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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...
Level 17
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Apr 3, 2010
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1,101
No I am most certainly playing the new version maybe you are playing the old version. There is a land based missile silo which can fire tactical space missiles or nuclear ones if you have the tech. Rushing shields is not comparable to rushing nukes because rushing nukes will win you the game wile rushing shields will only keep you from losing it.


Love that theory 0.0


Rushing nukes will win you the game
Rushing shields stops you from losing it.

Em wait so what happened if i rushed Shields when u rushed nukes. Hey wait i would live.
And what happened if my ally rushed galactic cannon which you cant stop from firing. Hey wait thats insta death o.o

I was playing 0.96b prot

Techinically i dont even need to rush shields. I can just surround my base with Turrets like 4 of em maybe or 5. or some ships. Tbh you have to be pretty dumb to let a ship just sail into your planet. Im obvs that dumb :O



I would love to play against you . but please tell me your server.

Although even if you did nuke rush me that would have nothing to do with "nuke rush op" It would be due to me failing as a noob. Since i rarely go out into space much as its rare for me to find a game where people randomly rush. IT always ends up mass non agression very few play agressively

Although i dont like 1v1//
 
Level 6
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I can play on any server although I normally play East.

If you rushed shields while your ally rushed galactic I would have plenty of time to adapt because rushing galactic takes allot more time than rushing nukes. This assumes you have an ally.

Btw you can shoot down a galactic cannon shell with a well timed space nuke for 1/3ed the cost.

my g/n is arcmage yours?
 
Level 17
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g/n Brambleclaw (Northrend although are clan bot is cross server)...Always though galactic was unstoppable oh well im not 100% sure on that. Either way i would guess then i would have to send in a fleet to destract you while the galactic cannon fires :p

Eitherway it wastes ur nukes and nukes have an epic CD :p also nukes are useless vs shields :p
 
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The vast majority of serious games do not go into the late game. The result of the game is already decided at that point by who has the most resources. If people do not have capital ships by the time you have a galactic cannon that just means they are playing poorly. The Galactic cannon is not under powered and has its niche as a game ender but its certainly not Op. Shields take much more tech than nukes. I will show you in game if you like.

P.S. Galactic cannon shots CAN be intercepted they onlt have about twice as much life as nukes (3500 life rather than 1500) and as a single shot costs about 3x as much and the cannon costs much much more then they are easier to intercept than nukes for there price.

WRONG i played a lot of games where i was highly losing and then i pwned em 100 to 1 don't say such bullshit things.

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

However all of that is irrelevant unless TKF or Callex hands the map over to someone or one of them starts working on it again. It would be sad to see solar conquest die.

And why let Solar Conquest die ? please just tell me the F. reason. And Brambleclaw is my buddy and i assure you i am no map killer.
 
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Level 6
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It is not up to me weather solar lives or dies. That is in Callex hands now I would prefer he passed it on to someone or started working on it but its his choice.

Don't double post. Allot of games do go into late game but usually not between serious players. When I play against casual players I always let it go into late game.
 
Level 6
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I have played over 100 games of Solar Conquest since the very first versions of the game so I am certainly not casual or new. I did not say it NEVER goes late game just the vast majority of serious games end quickly without late game tech playing a major role.
 
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Archmage again that is doubtfull due to with equal best play there should be late game teching involved as a must as late tech is end game there to stop ties. Now so that it doesnt tie there must be a weaker player. So therefore most serious games are played against weak players and not really serious -.-
 
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That is assuming the two players use the exact same strategy. If two players are both skilled players both will use a reasonable strategy and execute it well. Whichever players strategy works better on the other will win. As the most powerful strategies are short or mid game strategies then the game will usually have ended before late game with one players strategy ether successfully killing the other player or failing and being counter attacked and killed.

If your long term strategies are working well its probably just because the opponent is also playing a long term strategy or is simply not very good at the game.

Finally I might clarify that I mean the meat of the game does not go on to late game. You might wait until then to finish the opponent off but usually by then the amount of territory has been decided unevenly enough that the winner is obvious and the late game hardly matters.
 
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That is assuming the two players use the exact same strategy. If two players are both skilled players both will use a reasonable strategy and execute it well. Whichever players strategy works better on the other will win. As the most powerful strategies are short or mid game strategies then the game will usually have ended before late game with one players strategy ether successfully killing the other player or failing and being counter attacked and killed.

If your long term strategies are working well its probably just because the opponent is also playing a long term strategy or is simply not very good at the game.

Finally I might clarify that I mean the meat of the game does not go on to late game. You might wait until then to finish the opponent off but usually by then the amount of territory has been decided unevenly enough that the winner is obvious and the late game hardly matters.


Again this requires a weaker player
 
Level 2
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@brambleclaw You can make a ground based missle silo's the tech that lets you make them is interplanetary missle balistics its at the ground tech reaserch centre, when you make it you can launch basic missles at ships in space and if you have nukes reaserched you can fire nukes from it into space and you also have the option to fire a nuke anywhere on the ground on the same planet the launcher is on without specialists or anything.
 
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Level 15
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can you show me the specialists models link?i'm thinking of using it in a project.also there is a bug with the biological warfare upgrade i'm not sure if it's been fixed but if you research it you can build nukes anyways*though it also fires it regardless of where you direct it toward you home base*i like the final tech system though
 
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My Review:
(+) Space view
(+) Planet's atmosphere and ground surface
(+) Nice races with good technology researches
(+/-) The terrain is good, you should improve it a little bit
(+/-) You should decrease the number of space pirates
(-) The research it required is not on the research building

More PROS than CONS, keep up the good work Callex!
 
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Level 6
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Unit lag is caused by your computer not being able to keep up with he map. Playing the game on a nicer computer will fix unit lag. If you were getting lag and no one else was that simply means you were using the least powerful computer.
 
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Hi, I'm the original creator of a popular map in Warcraft III known as Azeroth Wars Legacy Reborn (which still has an active forum here with more than 45,000 posts: http://diplomunion.com/forumdisplay.php?92-Azeroth-Wars-Legacy-Reborn).

Azeroth Wars strategy map in which you play as one of the nations at the start of the Third War. A kind of 'make your own history' map. I'm currently looking to create a similar map, except with interplanetary action in the Koprulu Sector for Starcraft II.

The design of this map is highly impressive and I would love to be able to look at it for some inspiration. There is absolutely no reason for me to try to steal this. So if you find yourself feeling kind, please send a copy of the map to me.

PM me if any of you are willing.

Thanks
 
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Hi, I'm the original creator of a popular map in Warcraft III known as Azeroth Wars Legacy Reborn (which still has an active forum here with more than 45,000 posts: http://diplomunion.com/forumdisplay.php?92-Azeroth-Wars-Legacy-Reborn).

Azeroth Wars strategy map in which you play as one of the nations at the start of the Third War. A kind of 'make your own history' map. I'm currently looking to create a similar map, except with interplanetary action in the Koprulu Sector for Starcraft II.

The design of this map is highly impressive and I would love to be able to look at it for some inspiration. There is absolutely no reason for me to try to steal this. So if you find yourself feeling kind, please send a copy of the map to me.

PM me if any of you are willing.

Thanks

Only space jockeys may touch the map no beastly ones.
 
Level 3
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My Review:
(+) Space view
(+) Planet's atmosphere and ground surface
(+) Nice races with good technology researches
(+/-) The terrain is good, you should improve it a little bit
(+/-) You should decrease the number of space pirates
(-) The research it required is not on the research building

More PROS than CONS, keep up the good work Callex!

Ain't Callex retired Mr. bramble**** ?
 
Level 4
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Apr 7, 2010
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Galactic cannon is overpowered :(

Galactic Cannon isn't over-powered... Considering for its cost you should have been able to amass a fleet to be able to stop the person fireing it in the first place, even then you can just shoot down the missile with your ships or turrets before it hits your base or fleet :)

Anyway on the late game argument, Most serious games between players who know what their doing end in the Mid-Game or Early-Game, if they continue its usually because one player might be toying with the other or something... But most games indeed are decided before most late-game techs come into play. Abit like Civilization IV :grin:
 
Level 3
Joined
Oct 23, 2010
Messages
32
Update it!

Im so waiting for the next update! Is it possible to make Fusion, Dark energy and the other engines avaliable instead of Fission immediately, instead of having to upgrade it slowly...
Still, great map! Would be great if there was less lag..
 
Level 1
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Mar 27, 2012
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Traveling

Very noob question. But I can't seem to travel to other player's planets. All I can get to are the space view of my planet and the asteroids around it, but no other planets. What do I do? XD
 
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But i quit wc 3 for the first time after 10 years of non stop playing, all because of the last invasion of bots, THANK YOU CODELAIN RETARDS !!!
 

TKF

TKF

Level 19
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0.97
Added 1 new civilian building: Crystal Industries
Increased the costs of Battle Station from 2500 to 3500
You can now build unlimited amounts of battlestations
Planetary Defense Lasers are now more vulnerable from bombardments
Removed basic laser weapon module
Added Defence Field module which reduces PDL damage and magic damage
Asteroid Mining tech no longer requires Laser Cutting Tools tech
Goliath Cruiser can now bombard planets
Swapped the tech requirement for Osa corvette and Petya light frigate
Decreased the costs and increased the attack cooldown of Osa
Increased the costs of Petya and given it a long range ability
Reduced the research time and costs of several techs
Changed the armageddons missile barrage ability to homing swarms
Weakened the Artificial Gravity well greatly from 20000 to 2500
Reduced the damage caused by space rift ability
Novarion should now explode on death
Slightly improved the mining script
Fixed a bug that caused Planetary Laser to fire while constructing
Fixed a leaver bug that added (lost) tag 2 times on multiboard
Fixed a victory bug related when a player got defeated

0.97b
Fixed a bug that could give you 3 more food in space mode
Fixed a requirement bug with the refinery vessel
No longer trigger attack message when asteroid miners is attacked
Large Scale construction can now be researched on ground tech
Increased the spawned asteroid mineral amount from 200 to 400


Solar Conquest 0.97b


Since Callex is not available and hes the only one who can upload the map, I decided to upload 0.97 version on epicwar and mmh. Callex may update if he EVER login that is...

The changes should make it possible to siege planets with immense amounts of Planetary Defense Lasers since they are a priority target for orbital bombardments from 0.97 version. I made an exception for PML since its manually fired and should prevent a crippling overwhelming siege force. After testing it I eliminated a couple of bugs and released 0.97b version.

Its been a while since I used the editor and everything is a mess. Not up for a major rehaul of the scripting, although its less demanding than CC.


No promises for further updates.
 
Level 3
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19
I have found a problem with the warp technology.
When i made the portal, and send all my units to travel by the portal, i have lose the game because the portal have sent they to inside a river....:goblin_cry:

One more thing: You should made a limit for the construction of towers, inside and outside a planet, because it's impossible to enter in a planet with hundreds of towers (my brother made it when we played together).

Sorry for the bad english..
 

TKF

TKF

Level 19
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Messages
1,266
plz re-update
Done. This correspons with the mmh version. I sent Callex the map about a year ago, but now I I'm granted the privilege to upload it. I have no oversight of current bug status, except a very few posts. I may update it to 0.97c depending on bugreports. Don't ask me if there are bugs, you know it better than me which I don't have time to check out multiplayer bugs.

I just restored my PC and spent the entire weekend, so I may get starting up next weekend maybe, but It's December now so I'm not sure how much time I got for CC optimization.


Also improved the description to contain credits.
 
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Done. This correspons with the mmh version. I sent Callex the map about a year ago, but now I I'm granted the privilege to upload it. I have no oversight of current bug status, except a very few posts. I may update it to 0.97c depending on bugreports. Don't ask me if there are bugs, you know it better than me which I don't have time to check out multiplayer bugs.

I just restored my PC and spent the entire weekend, so I may get starting up next weekend maybe, but It's December now so I'm not sure how much time I got for CC optimization.


Also improved the description to contain credits.

Some new features maybe? AI? Ill look for bugs.
 
Level 18
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Jan 12, 2011
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the nukes and zergs sometimes bug and there's no way to kill someone who has made a fortress in his planet and you can't send it troops.
could you fix it so zergs are more durable and nukes have more range?


because the game is awesome until someone wins in space and he starts attacking a planet
 
Level 3
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OK lets' start off:

Biological Warfare final tech: today i used like 80 shots on a dude and it did as much as few marines, absolutely waste of money.

Later ingame taught a guy still left ingame about SC, and shown him bio war tech, and i shot like 15 of them both on my planet and his and nothing absolutely nothing happened, eggs appared nothing hatched, not even with units around.

Thus biological is useless in many games cause it bugs out does nothing, while sometimes bio monster appears and stampedes everyone.

Galactic cannon final tech: Best planet anihhialator ever, i just love it, but third shot destroys planet, but not the dude on it, thus he can get out of there still, but noone inside.

Nuke final tech: Only usable from planet launchers or by Armaggedon flagship, otherwise the specialist deployment is silly and incredibly inconvinient, thus useless.

And nuke hits randomly resulting in need of like 100 to actually kill a player.
SHOULD hit a target everytime.

About PRECISE BOMBARDMENT of motherships and mobile stations:

They hit oh right... but many times stuff that isn't there anymore.

ION generation final tech: Incredibly expensive and amazingly good, but deployment of cannon on enemy planets very incovinient, and they can be shot off easly.

I reccomend making the like orbital strike platforms that you can move around yourself, with a weapon module slot, and few extra special modules jsut for them to upggrade their resistance to damage or move speed, for actually being able to fire on planet that has like 30 laser cannons down there.

If this done, this tech will be incredibly good for space and planet warfare, and remain balanced in way of damn expensive.

Warp tech: Annoying as allways, should take longer to connect to another planet, thus atleast giving the dude a chance for survival, or it's insta GG.

more info... later...

EDIT:
Darklycan51:

I fought a warp dude who i invaded and was about to bio him, but didn't have bombardment researched yet, then he opened a portal to my planet Vescer and i fought him one hour, bioing his planet which did 0.1 % of any bloody damage/effect whatsoever USELESS, while he fought me on my planet with non stop goliath spam and shit, then he DCed...

Bio is useless.


In a battle betwen Atlas capital ship and Phoenix capital ship:
Phoenix wins with 1800 hp ---> 1/4 of full hp.

Thus in conclusion Atlas isn't useless in battles, it can actually in big numbers defeat many other armies, but they will suck in hit and run.
 
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TKF

TKF

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Thanks for you input, but my vacation is over :/ I barely have time to make updates. Missile War and Cruiser Command takes priority and I currently don't have time for their updates. I can agree that mutagenic is only effective against organic beings and in the beginning, so I will deal with it in time. Not sure it will be kept in release version. Making orbital strike platforms which can bombard planets sound like an interesting idea.

It might take long time before I maybe attend to this.

Plan list
  • Week 1-2: Fix CC 0.90f bugs
  • Week 2-3: Fix Missile War 0.63 bugs and release "final" ver for now

    Ambitious plan for SC (Any later bugs in CC might delay this)
  • Week 3-4: Make a plan for revision upgrades on Solar Conquest, Making ship classes even more significantly in difference, changing price costs
  • Week 4-5: Adapt bobs unique vertex based projectile system into Solar Conquest map, changing shield system maybe
  • Week 5-8: Recreate the space combat system to use vector based projectile system, remake balance system
  • Week 7-12: Test the projectile systems and along with bombardment system and create systems which makes it worth release version (out of beta stage). But this will be tested while its beta.

I'm planning to change entire combat system of the map, which requires days in the editor, when I got only 5-9 hours freetime a week it might take weeks. I'm not sure I won't pull through with this plan so no promises.
 
Level 3
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May i help with the suggestions, balances, and similar things to improve the map ?

I have spent like 10 hours on single player on this map just a few days ago, tested big ton of stuff, but some can't be tested since i cannot test some abilities that can't be cast on ally units, and about the bombardments... i got no idea which one does good dmg at all.

Bombarding planets is really annoying, and in my preference i have found that Nightmare SBC is the easiest for the job, since it continiously bombards for 21 seconds, but i have yet to see how much it actually does.

My suggestion is to make all of bombardments like this one, continous, no need for non stop shooting(Sometimes mobile BS does that, but i will say not allways) , but after you click bombard on planet it will repeat until canceled, for example.


My biggest issue with the map is that most people barely find it fun from the start, some only find space fun, some only ground, and myself get frustrated by the difficulty of getting some techs cause there is no organised way to do it, and some mechanics are just bad, and i would love to help on these stuff.

I have been ultra wanting to make the 2D game i have told you about, but games are too distracting :(, and a map is perfect thing that i can work on, if can be let on, i have made one map some time ago, but never updated since cause bots arrived, and i don't really know how to set up one, and anyways my connection is very lag spikey.

I should look at the source i got from you long ago to figure out stuff easierly... gota find it though <.<.


Oh and yes as your week plan says, shields in my opinion work very bad, since planetary cannon do high dmg and in big numbers = big dmg and splash... shields don't work fast enough - they not responsive enough etc...

If possible it would be great seeing shields be divided into front, back, left, right ones.

It would be great seeing some of the galactic conquest mode features from Star wars empire at war.

THE MOST ANNOYING thing in SC is though the part where only dark tech has bombers ! Motherships should be able to make bombers, and thus all other techs need a bomber.
It's really a pain attacking planet that is ultra shielded with shields, or by dude spamming siege mechs, via invading with warp or simply using them as defence... fighters are useless on this matter.
 
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Level 3
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80
Ok to make it nicer:

Real problems of SC are Final Tech big big inbalanced and ground unit imbalances such as... only answer for wining in ground warfare is siege mechs and artilery tanks, while it should be:

Siege mech < rocket marine
rocket marine < recon vehicle
etc...

And best final tech is shields tech and right after warp and trade federation... everything else is bullshit.

Shield tech allows for some very good defencive play, or the most powerful middle early domination in sense of Vazilion as first ship and followed by Nightmares and phantasms.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Sorry to put this on hold, but I doubt I will work on this in the near future as I'm dealing with difficult bugs and AI bugs in Cruiser Command. I'm at week 2 sort of on my plan, but its february almost. AI bugs was much bigger issue than I imagined, also with few hours a week I don't get much done. That might take 1 or 2 weeks I'm afraid and delays my other plans.


So I don't know if I'm motivated to make a huge change to this map. Maybe a small update, but I don't have overview atm. Adapting a new projectile system proved much more difficult than I imagined.
 
Level 1
Joined
Jan 13, 2009
Messages
2
Bug from yesterday:
me as red, firend, my ally as blue.
I have taked Peace thread to purple, and between this and his acceptation, somethink goes wrong and:
me (red) cannot select anything
friend (blue) have turned off for motherships drones, and, he cant select my units...


P.S.
Ion's are over powered for galactic fights.
 
Level 2
Joined
Aug 27, 2012
Messages
11
Could someone PM answer me or reply to this post and explain me how to build Spore Destroyer? (After you unlock the bio final tech,what do you do? I have played single player and I haven't seen a ship with name Spore destroyer even after upgrading all the different reactors)
 
Level 3
Joined
Jan 3, 2009
Messages
80
Bug from yesterday:
me as red, firend, my ally as blue.
I have taked Peace thread to purple, and between this and his acceptation, somethink goes wrong and:
me (red) cannot select anything
friend (blue) have turned off for motherships drones, and, he cant select my units...


P.S.
Ion's are over powered for galactic fights.

Ion's are not over powered, think about the tech it requires to get it in the first place, then think how easly they can be detected and thus avoided, and think how useless they are when you make one, when enemy cause of going fission is dominating the space.

Do research on stuff you say, or don't say it please.

(I am not playing Solar Conquest for some time, but i am waiting for a great development jump to happen, and am willing to help, cause i know how, and i researched hell a lot of techs, and builds)
 
Level 1
Joined
Apr 7, 2013
Messages
2
I tried to play a game of this with my friend, v0.97b, and we couldn't research any of the later technologies.

We only ever had the 1 type of unit to attack with, the marines. We were able to research rocket upgrades but couldn't build rocket marines. We got to a point where we had every building that was not greyed out, researched every technology that was not greyed out in every building, and couldn't get any further. Loads of locked buildings and technologies that were impossible to access.

The whole thing with moving out into space is a nice idea, but since we didn't get to experience that it was kind of a bust.

P.S. I found the problem. The Technology building needs to be constructed 3 times in order to research in all 3 technology paths. Not something that's very obvious to a new player.
 
Last edited:
Level 3
Joined
Apr 23, 2013
Messages
74
wow....How you did this space masterpiece?
One minor remark - maybe some changing models (ex. - color) for researching centers. One model for all of them - it's complication for vision
 
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