• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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...
Level 4
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yea i found a major glitch...

if reds defeated it goes to end game i.e. credits roll everything is inactive and then you either get victory or defeat. this is VERY annoying... cause me and my friends just wasted round 20 mins doing nothing
 

TKF

TKF

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yea i found a major glitch...

if reds defeated it goes to end game i.e. credits roll everything is inactive and then you either get victory or defeat. this is VERY annoying... cause me and my friends just wasted round 20 mins doing nothing
Could you be more spesific. Did the game ends only when only 1 player was defeated? I do not understand what you are trying to tell me.
 
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Glitches
Occasionally when a player is defeated or leaves the wrong player is turned gray on the leaderbord.
Portal seems to quite frequently ping the wrong location.

Recommended Balances
The Hyperion I think need a buff, its role seems anti fighter however the phoenix is much better at this for its price (high damage AOE ability), It cannot hold its own against other large ships.

I have always thought ion storms needed a nerfI had about 8 fully upgraded and equipped Hyperion's and they were all blown up by 3 oblivions (only 1 actually managed to use its ion storm and they aproched in normal space uncloaked). They can basically destroy almost anything.

The firefly seems next to useless to me compared to the huge damage nice support and lower price of the saber.

Which brings me to the saber which holds its own very well vs fighters due to its ability to eat them up fast and provided very good support vs capital ships due to its ability to eat armor. I think the armor eating should be removed or damage should be lowered.

The galactic cannon seems utterly useless the fleet you could buy with the same price (About 12 Phoenix ) would easily destroy a galactic cannon (split it into two groups so you cant just shoot it with thecannon) or a planet, and its shell can be intercepted by a fleet of price less than itself.
 
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TKF

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Thanks arcmage for some input and for everyone else reporting. The firefly is only a long range support and its weak in close combat. I decided to nerf the space nuke since it was overly powerful as a ultimate defense. Also did some bugfixes and rebalanced the defense structures on the space and ground to be more balanced. The Heavy Laser was in particular very OP and the orbital laser turrets was as well to powerful compared to it's cost. The artillery does now cost less and so does the command center modules now.

Also I reworked the bounties to give about 10-15% of units value on units and about 20% on structures. So a strong player shouldn't be rewarded excessively anylonger.

I also made a new discovery in the editor. DAMAGETIP_NORMAL is actually descriping spell type attacks and DAMAGETIP_MELEE is descriping normal type attacks.

When is the next update?

Well, Callex hasn't logged in for 2 weeks and he is the only one can upload the map since I must send it to him. Anyways I upload it on epicwar meanwhile and wait for callex to logon so he can update it.


Here is the changelog of upcoming version:

0.95d
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
Heavy Laser Turret has the current attack type info
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
No promises when next new version after 0.95d will arrive....
 
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Those changes look good although I have always thought laser tech meant space dominance but weak land forces so a laser tank seems counter intuitive. I have however noticed a few glitches since.

The income limit on credit saving econs does not seem to work.

I am pretty sure that Phoenix bombardment creates memory leaks. Every time I use it the games RAM usage goes up and it does not go up when the ability has ended.

Not really a glitch but could you find a less laggy way to mine minerals in space than the current asteroid miner system? People usually spam them so that there crystal econ is as strong as there credit econ and it causes allot of lag.
 

TKF

TKF

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Messages
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The income limit on credit saving econs does not seem to work.

I am pretty sure that Phoenix bombardment creates memory leaks. Every time I use it the games RAM usage goes up and it does not go up when the ability has ended.

Not really a glitch but could you find a less laggy way to mine minerals in space than the current asteroid miner system? People usually spam them so that there crystal econ is as strong as there credit econ and it causes allot of lag.
The income limit works. It stops growing when you have over 100000 credits and doesn't add more than 1000+ economy bonus on your multiboard, which is indeed a lot. I might consider decreasing the cap since it benefit those players who save a lot. But you can see their economy grow if they are saving a lot and notice when they spend a lot by a noticeable drop in their economy on the multiboard.

As for the phoenix drones, its unit based and not trigger based, thus this is using the game engine but I can check if there is any leaks as for special effects. As for mineral miner drones it causes stress to the wc3 engine as it isn't designed to handle to many units in the game, also being trigger runned.

But I have a relative strong computer so I don't notice much. Only when there are about 10 players it might be too much units in the game and laggy performance is unavoidable unfortunately.

Thanks for feedbacks.

I have a kind of interesting and ironic question. Will 1.00 be the final version?
No promises. The current permormance state of the map is quite bad and it's a difficult task.
 
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I did not confirm the credit saving econs glitch myself someone else told me about it so it might not be true.

What I meant about miners is it might be nice if you changed the system a bit so you did not need quite as many of them. Eg you could make them twice as efficient and twice as expensive like you did with civilian buildings.
 

TKF

TKF

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What I meant about miners is it might be nice if you changed the system a bit so you did not need quite as many of them. Eg you could make them twice as efficient and twice as expensive like you did with civilian buildings.
Well, it's a good idea. It will stress the system less, but I cannot promise when I get the times for a 0.96 version. Meanwhile callex hasn't yet logged on yet and I will soon send him a notification mail. He is also in university extreme study period where he must focus 100% on his studies; so it fits very bad I guess.
 
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This Looks Highly Awesome.
Gona test it and make a review

First of all, the map is pretty awesome.

The Good Stuff:
-Variety of Models/Skins (+0,50)
-Gameplay is very good (+0,50)
-Playability is common of melee (+0,15)

The Bad Stuff:
-Needing of Heroes (-0,25)
-Units Attack Is far too high for buildings health (-0,50)
-Map Size: Very Small for a game of the type (-0,25)
-Terrain: Very Poor Work, you should work much more on that stuff (-1,00)


The "OK" Stuff:
Units & Gamemode.

The Bônus Stuff:
Good Using of Mountains along the map (+0,30)
Intresting Game, try to play online :) (+0,35)
What i Thinked: When i downloaded it, i was thinking in something like risk, just like the starwars risk, that u can enter and exit from planets, but was everything on same ground, with molten lava everywhere and bad use of doodads (Doodads, Destructibles, etc...) (-4,00)
Good Researching complex (+2,00)
Name Changing System: Very Nice :D (+1,50)
Bugs: None (+1,25)

Total
4,25 (Awesome)
Reached Awesome Level, so i grant +rep

I Loved the map anyway, but please, work on terrain, is very poor :thumbs_down:
 
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I feel obliged to defend the map, hope you don't mind TKF.

-Needing of Heroes (-0,25)
The map already has hero's. What else would you call flagships?

-Map Size: Very Small for a game of the type (-0,25)
The map is maxium wc3 size

What i Thinked: When i downloaded it, i was thinking in something like risk, just like the starwars risk, that u can enter and exit from planets, but was everything on same ground, with molten lava everywhere and bad use of doodads (Doodads, Destructibles, etc...) (-4,00)
I'm afraid I have no idea what your saying there could you restate that please?

As for terrain. Meh I don't think aesthetics are as important as gameplay.
 
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I Wanted to say, that i was thinking in something like "Spacial Conquest" not planetary... Everyone is in only one planet...

You realize there are 5 planets right? There are two players on each planet so I am not sure how can say everyone is on one planet. You hit escape to zoom into space then you send ships to other peoples worlds. This is a huge aspect of the game probably the most important aspect. The flagships are leveling hero's and space is the most important battlefield in most games.

I'm not trying to defend the map because you gave it a low rating. I am trying to defend it because I think some of the reasons you are rating it lowly are not true.

It sounds like you started on Novan (The lava world) and did not realize you could go through space to the other four worlds (Crotournal, Umos, Magthardious, and Vescer)
 
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Re-Review

WHAT A SHAME! sorry up guys, i dint tested the planet controls system, actually, i dind even saw it...
Terrain is Very Good, Playablity is highly Nice... And All Bad Stuff was removed... counting: 5,00 (Epic) (5/5)

*********************************************************
The Good Stuff:
-Variety of Models/Skins (+5,50)
-Gameplay is very good (+1,50)
-Playability is Nice, Actually Highly Awesome! (+1,15)
-Terrain: Very Cool! Amazing work on it :D (+3,50)

The "OK" Stuff:
Units & Gamemode.

The Bônus Stuff:
Good Using of Mountains along the map (+0,30)
Intresting Game, im trying to play online :) (+0,35)
Good Researching complex (+2,00)
Name Changing System: Very Nice :D (+1,50)
Bugs: None (+1,25)

Total
5,00 (Epic) (5/5)
Reached Epic Level, so i grant +rep

Sorry about my prev review, i dint tested alot of things, very sorry
Sorry u too Arcmage :(
i dint teested the planet controls...
So Now The map Highly Epic! :thumbs_up: GREAT WORK :thumbs_up:
 
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One thing worth noting is that some planets have other passes that can allow you to get to the other side of it (where the other player starts) and this can add a large advantage to players who start on these planets with games that have only 5 ppl because you can quickly get to the other side and take the city there without having to fight the guys in the centre. One suggestion would be that if no one starts in a given place you can have some creeps spawn there like if there were 2 players on a 4 player map in a warcraft3 melee game. (I know creeps are a resource given the bounty but its something that you would have to fight against to get the city.)

One balance thing is that the gun turret that the engeneer can lay down is very weak and probably needs to be tweaked, or mabie the damage could be scaled with kinetic weapons damage so that its not uselsess against an enemy with alot of armor upgrades on whatever its firing at.
 
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First of all, the map is pretty awesome.

The Good Stuff:
-Variety of Models/Skins (+0,50)
-Gameplay is very good (+0,50)
-Playability is common of melee (+0,15)

The Bad Stuff:
-Needing of Heroes (-0,25)
-Units Attack Is far too high for buildings health (-0,50)
-Map Size: Very Small for a game of the type (-0,25)
-Terrain: Very Poor Work, you should work much more on that stuff (-1,00)


The "OK" Stuff:
Units & Gamemode.

The Bônus Stuff:
Good Using of Mountains along the map (+0,30)
Intresting Game, try to play online :) (+0,35)
What i Thinked: When i downloaded it, i was thinking in something like risk, just like the starwars risk, that u can enter and exit from planets, but was everything on same ground, with molten lava everywhere and bad use of doodads (Doodads, Destructibles, etc...) (-4,00)
Good Researching complex (+2,00)
Name Changing System: Very Nice :D (+1,50)
Bugs: None (+1,25)

Total
4,25 (Awesome)
Reached Awesome Level, so i grant +rep

I Loved the map anyway, but please, work on terrain, is very poor :thumbs_down:

Poop on that!

You realize there are 5 planets right? There are two players on each planet so I am not sure how can say everyone is on one planet. You hit escape to zoom into space then you send ships to other peoples worlds. This is a huge aspect of the game probably the most important aspect. The flagships are leveling hero's and space is the most important battlefield in most games.

I'm not trying to defend the map because you gave it a low rating. I am trying to defend it because I think some of the reasons you are rating it lowly are not true.

It sounds like you started on Novan (The lava world) and did not realize you could go through space to the other four worlds (Crotournal, Umos, Magthardious, and Vescer)

That's true. This game is so much more than what so many hivers can imagine (so many are idiots, too, so they don't count)
 
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There is another thing worth mentioning here. When you set the settings on team planets (or whatever its called) and one guys ally quits the game, the other player gets all of the money his ally had and also get another advantage because a team of 2 players has to both spend the recources to get a single technology (i.e. they both has to spend the recources to get space travel) and they are spend twice as much in terms of their pooled recources (they may not be sharing their recources but if you look at the money they both have) as the guy who's ally left the game and his "team" (only him) is spending half the money to get the tech as 2 other people are. Granted the team of 2 ppl have the techs from the economic reaserch centre and they have 2 final tier techs they can get but still someone who knows what they are doing can take advantage of this to get space dominance very easily.
 
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Yes but the team of two has twice as much micromanagement capability as well as access to two final techs (Warp and Cybernetics?) and very strong United We stand bonus + a free trade partner. Space dominance is overrated, unless you use it to rush people its not that strong (you can get around it by being sneaky with transports, dark energy ships, or warp tech). Unless the other guy is a noob I would rather have an planetary ally than an extra territory and some start money.
 
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@archmage I understand and I forget about the united we stand benefit but one game where this happened was where the guy swarmed us with fighters sometime after his ally left then went antarion station and bombed our planets. Granted this was before some of the balancing was done (before the orbital missle launchers that the space construction thing makes has the 10 less points of damage taken, the very first orbital defence thing you can make in space) so mabie if it happened now it would have gone better, but still being in space you can use phenix drones to bomb planets from out of range to do anything about it unless you have orbital or planetary shield generator protecting you.
 
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the point of rushing to space dominance is that you have all those extra recources in space plus if that guy had a trade partner he would still be in a far more commanding position, and what I said before about that guy having to reaserch something once and 2 ppl have to reaserch something twice in terms of the recources they both have seems like a large advantage.

As I said before though this happened before alot of the balance changes occured.

Also can I ask when do you guys usually play this because its because I would like more ppl to play this with.
 
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Does an ion cannon sattelite, or a nuke strike go through ground based shield generators, probably they should due to how powerful shields are already.

I think I remember that a devastator's nuke overload does go through ground based shields.

Oh and you might want to update the orbital drop sattelite to drop laser tanks too.
 
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Nukes defiantly don't but they easily out range shields so you can just drop them outside of the shield generator and It will destroy it. Never tried ion cannoning a shield. Not sure about after the GTS laser debuff but spam shields can be very hard to break (pretty much impossible without Galactic cannon in old vers).
 

TKF

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Nukes defiantly don't but they easily out range shields so you can just drop them outside of the shield generator and It will destroy it. Never tried ion cannoning a shield. Not sure about after the GTS laser debuff but spam shields can be very hard to break (pretty much impossible without Galactic cannon in old vers).
Well the ground shields is primary meant to block direct hit nukes and bombardments. However it protects poorly against warp gates, invasions from a different locations and mutagenic drops. Also ghost transports can slip through without the Ground to Space laser being able to shoot on them without detectors. Still doing shields is kinda turtling tactic if you decide to fortify your planet and make it hard to attack. However in time it might end up that your opponents control 2 or more planets with greater income than you and in the long run turtling is bad.

I think devastator planet diving should be blockable by shields. I'm not sure about that.
___________________

0.96 is under development, but I discovered a flaw in the current balance system which I had to correct and lots of stuff and it might take 1 or 2 weeks on this weekend or next, depening when I got freetime enough to get it done. I might redo the ship balancing again since it seems more messed up than before and overlook its strengths again. But it will be a major readjustment of current armor and damage settings for further balancing and putting more reasonable ship counters than just using laser ships as ultimate counters vs fleet dominance. It will be more like than rock, scissors and paper rather than fusion and laser owns it all. I will change that in 0.96

So it will be much more tactical in space, but much the same on the ground unfortunately so far.

Current fixed issues
Doubled asteroid miner efficiency and costs
Sabres very slow armor reduction
Fixed the multiboard to show the real power of your military power
I have no more bugs atm. I'm going to look on the devastator cuz it looses meltdown permanently after a warp jump and phoenix drones for leaks. I don't have any others so far.
 
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Ghost transports instantly drop guys and on crotur they can be dropped in a valley where they cannot move. I know that if the guy has alot of defences on the planet that instantly dropping guys in kinda useful so both ways... one idea is to put a setting on the ghost transport that makes them instantly drop guys or not (example if you want to sneak specialists to their planet).

As for mutagenics or ground invasions the shields on the command centre (if he at all prepares for a ground attack) can take 400 damage and that only takes 30-40 mana away from the command centre (my siege walker attacked an anti-air vehicle), that does kinda seem to need balancing by nerfing the damage/mana absorbed ratio because it seems to be too powerful.

Ground based shield generators could be more expensive given what they do for you as well.

A question about mutagenics though is that if you drop spores on a planet does that mean that the initial attack of zergling is all that comes from it or does it mean that because you launched spores at their planet that more and more guys will spawn over time even if there are no mutagenic creatures or eggs on a planet at a given time?

Also with nukes if you make a planetary missle launcher on the guys planet and you fire a nuke from the missle launcher to anywhere on the same planet would that go through ground shields?

Ion cannon sattelites could be more durable because it wouldn't take alot of hits from a planetary laser and one missle would kill it and you might not be able to fire it if your not quick enough, and im not sure if there are alot of situations where you would want to use it (if the guy has shields I dont know if it goes through them or if he has hardly any defence it would be easier to just send fighters in or ground forces). What would be neat is if it could also fire at ships in space too.

Edit: Bugs Found

Stealth field generators on the ground effect enemy units as well.

Recon vehicles also dissapear completely when they are cloaked by stealth field generators. (was this intended, or left there on purpose?)

There is a space warning about your fleet being attacked when you drop troops from the orbital drop sattelite.
 
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Good

It's a excelent map callex great work :D .Hey callex you can help me im the project of my and my friend?
 
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I have some more thoughts on this. An idea for a final tier tech is advanced stealth technology, what it does is it lets your dark energy ships use an attack ability while they are cloaked that does alot of burst damage compared to that particuler ships normal damage but also decloaks the ship, also and I dont know if it is possible but it could decrease the range of enemy stealth detectors in space. You could get a moble stealth field generator for ground units and have some way to cloak your buildings in space.

TKF:
"It will be more like than rock, scissors and paper rather than fusion and laser owns it all. I will change that in 0.96

So it will be much more tactical in space, but much the same on the ground unfortunately so far."

To help fix this for ground what you could do is make laser infantry which are basically like marines that have laser weapons, and for plasma weapons you could have plasma based flamethrowers that kill infantry very fast and have some kind of damage over time effect vs vehicles and structures.

I do realise that you have made changes to mutagenics and with ion tech how powerful the oblivion is but shields still give you alot of advantages in alot of areas because people still do rush to the atlas which are strong and you have all the other shields to protect your planet from bombardment and ground attacks, I however have not played that many games when people use atlas but shields tech does seem to be very strong in alot of area's of the game.

Edit: glitch

Possibly a big glitch but in a game some guy was able to do something that made all the planets dissapear in space you could not get back into your planet without the auto pan going back there because someone is attacking you, and you would have to use it to get back into space (the space view button)
 
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Is Dark Energy supposed to be more powerful for its cost in space than Fusion? Because right now fusion only does 105% damage to DE. 12 of DE basic fighter can beat a Hyperion, Phantasms kill Rapier. Considering Fusion is very weak on the ground and cannot turn invisible I don't see why it should lose to equally expensive Dark Energy tech in space. Also did you remember to change space missile and space nukes life in the rebalance? Because my large fleet (3 phoenix and 2 goliath) was not able to shoot down a single space nuke. Space nukes can fire from Umos to Crotornal allowing them to destroy drydocks I think this is very rigged as they can be acquired early game.
 
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TKF

TKF

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I See something that would be nice... two actually
First is that u could add some custom musics...
and second is if u can add an AI to computer players... would be nice

I won't implement music cuz I'm trying to keep the map size to 2mb

Also it's impossible to add an AI into the map. The map systems is to complex and Callex has tried, but had to give up mainly due to ground to space transition. There won't be any AI.

Is Dark Energy supposed to be more powerful for its cost in space than Fusion?...
Dark ships is kinda meant to counter fusion ships. At least that will be indended for the next version. I will also make the dark ships more weaker compared to costs as well and also take the cloaking ability more into account. Then dark ships must be countered by something as well which I will make a solution for.
Arcmage said:
Space nukes can fire from Umos to Crotornal allowing them to destroy drydocks I think this is very rigged as they can be acquired early game.


I will further reduce the range of the nuke, since umos and croturnal is quite close to each other and the range is kinda meant to being able to hit phoenixes from a long range.

There is a space warning about your fleet being attacked when you drop troops from the orbital drop sattelite.
Noted. Advanced cloaking, no.

Also I will add 1 big surprise or 2.

Taste of epic changelog of 0.96
Added a new thing... :vw_wtf::
Redesigned the ship armor classes... :ogre_haosis:
New awesomeness... What is it? :goblin_jawdrop:
 

TKF

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I'm doing some recalculation and rebalancing of all ships again for next version.

Fixes done so far in 0.96
Redesigned the ship armor classes to distinct between each engine category (Yep that means new counters)
Also reworked the weapons counters against different armor types
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
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
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
I'm about 25-50% done, but need several testings to check things out. I got some little more freetime now so hopefully I can finish it within a week (maybe). It depends how much testing I must do and repair the bugs occuring. Adding a new element to the map is going to take a lot of time.
 
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Nice changes so far keep up the good work.
Readjusted the military points on multiboard to represent the real power
Finally spamming marines won't give you more points than having an antarion :). You might want to give people points for having technologies from the military lab.
 

TKF

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0.96 changelog
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

Being released today. Callex knows about this, so he will do it quite soon.

132929-albums3389-picture45620.jpg


I've skipped testing several things, so if you see any bad description or anything not working at all let me know.
 
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New ship class! I knew it! Is fusion good vs interphase so its like rock paper sisor are fusion only good vs fission. Overall great update :) ! Now you just need an interphase ground unit. (The more stuff you add the more stuff you need to add surrender to the cycle).
 
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Added hostile defense on the north side of Umos to make terrain more balanced

You need to add defences to the south side because the north side (yellow) can have an advantage because the player there can easily get to all other beacons on the planet before they hit the middle one.
 
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With the terrain stuff I think your going the wrong way. You shold be able to go around the middle on all of the terrains. That is the only real way to balance it. (or actually block it with terrain). But having some blocked by creeps and others blocked by terrain is not balanced.

Edit:
I tested the map and noticed two glitches.
A. The minimap picture is gone.
B. You can get Antarions and Excalibure without researching the necessary final tier.
 
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TKF

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nice work for now..
but there are many bugs ^^
I would appreciate to know what those bugs are. There might be many bugs since I have tested it in singleplayer testings. I will probably release a bugfix version in a week or so.

Arcmage said:
Edit:
I tested the map and noticed two glitches.
A. The minimap picture is gone.
B. You can get Antarions and Excalibure without researching the necessary final tier.
The antarion bug seems to only occur when you actually haven't picked a final tier. Noted.
With the terrain stuff I think your going the wrong way. You shold be able to go around the middle on all of the terrains. That is the only real way to balance it. (or actually block it with terrain). But having some blocked by creeps and others blocked by terrain is not balanced.
The purpose is actually making the mid section in a way that you must fight the neutral forces there, also meant as a sort of barrier to prevent players fighting each other to rush each other instantly. In Magtheridus and Novacia only way to travel trough the planet is through mid, while the others is different. Actually you have to fight down more defenses on the other planets now than on Novacia and Magtheridus.



____________

As with the ship armor class counters, since there is 4 ship categories, there will be 2 types which are equally strong against each other. All docks does have same costs and engine and weapons upgrades are almost equalized now, since the dark ships got slightly more nerfed a bit due to the fact they can cloak. Here is some numbers.

Useful info:
Rocket attacks does 150% damage vs interphase and 65% vs impact and fusion (Fission)
Laser does 150% damage vs impact and fission and 65% vs dark (Fusion)
Plasma does 150% vs fusion and 65% vs interphase (Dark Energy)
Disruptor does 150% vs dark and 65% vs fission (Interphase)
Fission and Dark ships are equally effective against each other
Fusion and Interphase ships are equally effective against each other

Also rocket attacks is also strong vs titanium, but weak vs impact. Laser is good vs troops but weak against titanium. Fort armor removed cuz it was actually working in the same way as titanium.

Also orbital space defenses has different armors and counters in the same way as space ships! Laser turrets has fusion armor and is super effective vs fission ships. Disruptor cannon is effective vs dark ships etc...


Feedback is welcome!
 
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The discription for the driller has a spelling mistake the word har, and if you click on a DE ship and mouse over its armor the wording for that is all wrong.

You removed the stingray rocket from the battlestation but it still starts with one.

In the near future is there going to be an interphase flagship?

For ground units you could do what command and conquer 3 did and when you get say level 8 laser weapon you could then reaserch miniature laser weapons which would give the recon vehicles a laser attack which is better vs infantry (or the laser marines that I suggested before), you could do this with some of the mechs too they get some other kind of attack when you get the level of reaserch for a weapon (i.e. level 5 plasma or disrupter gives them another kind of attack) at the military reaserch centre.

Also some kind of plasma or disruptor based ground to space weapon would be neat too.

Great work btw.
 
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v0.96
Good map,
9/10
This map is how the zerg race started.
Soon Samir Duran/Someone will make the protoss then the hybrids.
I've played the game several times alone, wish you add some AI.
but i've enjoyed Mutagen Tier, squishing those zergs.


Hey i've found a bug but i don't know how i got that.
I entered a Battlecruiser in loworbit, the Starcruiser.
I also noticed that i can build the Antarion and Executor Mobile Stations without researching the mobile station Tier and during haven't started any tier yet.
The rocket infantry benefits from kinetic projectile you should change that too.
 
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Yeaaaaah, finaly found a way to contact map maker /maintener; it wasn't easy since there isn't any contact info @epicwar or map credits!

Alright, I played around 20 solar conquest games, mostly with my clan buddies @garena, so here is my feeling / contribution about it...

Map is really epic and unique, totally great job dude! I played ton of custom maps, and none had so great mind-blowning experience when you press Esc for first time and comprehend the depth of gameplay, layers of possibilities. Really had no idea something like this was possible within w3 engine, it must require some MAD MAP EDITING SKILLS! :D

Alright now about balance stuff that annoyed most (based on 0.95c-d): damn Nukes are too OP, and planetary rockets have too much range, you can basically fire rocket from planet to conquer some nearby space sector, wtf! Also they can be spammed from planet too fast. -

There was also one bug which happened once that screwed whole game for everyone: it was one guy that left game and suddenly game was triggered as finished for all (credits started to show, ending music, itd... ). Really strange bug, we didn't play for long since it happened and I saved replay in case you might wanna check it out, its here: http://dl.dropbox.com/u/2867855/0.95d solar bug.w3g (1.24e patch)

Ok, thats all from top of my head, just wanna give thumbs up to map creator/updater, looking forward to next versions of this epicness.

One of top 5 maps for warcraft 3 without arguing, only shame its not more promoted / played, imho you should set some bots on Northrend, maybe some league and *website*, similarly how is done with battleships crossfire... map is maybe not mature yet as battleships but its definetly going there.

Cheers!
 
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