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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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Yea the upgrade bug is still present in .89c, Laser upgrades dissapear
I cannot replicate the bug and I can't see why they should disappear.

I use triggers to eventually reveal techs as you research pre-requisites. You need to research Spectrum Analysis first before it appears. I had to do this since I added so much techs in to the game and at some point no techs could be research cuz of only 12 icons if you pick the wrong ones.


If you find any bugs I would like to know.
 
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Some suggestions:
A hero unit in the space and on the ground would be great (Commander) with different auras and support skills. (maybe a final tech or an expensive unit and tech). More upgrades for the civilian buildings because I hate building a lot of those.
 
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Some suggestions:
A hero unit in the space and on the ground would be great (Commander) with different auras and support skills. (maybe a final tech or an expensive unit and tech). More upgrades for the civilian buildings because I hate building a lot of those.

Personally I don't think the game needs a hero unit, it has enough depth as it is with all of the other features. But I agree with the extra upgrades on civilian buildings for a LARGE cost of course.
 

TKF

TKF

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Some suggestions:
A hero unit in the space and on the ground would be great (Commander) with different auras and support skills. (maybe a final tech or an expensive unit and tech). More upgrades for the civilian buildings because I hate building a lot of those.


Personally I don't think the game needs a hero unit, it has enough depth as it is with all of the other features. But I agree with the extra upgrades on civilian buildings for a LARGE cost of course.

Since the game operates with pair numbers, I can possible double the food costs of civilian structurtes, or simply halve the food produced by the terrotories while doubling income. In that way you need less civilian structures. Also increased the cost of them.


And I have no plans of adding hero units in the game. But I plan to add a quick recenter ability to the camera controls (F2), so you can instantly pan there you are being attacked last time (last text notice).
 
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Since the game operates with pair numbers, I can possible double the food costs of civilian structurtes, or simply halve the food produced by the terrotories while doubling income. In that way you need less civilian structures. Also increased the cost of them.


And I have no plans of adding hero units in the game. But I plan to add a quick recenter ability to the camera controls (F2), so you can instantly pan where you are being attacked last time (last text notice).

Another thing you could possibly do is create a function that merges all previous civilian buildings into one big one. In Vampirism Beast for example once you build a gold fountain it takes all of the previous gold mines and gold wells and incorperates their income into this one building.
 
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I have two suggestions here that I think you should really consider:

1:Dark Matter ships recently recieved a buff reducing the damage the take from laser(fusion craft) attacks which led me to believe you were moving toward a rocks, paper, scissor attempt at spacecraft but with later versions I haven't found this to be the case.

I propose you add a vulnerability to Dark Matter craft along the lines of:

Tenuous Plating: Dark Matter Plating, while energy absorbent, is extremely tenuous to physical stress induced by explosive ordinance. All Dark Matter Craft take an extra 20% in damage from rocket attacks

Currently I'm pretty sure Fusion Craft outmatch most of the Fission Craft (Mostly in the lower tiers, Fission Capitol Ships are really versatile and I use them often) and laser attacks are already super-effective against ship plating so I think this addition would balance space out in a nice rocks/papers/scissors

Fission<Fusion<Dark Matter<Fission

2: I think it'd be an interesting addition if you could somehow put a land-able asteroid in the center of the asteroid belt with extra CPs on it or something. This would make holding the asteroid belt essential to controlling trade and fleet passage throughout the system as one could mount a sizable defense of Ground to Space Weaponry on the surface of the asteroid as well as your normal space defenses.

I'd wouldn't give much space to the surface of said asteroid as it'd be a bit unbalanced stacking tons of GTS lasers there late in the game. I'd say leave enough room for say 3-4 cannons and maybe a few other buildings with a bit of space in between.

Game's coming along great either way though, I've always been impressed by this map.
 

TKF

TKF

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Messages
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Another thing you could possibly do is create a function that merges all previous civilian buildings into one big one. In Vampirism Beast for example once you build a gold fountain it takes all of the previous gold mines and gold wells and incorperates their income into this one building.
No, if it get hit accidentally by orbital bombardments you suddenly lose all income in one hit. And also it's an unrealistic suggestion to the game. If someone attacks your civilian buildings they shouldn't be able to take all your income on one blow. It looks wierd if all your people live in a huge civilian block.

This isn't vampirism.


Edit_1

I plan to change some of the high size models ingame to reduce map size a little for adding more models and add more ships into the game (which also includes more imports of models) and some editing and adding features into the map. It might take a couple of days....


...

Edit_2

I have changed the food system radically for 0.90, also with several adjustments and a new orbital defense structure.

I have changed some of the ingame models with a better one and one which takes less space in the map, also able to import a new ship model which allows me to add more ships without using the same ship models to much over and over again (as you might have noticed when you have played, you see that same models are used several times for different roles).
Model exported from Cruiser Command
132929-albums3389-picture30963.jpg
If you have any good ship ideas and ability suggestions (and not garbage suggestions), I would like to know it asap before the release of 0.90.
 
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Just shooting ideas out there to maybe spark something innovative, but this just came to mind:

How about a Super Capitol Ship that's so large it has its own interior that could be boarded and fought over. Make the ship be an immensely powerful space combat vessel with it's weakness being the ability for your enemy to board and destroy it from within.

Maybe have a Control Point or two within the ship and allow structures to be built inside? A city-ship idea via Stargate Atlantis.

I know Oblivion's are currently meant to be the end-all capitol ship, but maybe offer two different paths to space superiority with Ion Tech's strength being the devastating Ion Storm Effect and the other specialization being a near-Antarion capable ship.

((It also seems that this is perhaps TOO similar to the current Antarions so maybe you would have this replace the Antarion entirely; since the battle station is already mobile it would make sense to simply change it so that it is an immense ship rather than a manned building. Maybe change the Galactic Cannon model to the Antarion model? Gives it more of a death-stary purpose by making it entirely geared toward planetary/fleet anihalation))
 
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No, if it get hit accidentally by orbital bombardments you suddenly lose all income in one hit. And also it's an unrealistic suggestion to the game. If someone attacks your civilian buildings they shouldn't be able to take all your income on one blow. It looks wierd if all your people live in a huge civilian block.

This isn't vampirism.

I wasn't trying to insult your map or anything I was just giving suggestions. :slp:
 

TKF

TKF

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I wasn't trying to insult your map or anything I was just giving suggestions. :slp:
Sorry if you felt that I responded hard. Wasn't my purpose of intimidating you. Suggestions that in this case could be unrealistic in maps like solar conquest.

How about a mothership which can actually land on the planet becoming a building which can train marines and workers and then can later lift off and is a ship again.

No! :eek:


Please, when will come the next update?

Any moment, Lungdrache. It's being released with the new Battlecruiser and tons of adjustments.

The camera thing was much more trigger intensive that I could have imagined. At least it should work somewhat now, although a bit buggy sometimes. Right click to activate it in F2 menu.
 
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Hey...can anyone see these posts? I just joined and was wondering if my posts are simply overlooked or there's some technical problem not letting me post
 
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I really don't like the idea of consolidating economy. If you clump all your buildings together in a huge line that is waiting for an orbital attack or nuke to land on them well, that's your own fault. Spread out your buildings and it won't be as bad when the lucky Vanya barrage hits your planet. I do however support an EXPANSION of the economy system where more civilian type buildings could be produced for different effects. Perhaps even a population system or something.
 
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That's sort of how you should win >.<. More experienced players should have the advantage over less experienced players. Changing the units around to suit noobs is bad because either way, the experienced player will just take advantage. Not good, Not good, Not good! Just play more and learn to get better!
 
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Or you can ask huntere15 to teach you how he beats you every time =D, people who are good, if they're not total idiots, tend to like to teach their skills to others, if that doesn't work, just play with someone else XD, or become his ally.
 
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Or be a sinister little bastard adn turn everyone against him. no matter how pro nayone is, no one can face 9 other players all at once and win.
 
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New Feedback!

Economy
I really disagree with the new civilian buildings layout. There was enough space on all the planets to accommodate lots of civilian buildings near the starting area. Reducing these buildings and increasing their effective is a poor idea IMO and should be the choice of the player through the proper economy upgrade. I suggest making the upgrade come by default and simply making the player pay the cost of the building again. There should be a choice between few, powerful buildings and lots of smaller, less effective ones.

My suggestion, leave the buildings free and give players the chance to upgrade for double economy once for the same price and then make the building take up 4 economy slots with another upgrade. However, the 2nd upgrade will require and upgrade from the economy research center.

ULTRA MEGA HUGE DEATHSTAR TURRETS IN SPACE!!!!1one
They cannot fire on planets anymore. When I try to shoot any planet it says "Cannot fire on neutral units." When I have 100% upgrades and research.
 

TKF

TKF

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The reasons of halving number of civilian structures is:

Advantages
  1. Easier for noobs, they tend to not use all their available food
  2. Less skilled players are actually a little more threat then before
  3. Spending less time by building tons of civilian buildings when you get food available
  4. You can have the economical benefit of controlling more planets and still having 100 food as maximum limit
  5. Less space used
  6. On planet Novacia, you have more tight building space than other planets, so less civilian buildings gives more room which is precious on this planet

Disadvantages
  1. Less civilian buildings can make your population in the game less visible
  2. Your economy reduction over time happen much faster when you have less food then food used
  3. Less civilian buildings makes it easier for your enemy to destroy then


But I consider the advantages for this greater than the disadvantages. You can relatively quickly build up your economy if you would lose some structures.


About the planet buster cannon bug I'm going to fix it asap.




And about the other suggestions I'll consider them....
 
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Also for the civ buildings, make thme have more hp and more armor then regular ones, and instead of destroying them, ahnialating economy if oyu lose a cp, just make thme degrade in level of upgrade (like inside Empires and Heroes).
 

TKF

TKF

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Sorry about the quickfix delay, but it did take the entire night to figure out why the menus were unselectable. When heroes have 0 vision range, they for some odd reason become unselectable by using F1 and F2. I didn't know that until I guessed it. Weird blizzard bugs.

0.90e being released tomorrow.
 
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Thanks to TKF and Callez for making this epic map. And i have to say that units and buildings need more MODEL AND ICONS. it's really confusing to use many spaceships with the same icon. You can't really tell which one is which. And planets need some balances. Some of them has wide space, some are tight some have big-ass doodads that block your camera and so on. anyways 4.5/5
 

TKF

TKF

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Thanks to TKF and Callez for making this epic map. And i have to say that units and buildings need more MODEL AND ICONS. it's really confusing to use many spaceships with the same icon. You can't really tell which one is which. And planets need some balances. Some of them has wide space, some are tight some have big-ass doodads that block your camera and so on. anyways 4.5/5
I'll consider adding unique icons on ships later. I try to keep the map size low as possible to improve download time. Maybe in a few future version we have new ship icons, at least for each model. I try to keep the map below 2.5mb.


The planets terrains are different and has advantages and disadvantages. For example on Novacia, you have little space, but the many bridges makes ground invasion harder as you can fortify positions. Behind the bridges if your enemy makes a landfall. At croturnal you have wide open space, but it's easier to make ground invasions on croturnal as for more attack angles.
 
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Thanks to TKF and Callez for making this epic map. And i have to say that units and buildings need more MODEL AND ICONS. it's really confusing to use many spaceships with the same icon. You can't really tell which one is which. And planets need some balances. Some of them has wide space, some are tight some have big-ass doodads that block your camera and so on. anyways 4.5/5

The point of the planets is to be diverse and different. so each one requires differnet tactics an skills to conquer.
 

TKF

TKF

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why did you removed things like desolator nodes, laser fences and repair drones?

Desolator nodes were quite useless and I didn't see the purpose of building these, also to make space for Planetary Missile Launcher and artillery, I had to remove the most useless structure the Ground Defense Builder had, so I ended up with removing desolator node. If I would readd them again, I have to remove a defense structure.

I couldn't fix the laser fences cuz it's known to cause fatal errors. Continuous lighting effects are bound to cause fatal errors and thus unacceptable and therefore removed.


Repair drones were way to easy way to fix your capital ships into the enemy front line. Normal builders are slower and not that easy to get to front lines. I could readd them again, but them they would cost a lot more due to the speed. If I would readd it, it will be a repair cruiser or something.

_________

0.91 released. It features Good vs Evil mode where there is enforced 2 teams in the game which cannot betray each other, a fun mode.


I did a couple of changes which I couldn't possible test alone, so I need your feedback on it:
  1. I reworked the Planetary Laser Defense triggers, if it doesn't work let me know. I need to know if it works since i cannot test that alone with no players.
  2. Good vs Evil autobalancing. It happens when a player leaves the game and when the odds are about 3:1.
  3. The new ships
 
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The lag should be reduced, a lot. It becomes impossible for me to actually play a long game in this effectively.
From what I understand, it's from the towers trying to hit other planets in the Boundary areas.
I suggest you pause all the turrets on each planet after a few seconds of it being "finished" then have some sort of check to see if an enemy enters the planet so you can unpause the turrets. Of course, it'd be a good idea to have a check to see if any enemies of a player are on the planet every bit in case of bugs or in case of a player unallying another one on the planet. This'll reduce lag when attacking a planet considerably.
Oh, and clean up memory leaks wherever possible..
 
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I'm getting alot of complaints in game about mutagenic lifeforms. if two peopel pool resources to one of them, they cna rush it effectively enough to be the only space army there and just launch mutas like crazy on all planets.
 
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hey tkf, im just saying but biological warfare is quite rigged if used well, trust me not a noob and i was playing with some quite good players, however one guy has just bio rushed for the past 4-5 games and it seems unstoppable, i managed to old with gattling turrets on the last game however it seems you spend so much money on defense and you lose a few points you tend to lag behind, and he managed to do this to EVERY planet except for his of course, and then while we were either dead (everyone else) or extremely weak (me) he just sends down a huge wave of akulas, so please make bio harder to get, cost more or just put it up further the line. as in middle late game it is pretty balenced, thanks
 
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Surrender is broken. The player who has surrendered can still attack the person they surrendered to by simply manual attacking and there is nothing the other player can do except manual attack back (which means that highly expensive warships can be easily killed by lots of little ships). The player who was surrendered to cannot unally his vassal and cannot kill him in any way his only hope to use normal weapons is if both players agree to a treaty then break it. I nearly got obliterated this way luckily after destroying all my fleets the other person made a treaty so I could break it and I managed to win. Vassals should have an anti friendly fire system and there owner should be able to use a command to defeat them instantly (otherwise there is no reason to except a surrender)
 

TKF

TKF

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Well, I can put biological higher up the tiers since I've added spore destroyer which infest planets.


I'll add anti attack for the surrendered players so they are not able to attack the players they are slaves for. You have control over a player which has surrendered.



About the leaks it's not much I can do. I've cleaned every possible leak I could find, but having 30+ periodic triggers which the complex games depends on takes its toll on the gameplay also the numerous numbers of units, asteroid auto mining system and GTS system and transport units to planet system. The map has so many features that lagg is unavoidable.
 
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The problem with bio was not because of its low tier tech. the problem was really that the player was being fed resources by a person on another planet (me). he simply siphoned resources at intervals, both minerals and currency, and was able to easily rush the tech. this could arguably happen with any tech that you can get though, so thats not important.

The riggedness of the mutas is the fact that they spawn form eggs at .75 seconds. raise this to 2 seconds and also make the evolution for mutagenic beasts longer to get.


on another note, i found that atlas were a bit too powerful. when i played against arcmage he had about 4 all together and i did absolutely nothing with my goliaths. this stems form what i've said earlier about being fed money by your fellow planeteer.

To solve THAT problem it is probably best that you input a tax on currency (putting it on minerals would just make it too expensive) at about 15%. that would deter people from willingly feeding resources to each other
 
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Well, making a change to biological warfare isn't the problem here. The problem is that fighting against two economies is an uphill battle that only a very skilled player would be able to win. If you really want to nerf two economies, make some kind of trade system for people who just want to share resources where the players will have to use either space-based or land-based transporters to move resources. This would nerf resources in the way that they must be intercepted and can prevent players from simply pooling one another.

On land, players with trade docks on opposite sides of the planet could have some system where a truck is loaded with resources and drives to the player on the other side of the planet. To prevent exploitation, players have to build these docks on any sector save the middle. For the resource trade docks in space, they must be built near planets.


Easier for noobs, they tend to not use all their available food

Then they should either read the quests or figure it out. If they can't figure it out after a hint in the beginning that says "Build civilian structures to increase your income" and "Capture more territory (Circles of power) to allow for more civilian structures (Food)" then they really don't deserve a chance to win anyway. This can be added into the hint system in the beginning and amended to the quest log.

[*]Less skilled players are actually a little more threat then before

Seriously, as I said, if these guys can't figure out to build more civilian structures at the beginning then they don't deserve help, especially something that alters the game so drastically.

[*]Spending less time by building tons of civilian buildings when you get food available.

The upgrades I proposed will solve this problem very easily. Allowing players to have many civilian buildings which are not upgraded or few civilian buildings which are upgraded 2 times over.

[*]You can have the economical benefit of controlling more planets and still having 100 food as maximum limit

I don't think I understand what you mean here. However, what I think you're saying is that you can have more economy from having more than one planet because you will never hit food cap. In response to this I propose simply raising the food cap to 125 if maxing out at 100 food was ever too little:thumbs_up:.

[*]Less space used
[*]On planet Novacia, you have more tight building space than other planets, so less civilian buildings gives more room which is precious on this planet

My solution of allowing civilian structures to be upgraded 3 times over solves this problem. You have the choice of either consuming 4 population in one building, 2 population in one building or 1 population in one building. Those kinds of options will easily solve the space issue on Novacia.

The option allows players to use more or less space for population as dictated by their own will. Both options can be advantageous depending on the situation.
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  1. Less civilian buildings can make your population in the game less visible.


  1. Yes...


    Your economy reduction over time happen much faster when you have less food then food used
    [*]Less civilian buildings makes it easier for your enemy to destroy then

    This is a serious problem. I owned a huge chunk of someone's economy with specialists and a single bombardment because he didn't have the ability to properly space himself out. My proposed solution allows for players to properly space themselves out and at the same time conserve space while keeping the relative complexity of the economy system (Which is a good sort of complexity XD).


    But I consider the advantages for this greater than the disadvantages. You can relatively quickly build up your economy if you would lose some structures.
    I consider the advantages of my solution a better option than this one which leaves these blaring disadvantages.


  1. So, here's what I suggest.

    Manual Trade
    Have players use convoys to trade resources rather than the F11 menu.

    Thrice over building upgrade
    Return economy to normal and allow players to upgrade civi buildings twice over. 1 population taken -> 2 population taken -> 4 population taken. Two population comes free, 4 population comes with an upgrade.

    Improve help system
    Affix the economy system to a quick hint in the beginning of the game and into the quest menu.
 
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or just do what i said and tax currency...

also i forgot to mention the tactical missile launcher built for defense drone fails. the missiles auto destroy on my own planet half the time, and oter times its too weak to do any damage at all and dies before reaching a target.
 

TKF

TKF

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The riggedness of the mutas is the fact that they spawn form eggs at .75 seconds. raise this to 2 seconds and also make the evolution for mutagenic beasts longer to get.
No, the spawn rate is 4 seconds. If you don't have a strong ground presence it's your problem.
Hunter9G said:
The problem with bio was not because of its low tier tech. the problem was really that the player was being fed resources by a person on another planet (me). he simply siphoned resources at intervals, both minerals and currency, and was able to easily rush the tech. this could arguably happen with any tech that you can get though, so thats not important.

.....

To solve THAT problem it is probably best that you input a tax on currency (putting it on minerals would just make it too expensive) at about 15%. that would deter people from willingly feeding resources to each other
Problem is that you cannot detect resource transfers in warcraft when giving resources to another player. Instead I will add a 30 min restriction of pooling to allies to prevent super rushes at start, or maybe completely remove gold sharing ingame and with leavers resources if this seems to be a very big problem. I will not add more running triggered systems as I also get complaints of super laggs. This tends to occur in full house games where everyone has 200 units as the warcraft engine isn't made for so many units.
 
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Also, I suggest allowing players to scuttle their own civilian buildings to move them around. It's fairly annoying to have to shoot your own structures if you need to make a repair or want to relocate.

Removing gold sharing would serious impair the strength of joint planet players which would open up a whole new can of worms in terms of balance.
 
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The problem with bio was not because of its low tier tech. the problem was really that the player was being fed resources by a person on another planet (me). he simply siphoned resources at intervals, both minerals and currency, and was able to easily rush the tech. this could arguably happen with any tech that you can get though, so thats not important.

The riggedness of the mutas is the fact that they spawn form eggs at .75 seconds. raise this to 2 seconds and also make the evolution for mutagenic beasts longer to get.


on another note, i found that atlas were a bit too powerful. when i played against arcmage he had about 4 all together and i did absolutely nothing with my goliaths. this stems form what i've said earlier about being fed money by your fellow planeteer.

To solve THAT problem it is probably best that you input a tax on currency (putting it on minerals would just make it too expensive) at about 15%. that would deter people from willingly feeding resources to each other

Hunter, you do know that i think the first time he rushed muta all by himself and killed everyone in less then 30 minutes..., im just saying that i think it should be a little bit higher as TKF has suggested considering how uber it is in the early game, and yea i also agree the mass beasts is kind of hard to beat :\ and i also found some of the mutegens wall jumping my titanium walls. i died once by that and it was pretty frustrating. just suggestions xD
 
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You could also make it so currency is traded in increments of 1 that would really annoy people and deter giving it away. Or even make it so the only way is to buy an item and only transports can carry it so you need to move them manually to the other players- no triggers sued that way and it annoys people too so that's fun.
 
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I just played a massively long game with H3lios and I noticed a few things that shold be changed. The most important one is that planetary shield generators should not stack (if you try to build more than 1 over a world it should die), I had 2 pretty much indestructible worlds do to having about 4 planetary shields each and 30 GTS lasers. Secondly I would recommend making it so certain units cant use the warp ability or warp drives because Antarions with warp drives are very ridged and even worst is the devastator with a warp drive. You can mealy warp it into the middle of your opponents fleet where it explodes destroying everything or warp it behind a world and then ram the world with it.
P.S. you still haven't fixed surrender please do
 
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TKF

TKF

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Thanks for reporting abusing tactics which never has come to my mind. Well, the combination of devastator and warp tech wasn't my intention when I created it. Suiciding into fleets and killing them off sound to imba. That's to dirty. Removing the devastators ability to warp while using overload, and also removing the ability for a few seconds after warp should prevent such abuse.

The main intention with Devastator was a manual run in to enemy fleet if they are to weak to kill it at distance or expensive way of bombarding planets by suiciding, which isn't smart unless you have a great economy to support such tactics.

Although I'm going to add a new ship in the future version which makes a very effective lethal counter to warp tactics...

I've already sent 0.91b to Callex, so I'll add it to todo list for next versions.
 
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Don't disable multiple shield generators.
I look at it as extra juice.

If you think its leaks in those systems post them somewhere to make sure that the systems are indeed leakless. And did you take into consideration what I said about Planet's land stuff attacking other planet land stuff?
 
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all of that defense can be broken. everything has its weaknesses and can be defeated. i still think that the muta tech is fine where it is, just the whole pooling resources is the problem.

speaking of which, i believe you can make a tax on resources since inside WW1: Road to War, they hada tax of 33% on it, so only 66% of the resources you give your ally is actually recieved. you can try and ask the creator how he did that if you want.
 
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