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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

Level 19
Joined
Nov 29, 2006
Messages
1,266
Ok, based on your feedback, I'm releasing a minor bugfix version soon.

0.96b
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 a bit
Ground to Space laser does now do full damage to all ship types
Fixed some minor spelling mistakes
Added 3rd mobile battle station, but that also requires advanced phase engine research.

Since I'm unable to open 1.24 version replays, I cannot view it. I run the latest bnet standard version.
 
Level 2
Joined
Jul 23, 2010
Messages
19
One other thing you should think about is anti-air weapons on the ground, because if you land something like 12 fighters on a planet and the guy has the anti air thing on his command centres and and a fiew anti air vehicles then its kinda hard to cause any real damage to his economy, also all those major anti air weapons are all rocket so that sucks for interphase ships, but fusion ships taking less damage however is a good thing because they do less to titanium.
 
Level 3
Joined
Dec 30, 2010
Messages
23
It would be also fun if you add mini-planets to occupy. For example a moon.

Quote:
I like to play these with people but the maybe the reason maps like these dont get promoted much coz when the game gets longer means more units and could get laggy for some people with average/slow PCs and connections.
 
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Level 1
Joined
Apr 16, 2011
Messages
1
I like

O wait I just had another suggestion how about a moblie suits (gundams). They could fight in space and land but to go into space they need a hangar ship or something (dropship but for mechs/gundams).
:thumbs_up:

i like this idea!!! add gundams and mobile suit :grin: weeee!
 
Level 1
Joined
Apr 23, 2011
Messages
7
Since I'm unable to open 1.24 version replays, I cannot view it. I run the latest bnet standard version.
You can always use version switcher, its really simple, clean and well done tool. I use it as have much buddies on garena who are slow on changing patches and I sometimes play on northrend aswell: http://www.dota-utilities.com/2009/09/warcraft-patch-version-switcher-120-121.html (don't mind link from blog saying '09 year, post is regularly updated with new versions of patch files as blizzard releases them).

I know it may look like much hassle for one replay, but trust me its just few clicks, and you can't possibly screw anything with it...
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Two things:
1. Any chance of an AI appearing for this game?
2. Anyone hosting this on Battle.net?


1. It's like 10 people asking for AI. It's simply impossible since I once in a time asked a AI programmer to make an AI. He simple gave up the impossible task cuz of the ground to space transition of the map. I will let Callex add it into map description so they don't ask.


2. I'm not sure if anyone does host this map. I saw once a bot hosted it and as I can recall it was a hostbot which said it was hosted by a clan cce. Otherwise I haven't seen anyone hosting it and you should host the maps you want to play, but it's hard to host since the hostbots take up all the host list usually.

I suggest learn how to open your modem ports on your internet modem and open port 6112, use http://portforward.com if you don't know how to do that on your modem.


You can always use version switcher...


--
Victory
--
Also I'm not interesting messing up my wc3 just to watch a stupid replay. Afaik this should only happen in Good vs Evil mode, where 1v2 or 1v3 situation should automatically enforce the game to end which is intended. If victory happens before all parts has lost in normal modes (ALL other modes), then it's something really wrong. I only need to know how many players it was left in the game, since the victory is using a weird formula to calculate alliances in all directions, where 1 multiplied with itself unlimited times will lead to 1 and thus trigger victory (Callex made this victory formula, I'm not completely into this). A defeated and a leaver player will not be counted and if only 1 player of mutual alliance is left, they should get the number of 1 which cannot increase if multiplied by itself. That's how it basically should work in the triggers.


It would be also fun if you add mini-planets to occupy. For example a moon.
There isn't more terrain to use on the map and adding more planets or mini planets is out of question.

:thumbs_up:

i like this idea!!! add gundams and mobile suit :grin: weeee!
No! Research robotics for your robotic mech needs. I will not add more of that kind of stuff into the map.

...also all those major anti air weapons are all rocket so that sucks for interphase ships...
Well, that wasn't really intended. But I might put a solution for this in a fix version. But they are good in space and effective vs dark and partially good vs fusion ships, but since they have quite special abilties and is quite strong, they must be countered somehow so I added rocket as their only weakness and kinda adding paper < rock < scissor logic for space battles.




As for now I have no big plans for update, but if there is bugs, I might release a bugfix version. But I have no bugs noted atm.

It's nice weater outside...
 
Level 2
Joined
Aug 24, 2010
Messages
12
wud be nice if the infantry units like rocket marine, pyro marine etc were of different models :p
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Plenty of people host I find the game quite frequently. The trick is to ether watch the make me host queue for people hosting the map or just use makemehost to host it yourself. If you don't know mmh is a free bot hosting service.
Thanks, I did just use suggest map service and see if it works.

As for the models, I keep the import needs to a minimum, and give the troops different colors instead.
 
Level 3
Joined
Jan 3, 2009
Messages
80
1. It's like 10 people asking for AI. It's simply impossible since I once in a time asked a AI programmer to make an AI. He simple gave up the impossible task cuz of the ground to space transition of the map. I will let Callex add it into map description so they don't ask.


2. I'm not sure if anyone does host this map. I saw once a bot hosted it and as I can recall it was a hostbot which said it was hosted by a clan cce. Otherwise I haven't seen anyone hosting it and you should host the maps you want to play, but it's hard to host since the hostbots take up all the host list usually.

I suggest learn how to open your modem ports on your internet modem and open port 6112, use http://portforward.com if you don't know how to do that on your modem.





--
Victory
--
Also I'm not interesting messing up my wc3 just to watch a stupid replay. Afaik this should only happen in Good vs Evil mode, where 1v2 or 1v3 situation should automatically enforce the game to end which is intended. If victory happens before all parts has lost in normal modes (ALL other modes), then it's something really wrong. I only need to know how many players it was left in the game, since the victory is using a weird formula to calculate alliances in all directions, where 1 multiplied with itself unlimited times will lead to 1 and thus trigger victory (Callex made this victory formula, I'm not completely into this). A defeated and a leaver player will not be counted and if only 1 player of mutual alliance is left, they should get the number of 1 which cannot increase if multiplied by itself. That's how it basically should work in the triggers.



There isn't more terrain to use on the map and adding more planets or mini planets is out of question.

No! Research robotics for your robotic mech needs. I will not add more of that kind of stuff into the map.


Well, that wasn't really intended. But I might put a solution for this in a fix version. But they are good in space and effective vs dark and partially good vs fusion ships, but since they have quite special abilties and is quite strong, they must be countered somehow so I added rocket as their only weakness and kinda adding paper < rock < scissor logic for space battles.




As for now I have no big plans for update, but if there is bugs, I might release a bugfix version. But I have no bugs noted atm.

It's nice weater outside...

OMG MAN !!! i played this long long ago old version and it was BAD now yesterday tried it and OMG it's soo cool !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :D. Trojan.bot is going to host this all days from Europe and well anyone please come and play it gets full so slow... and omg last game 1 guy was rushing and all but in the end made Novarian battle station he got pwned SO HARD :D.

Love the map :D.

And btw Novarian battlestation pwns whole fleets with 4 modules and 2 strong laser turrets and godlike health , armour and main cannon + it's so damn uber bombarder noone can stand against the might of 2 at once !!!

I hate it howit disconected me last time after 30 min and i was wining just beaten guy on my planet and had ibggest tech and economy of em all.

Well i loved the Novarian battle station but all other battle stations SUCK !!! and btw starfury battlecruiser's space rift is too powerful against battle stations... i lost it in few seconds againt like 5 rifts...

Well strongest weapons are motherships all purpose very flexible and very powerful DO NOT WASTE money on battlestations... atleast not if he has god damn starfuries or a lot motherships xD...

Btw why i noone active here o_O ?
 
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Level 6
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Jan 31, 2009
Messages
166
Don't double post. I agree though that starfury's rift ability seems a little Op as it can kill pretty much anything en mass including its counter Fission. However fission itself is still far too powerful at rushing. You can easily buy 10-12 Akula and destroy an opponent's space base (Even if they have orbital missile turrets) thusly slowing them down until they can get interplanetary missile launchers (which takes awhile) and even then you can raid there ports before they are able to build a fleet. I suggest debuffing turrets damage and giving it multishot so that early spam is not so powerful vs defenses.
 
Level 3
Joined
Jan 3, 2009
Messages
80
Man id love to see a final tier tech that would allow one single mothership to upgrade into flagship-command ship mothership which would have great health a lot of passive turrets on not that low range with high bt slow dmg and would allow a player who does not like to play on planet to play only in space, but the tech and ugrade requirments like a lot diferent engines , weapons maxed and a lot resources would be required and it would have an ability to land on planet where it could shoot in space like planetry cannon and also deploy troops <--- optinal.

Well this is just my suggestion because i don't really like the planet play...

I got called a geek and no lifer because i pwned em with motherships in a 1 hour 45 min game just few min ago... omg seriosly retarded people and he attacked me accusing me stuff... well anyways i seen that motherships construction state has hotkey "U" for both space workers and Anubis fighter and if u press hotkey only workers will be made... please fix that...

And i really hope for that mother ship final tech id be awesome to have a commanding mothetship with unbelivable high health seriosly hard to take down and a lot of passive high range high dmg low atk speed turrets and some good abilities like best bombard ever or some turret attack speed boost or upgrades for it ...
Btw that Anaris battle station needs to deal 10K dmg in straight line because 10K to 1 target is only 2x of Nightmare's ability and Novarian is tiny bit expensier and does 5000 dmg to all targets in range...

Sorry for double posting <.<.
 
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Level 1
Joined
Apr 23, 2011
Messages
7
--
Victory
--
Also I'm not interesting messing up my wc3 just to watch a stupid replay. Afaik this should only happen in Good vs Evil mode, where 1v2 or 1v3 situation should automatically enforce the game to end which is intended. If victory happens before all parts has lost in normal modes (ALL other modes), then it's something really wrong. I only need to know how many players it was left in the game, since the victory is using a weird formula to calculate alliances in all directions, where 1 multiplied with itself unlimited times will lead to 1 and thus trigger victory (Callex made this victory formula, I'm not completely into this). A defeated and a leaver player will not be counted and if only 1 player of mutual alliance is left, they should get the number of 1 which cannot increase if multiplied by itself. That's how it basically should work in the triggers.
Oh well... I run through the replay 2 times quickly, made some screenshots and log events as they happened. Maybe situation can be re-created and traced... It really is serious thing if this isn't isolated case, I played map around 30 times and that happened, well, once.

Game started fullhouse, normal mode, normal tech: http://i.imgur.com/6OZaK.jpg
I'm on red slot, leaver which triggered endgame is purple- mario6000 on planet with grey - ledu97

Now, list of events from my point of view:

@00:1:58 i ally with ledu97 (grey)
@00:12:38 mario6000 (purple) has offered a surrender (he is confused, i guess)
@00:18:58 wildbeel has offered a non-agression treaty (i ignore it)
@00:21:41 i ally with MACANA (orange guy with whom i share planet)
@00:33:15 i enter in trade alliance with ledu97

And list of events from bugged leaver's point of view, mario6000:

@00:17:12 sends some Offer (idk what, noone accepts, didnt watch replay from everyones perspective -_-)
@00:17:22 gets msg to enter new nick, he doesn't enter until min 31 when he writes "gg" and that becomes his nick

Then he basically gets defeated by grey (ledu97) on his planet (but i think defeat for him was never triggered) and he leaves game. And game triggers worldwide game over event as far as i can tell:

http://i.imgur.com/UqfZk.jpg

http://i.imgur.com/wUjwM.jpg

Hope this helps...
 
Level 6
Joined
Jan 31, 2009
Messages
166
Two things

In the latest version the death triggers for red seem to be messed up. When red loses all his civilian buildings he "loses" instantly without having to wait two minuets. However he does not lose all his units when he "loses" so if he still has an SCV he can rebuild.

I tried nuke rushing and found it to be incredibly easy. Not only are nukes devastating cheap tech wise they are almost impossible to intercept with Missie weapons because they have impact type armor. The only efficent way to stop them (with laser tech which takes alot longer to get) is to stop specialists from landing which is very difficult (considering transports have quite a bit of life and can land on your planet from any direction). Combined with the fact that nukes have a capitalship ability and an Anti space ability I think they shold be considerably harder to get (maybe require tier 7 or 10 Fission tech instead of tier 3).
 
Level 1
Joined
Apr 23, 2011
Messages
7
In the latest version the death triggers for red seem to be messed up. When red loses all his civilian buildings he "loses" instantly without having to wait two minuets.
Confirming this, happened to me just last game (latest map/patch). But forgot about it till now eh.

edit: just remembered one more bug, story goes:

I'm again on red slot, icy planet, all cool and nice, have things under control just as i like both in space and planet. I'm exterminating some guys on neighbor planet but lack of orbital bombarment ships and I'm damn too lazy to build land army and use transporters for them. So I decide to take Ion's as final tech (I often take final tech late in game after I see what would be useful / funny to play) and put some of these sexy ion cannons in alien's planet orbit to help myself clearing it out. Problem was i already had max (6?) satelites (defence ones) in my planet's orbit and game didn't let me build any other! Needless to mention I tried to move existing satellites out of my orbit to some other planet to 'make room' - and it didn't work out. Also tried (thats actually first what i did) to put few workers on alien planet I want sattelites on and build 3 space stations there to launch satellites directly where i need them. - nothing worked out. I'm either missing something or its bug for our dear TKF to fix! :D

cheers
 
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Level 2
Joined
Dec 25, 2004
Messages
15
I love the map. Here are some of my thoughts.

Noticed an inconsistency with the upgrades.
Laser Tank has Laser Attack Type and Fusion Armor Type.
It gets upgrades from Laser Weapons and Titanium(?!).
Plasma Mech has a Plasma Attack Type and Titanium Armor Type.
It gets upgrades from Plasma Weapons and Titanium.
I figured Laser Tanks should have the Titanium Armor Type.

Not sure if Offensive Defense Satellites should be an effective rush tactic.
If the target doesn't have a Defense structure up he'll be locked in a Satellite vs Satellite battle for a while. It's fairly easy to counter if you know about, 1 tower and you're safe really. The problem for me was that I had a Drydock pretty close to the planet and had a hard time to get a builder to get out of the satellites reach.
Only edit I think might be necessary would be to make space builders immune to defensive satellites.

A message when you can fire your next Ion Cannon could be nice. Shame to waste a cooldown.

Infantry feels kinda clumsy to move around, like their collision size is too big or something.

Who made the planet model? Rightfield?

Now for more general suggestions/ideas that are not really important.
Psychic based final tier tech, mind control ground units. Covert ops like units that can use Enemy Civilian Complexes to spawn infantry units.

There's 1 plasma ground unit and 1 laser ground unit. I assume they're mostly there for synergy upgrade reasons. Ground unit with disruptor type damage could be cool for symmetry, but not sure for what practical reason really.
Laser/Plasma Infantry. Upgrade for Flamethrower units to give them a Plasma type attack. Melee Laser Infantry?

Dyson sphere final tech? Allows you to build income structures by the sun. Final tech with bias to Crotur and Umos isn't such a good idea though.

A lasting radiation effect would be cool after using nukes and certain orbital bombardments. Would encourage you to enter the planet and conquer it instead of just blasting away everything on the surface. The radiation could cause damage to everything in the affected area over time. So you'd lose the conrol zones after a while if you don't repair them.

That's all I can think of now.
Keep up the good work! or don't the map is great as it is.


Currently there seems to be 2 solar conquest bots running on northrend by Browneh and Kotofay. Message me Zakyrn@northrend if you're interested in playing.

Edit: Typos, bad internet grammar
 
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Level 2
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Dec 25, 2004
Messages
15
Shame people chose Good vs Evil that game kiloneie.

Just had a lame game
http://imageshack.us/f/6/cowarde.jpg/
Three people who seemed to know eachother first moved me from a spot in the lobby and then when I bombarded their second planet they kicked me, disconnected just after.
Not sure if his name was mafiaboss, I think it was longer and I think his friends had names starting with D like Devin or something.
Just a friendly warning.
 
Level 6
Joined
Jan 31, 2009
Messages
166
Lots of people who are not actually very good at the game just kick when they are about to lose or form large teams with friends. Take it all with a grain of salt and a good sense of sportsmanship.

P.S. Did TKF drop off the face of the Earth?
 
Level 8
Joined
Jun 28, 2008
Messages
356
Me requirez a list of ttly addicted to this map players on garena for a serious play, 'cause all teh lamers quit, 'cause some people are so dumb they can't even zoom out in space view. This map is like a luxurious dinner, but only a few people know how to use the fork and the spoon.
 
Level 1
Joined
Apr 23, 2011
Messages
7
We badly need mapmaker. Ive been hosting (and playing) latest ver of solar conquest past week and 2 days in a row I got bug that is described by me on previous page (1 guy leavs game - game triggers global end event). This is critical bug that neeeds fixing asap. Its not nice when we develop game, make some progress, pick tech, prepare for fights - and map just d/c us all because one leaver. If bug cannont be tracked I suggest just removing end game event as immediate patch up.

To my slight observation it happens when first leaver is after 30 minute mark, but it may also be some other conditions (maybe red player making alliance with non planet buddy) aswell.

Also, I strongly urge all players in my game to vote united planets / normal tech (sometimes space tech if i want faster game) so thats mode which we play all the time.

To potential players: my hostbot nick is 'solarbot' on all realms (bnet, eubnet, garena), and I will host about 2 games a day in the evening around 23h and later my time (CET)
 
Level 3
Joined
Jan 3, 2009
Messages
80
I have never got this end ever in like 20 games i have played...
Well anyways i got a ... i must play again ... btw THQ i think thats ur nick if ont im sorry well in few years i might do this map aswell... i just have trouble getting an artist... if you know somebody that does top down perspective or can do fake 3D with a script tell me man.

I know this comes as a SHOCK, but I'm no longer the official mapper of Solar Conquest, as I resign myself from this project and wc3.

Have a nice day!


~RETIRING~

So if noone is doing it can i try ? i haven't released any of maps but im no shit coder i know game design well i will not try to claim anything i just want to continue on it. I will not add over poowered units and such i will make improvments and fix all bugs i can find if you let me to.

Best regards,
Primoz (aka kiloneie).
 
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Level 17
Joined
Apr 3, 2010
Messages
1,101
Kiloneie dont double post :(

btw Very well made map love it +rep.

Although i came across alot of imbalances

Galactic cannon is overpowered :(

Getting Shield upgrade Spamming Base defenses to orbital and doing 3k dmg per attack with shields protecting is slightly overpowered as you need about 30 Huge ships to even get near the base then since they cant enter the atmosphere u need to some how take all the dmg without them aiming your carriers as you try to bring in units. Even if you bring in units they can get easilly killed. So the only way to stop a Shield and Defense spam is Explode loads of 10 k ships :(--- Kinda needs balancing ---
Although galactic cannon just pawns it anyway.

The Ship which looks like Deathstar is seriously underpowered. And A few starships can destroy it easilly. Due to the Rift abillity


Apart from that Love it ^^
 
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Galactic cannons are not Op at all. They are really just anti turtle weapons that are inefficient for there price. Nukes are very very Op considering how inexpensive and powerful they are. (They are one of the first final tiers you get access to).

However all of that is irrelevant unless TKF or Callex hands the map over to someone or one of them starts working on it again. It would be sad to see solar conquest die.
 
Level 17
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Galactic cannon 3 hit ko on any planet nice not op at all..

Nukes i can juist aim them with towers or get a planetary shield. Nukes are fail.
Or better nukes dont even do much dmg 0.0 they halt my land eoc a bit but by that time most of my eco is space.

Shields is one of the first final tiers u get acess to like Robotics. Nukes are pretty useless

now Biowarfare is better :p
 
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You can get nukes much much faster than shields. I am more than willing to show you how rigged a nuke rush is in game. (I don't say this after being nuke rushed this has never happened to me I nuke rush other people). For the price of a galactic cannon and 3 shots you could have a fleet of capital ships which could easily destroy the cannon and the cannon is slow to build and requires a huge amount of resources.

Even with shields the blast radius of a nuke is greater than that of a shield so you can simply target a valley near a shield which cannot be blocked to attack a planet. But that is irrelevant as you can get nukes faster than shields.

Anti space nukes are also way more powerful than they should be for there price. (Pretty much as powerful as a galactic cannon shot for 1/20th the resources)
 
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1. Actually there about teh same speed.
2. No if you rush space you can just use normal units to kill a nuke --- Takes about 5 defense cannons or a few petyas. Or even better just kill it using miners or a battlestation o.o
3. I meant A PLANETARY shield not a Mini shield. Planetary shield stops everything frrom entering the planet.
4. Again though nukes can be killed. Space cannons cannot be stopped. Hole up one at the corner of the map and you can kill everything.
5. The idea is cannon is end game. You protect it through spam tower mixed with Heavy ships. By the time you get to galactic cannon you will have those kind of ships.

Alternatively you can get space cannon by rushing for it. This means upping your economy. This requires an ally though. Then you pool for it. And again you will start buidling it and since you economy is vast you can build defenses. People will not have capital ships till its built or later. :eek:

way to gain hi eco :O

Rush up ur eco from normal eco upgrades to 110. Then after that go space. Let your ally take the planet. Then by the time he comes to space you will have rushed LAser tech and got Miners with wepons. use these to kill the pirates then spam actual space miner units built from the bigger miners not sure on names :(. Anyway then you create a small fleet and put them in the center protecting most of your unit. OFfer non agression to everyone
Who ever doesnt except place an extra force while you are doign this. Your ally will be coming out to space and will begin to build up his tech.

wait 5 mins and u will have a few k of crystal. Convert at trade port while rush teching up throuhg the direct line to galactic cannon. Any money needed will be provided by your ally at this time. Your (Planet bud)

While you are rushing tech your ally will try and build a respectable defensive force and will go for the shield tech. Giving your planet a planetary shield and also at the same time start to build defense for your galactic cannon.

:eek: alternatively rush space then use space ships to take the planet
 
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The vast majority of serious games do not go into the late game. The result of the game is already decided at that point by who has the most resources. If people do not have capital ships by the time you have a galactic cannon that just means they are playing poorly. The Galactic cannon is not under powered and has its niche as a game ender but its certainly not Op. Shields take much more tech than nukes. I will show you in game if you like.

P.S. Galactic cannon shots CAN be intercepted they onlt have about twice as much life as nukes (3500 life rather than 1500) and as a single shot costs about 3x as much and the cannon costs much much more then they are easier to intercept than nukes for there price.
 
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You can just rush it ..... with an ally. Also Shields are very fast. Even if its slightly later till i get it i can just build LAser defenses. --- I usually rush laser before building a fleet anyway.... As the decent ships dont come till later and miners can kill most ships....

Anyway the point is you can just kill a nuke midflight -.-

And no Shield tech is very fast!!

Check above galactic cannon rush tactic :L

Usually you end up with about 500 eco as your building the galactic cannon. All though if your ally is very good at defending or if you get mass Non agression it can go to 1k+ eco


Had one game where my income was like 5k currency/trade and every income i was gaining like 10 k crystal from miners//



what server do you play on?
 
Level 6
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You can kill galactic cannons shots midflight and spaming nukes (making it veery difficult to intercept them) is easy.

Nukes require Fission engines - 3 fission upgrades - Core overload - nukes
All these technologies are practical and give you other benefits as well.

Shields require (Which quires fission engines and some other stuff) Space travel - Large scale construction - Automated construction - and is therefor more expensive and also does not give you a head start on getting ships.

Shields are also purely defensive (except for Atlas).

I think the only way to resolve this is for me to show you in game how fast a nuke rush can be. (Nukes remain quite useful late game as they are an inexpensive way of killing capital ships).

You would be better off getting warp and robotics with an ally than rushing a galactic cannon.
 
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Right and yet you need a station to send nukes where as most techs your talking about and adding you need to be able to build a nuke station anyway. These are just standard techs. -.-

Shields are purely defensive well down you also with it get a planatery cannon one which fires from the planet and deal 3k dmg. So if you think about it Galactic cannnon + An epic defense = Imba. Hence why teh galactic doesnt die> JUST SHOVE IT in a corner therefor only limited ways of attack and a huge advangtage for defense asu spam towers ;O and match there Ships

Also the Nuke techs require other techs as well. You simply havnt exapnded it. If you want i can expand both for you
 
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Planetary defense lasers deal 750 damage base and 1k damage when fully upgraded not 3k. They are powerful regardless of weather you have shields. The additional technologies required for nukes are also all required for shields (just basic space tech stuff). So adding it would be redundant.
 
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Nope they deal 3k dmg to my capital ships .....and there imba when you combine them with shields for protection and add anti air therefor making your planet impentrable to ships.

You say adding would be redundant yet you added it for Shields and not nukes. My point was you were making your argument 100% biast by mistating facts and not compreding the full list on 1 side but making it on the other

"Space flight" I.E
 
Level 6
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Just look at the damage it says it on the unit.... If it deals 3k damage to your capital ship that's because there are three of them.

My list for shields is NOT full. You don't need space flight to get nukes.
 
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There is no land based missile silo. I just got the final tier in a game there was no land base one o.o

Only a orbital strike silo ---- Maybe your playing an old version .....

To get nukes you need
Upgrade Crys Currency
Kinetic projectiles 10 100
Explosives 10 125
Rocket projectiles 25 200
Heat resistant plating 10 200
Nuclear fission 15 250
Fission engines 25 325


Fission engines upgrade 1 2 3

1. 20 250
2. 40 500
3. 60 750

Core metldown 50 400

Advanced nuclear weponary 200 4000

Space center 30 400
Space travel 30 1500
Space exploration 20 400
Space unit 0 300

Orbital strike platform 50 1000

To use it you need a specialist right so

Infantry training: 5 80

Barracks 5 200

rapid growing tissue 10 180
Performance enhancers 10 180
Advanced training 35 300
Enhacned sodlier optics 25 250
Specialist infantry 30 500
Specialist 40 550
Space transport 12 200
Hostile climate adaptation: 55 1500


Total cost


Total number of upgrades -22
Total number of units to be built 4
Crystal 742
Currency 14740

This does not include arming the nuke which For nuclear arming would be 85 800 or
mutagen 90 900

Both have a cooldown which seems to be about 120 seconds or so

Or tech centers.
Although it would be 45 1100 for the tech centers
.---


To get Shields
Upgrade Crystal Currency

Kinetic projectiles 10 100
Explosives 10 125
Rocket projectiles 25 200
Heat resistant plating 10 200
Space exploration 20 400
Nuclear fission 15 250
Fission engines 25 325
Space travel 30 1500
Space unit 0 300
Space center 30 400
Large scale construction 30 800
Automated Construction 30 700
Shield tech 50 2000
Planertary shield gen 200 2000

Total Upgrade amount 11
Total Units 3
Total Cost Crystal: 495
Total cost Currency: 9400

Tech center costs were emitted also these would of added to 45 1100.---



And once you have nukes first you have to get the specialist to the enemies base without them noticing. Good luck with that --- Very difficult if there not noobs


And that is conclusive proof. I counted each tech tree and reqs. You can check it yourself

Shields have 11 less upgrades and is 5k cheaper in currency and 300 in crystal.
 
Last edited:
Level 6
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No I am most certainly playing the new version maybe you are playing the old version. There is a land based missile silo which can fire tactical space missiles or nuclear ones if you have the tech. Rushing shields is not comparable to rushing nukes because rushing nukes will win you the game wile rushing shields will only keep you from losing it.

As stated I am more than willing to play against you and show you how easy it is to win with nukes (even if you are trying to counter me.)
 
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