth the cost.
 

TKF

TKF

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Messages
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Even before you separated Antarion and Galatic Cannon, they were already weak somehow. I think you should buff them more... I won over most antarion users, and when I tried it myself, I lost. After all, Antarion's supposed to be worth the cost.
The immense ability of bombards planets substracts the antarions fighting strength, and when it starts bombarding it's hard to deal with it. Also it has a powerful ability to deal 8000 damage from long range which also adds to its value, making it potential able to instant kill a capital ship or a cruiser easily. If you should be able to win over it, you must attack it head on with an overwhelming fleet. If you rush Antarion without building a fleet, it's very vulnerable alone without support, so it's a mobile super bombardment weapon with decent firepower, but not so difficult to defeat. With it's cooldown and damage, it's at great disadvantage over a numerous light ships and nightmare battlecruiser. It has been buffed a bit in the 0.95b version with 3000-6000 damage. I never rush it, cuz it's normally a bad tactic vs better players. I'll look over the numbers and see if I need to buff it's hp or something.

I will consider adding dark plating ability to the Antarion to make it slightly tough vs fusion ships and more resistant to planetary lasers.


Galactic cannon has the potential of crippling ones planet and thus a super weapon which is kinda at a luxury price. Therefore it's very costy investment. I consider it as one of the strongest final tiers, altough it's price seems to be quite high, it's a super weapon which can be used at unlimited range in space. It can also decimate a fleet which costs as much as the cannon itself. It's weapon is so decisive and dangerous, that it often get other players to organize themselves against taking it out. Also if a player is having extremely high amount of PML and GTS defenses, using this cannon can save you the problem of never ending sieges.


__________

But the ships itself might need to be tweaked, but I've done a major balancing so I nerfed some ships which actually was to powerful compared to their old price and compensated with increasing it's costs or nerfing it so it isn't too strong compared to it's price.

I might look over the way of balancing the ships again later, but currently its better than pre 0.95 balancing.
 
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I was playing the game with my friend today, and i got a weird glitch. We had just started the game, and we were picking the modes and what not. I think in between picking normal game and space age, i clicked on the thingy in the corner(i forget what the picture was of) that pops up the menu do see diplomacy,income rate, etc... then after that the space age menu pooped up. I clicked it, and then the the diplomacy, income rate, and etc menu wouldn't finish loading. I couldn't do anything after that, we had to restart the whole game. I couldn't move click on anything and non of the menu buttons worked.
 
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TKF

TKF

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I was playing the game with my friend today, and i got a weird glitch. We had just started the game, and we were picking the modes and what not. I think in between picking normal game and space age, i clicked on the thingy in the corner(i forget what the picture was of) that pops up the menu do see diplomacy,income rate, etc... then after that the space age menu pooped up. I clicked it, and then the the diplomacy, income rate, and etc menu wouldn't finish loading. I couldn't do anything after that, we had to restart the whole game. I couldn't move click on anything and non of the menu buttons worked.
Ok, checked it and confirmed it. It appear to bug before the vote completely ends as a result of the F1 not being properly disabled during the vote, so I will fix in next bugfix/balance version.
 
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