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Solar Empires 1.2b

Introduction

Gameplay

Ships

Credits and Special Thanks

Changelog / Known issues


Introduction

Solar Empires is a space-themed map centered around expanding your empire, gathering resources, building a powerful fleet and obliterating your enemies.

Explore a unique tech-tree, use diplomacy and trickery, out-micro your opponents, or overwhelm them with sheer numbers or superior technology; there are many ways to get a decisive advantage!

Recommended settings:​

  • For 2 to 4 players:
    • Competitive Mode
    • Team Game
    • Extra Resources
    • Extra Planets
  • For 5+ players:
    • Normal Mode
    • Free-For-All (use Diplomacy!)
    • Extra Resources
    • Extra Planets

Links​


Gameplay

Here is a summary of all the important mechanics in Solar Empires.



Map Generation​

The map is generated procedurally on startup. The generation adapts to the number of players.
As of version 1.0, there is only one type of map generation, and it is fairly predictable:
  • Each Player spawn with a Home Planet in the center of their own System
  • Each System has 3 clusters of 2+2+3 Planets, at varying distance and angle from the Home Planet
  • Each System is guaranteed to have 1 Planets of each type (Magma, Hospitable, Frozen, Gas) plus 3 Planets of random types
  • Each System has 3 Asteroids and 1 Gas Cloud generated behind the planet clusters
  • Depending on the map settings:
    • Additional Resource Clusters are generated between the center of the map and the Player Systems, depending on the number of players in the game
      • Neutral Resource Clusters are protected by neutral Ships
    • Additional Planet Clusters are generated between the center of the map and the Player Systems, depending on the number of players in the game
      • Neutral Planet Clusters are protected by neutral Ships
Overall generation tries to be fair and encourages competitive play, with an emphasis on scouting and contesting neutral resources



Resources​

Income​

  • Resource gathering is mostly automated, and you will get a decent economy simply by fully colonizing your initial System
  • However, expanding your economy further is costly but rewarding, and can decide the outcome of a game
  • Planets periodically generate resources
  • Your Home Planetinstantly grants you resources
    • Other Planets must deliver their resources to your Home Planet before you can spend them
  • You can also harvest natural resources to greatly boost your income by using Extractors
    • Requires the Galactic Tools upgrade
  • In the late game, it is also possible to TerraformPlanets to adjust your resource income
    • Requires the Atomic Crucible upgrade
  • In the early game, you can use a Tradeportto convert excess resources
    • Requires a Supply Relay upgrade
full

Minerals

  • Main resource, vital for building structures and producing ships
  • Produced in large amount from Magma Planets
  • Produced in moderate amount from Frozen Planets
  • Produced in small amount from Hospitable Planets
  • Can be harvested from Asteroids using an Extractor
    • Requires the Galactic Tools upgrade
full

Hydrogen

  • Secondary resource, used more heavily for upgrades and higher-tech ships
  • Produced in large amount from Gas Planets
  • Produced in moderate amount from Frozen Planets
  • Produced in small amount from Hospitable Planets
  • Can be harvested from Gas Clouds using an Extractor
    • Requires the Galactic Tools upgrade
full

Fleet Limit

  • Dictates how many ships your fleet can support
  • Produced in high amoint by Hospitable Planets
  • Produced in low amount by Frozen Planets
  • You can create Colonial Drafting Centers(Planetary Modules) to generate more Fleet Limit
    • Requires a Starport
  • You can build Habitation Bubbles (Structures) to generate a lotmore Fleet Limit
    • Requires the Improved Life Support Systems upgrade



Planet Colonization and Planetary Modules​


The quickest way to expand your economy is to conquer your initial System. This is done by using Pioneer-class ships to Colonize Planets; simply select a Pioneer, then right click on a Planet to order its Colonization.
  • Colonization is not instant, so protect your Pioneers
  • You can only Colonize neutral Planets
  • You will loose control of a colonized Planet if it takes too much damage
Once a Planet is under your control, and granted that you meet the requirements, you can install Planetary Modules to give new features to your Planets. The effects can range from increased resource production, powerful abilities, or even producing free units.
  • Home Planets can have up to 4 Planetary Modules
  • Other Planets can have up to 2 Planetary modules
  • Some Planetary Modules rely on Energy (mana) to perform their function
  • All Planetary Modules can be upgraded by researching Offworld Logistics



Armor, Damage types, Evasion​

Armor and attack types can be very impactful during combat. Here are the main rules:
  • Each point of armor reduce incoming damage by 1(flat damage reduction instead of %-based reduction)
    • Armor cannot reduce incoming damage below 1
  • full
    Kinetic attacks/
    full
    Plating armor beats
    full
    Explosive attacks/
    full
    Adaptive armor (deals +30% damage, receives -30% damage)
  • full
    Explosive attacks/
    full
    Adaptive armor beats
    full
    Energy attacks/
    full
    Repulsive armor (deals +30% damage, receives -30% damage)
  • full
    Energy attacks/
    full
    Repulsive armor beats
    full
    Kinetic attacks/
    full
    Plating armor(deals +30% damage, receives -30% damage)
  • full
    Structure armor takes reduced damage from most attacks, but full damage from
    full
    Explosive attacks
  • full
    Galactic armor takes neutral damage from all attack types
  • full
    Planet Killer attacks deal neutral damage to all armor types, but also ignore armor flat damage reduction as well as Evasion and most defensive abilities
Some ships have the Evasion ability. This grants them a chance to passively avoid incoming projectiles, negating all damage.



Missiles​

In Solar Empires, most projectiles can (and will!) collide with any hostile target on their path, allowing skilled player to control or even avoid incoming damage.
  • You can block most enemy projectiles using larger ships, structures, and even Planets
  • Although most projectiles have some degree of Homing, fast ships can manoeuvre around enemy missiles, which will results in completely avoiding attacks
  • An attack that missed its main target (by active manoeuvre or by passive Evasion) can still hit another target
  • AOE damage from projectiles with the Splash property ignore passive Evasion
  • Projectiles with the Passthrough property can't be fully blocked and might still hit ships that appear protected


Ships

Here is a description of all the ships available to the players, grouped by functions.

Economy Ships

Plating Ships (Core)

Repulsive Ships (Specialist)

Adaptive Ships (Polyvalent)

Flagships (Heroes)


Economy Ships

Ships dedicated to non-combat tasks such as construction, colonisation, scouting, resource gathering...

full

Pioneer​


Model: Purifier Probe by Blizzard Entertainment; ported by @Renn01

full
Energy attack
full
Repulsive armor


Both builders and colonizers, Pioneer-class ships are the main way to expand your economy and production. They can also be affected to any Planet to generate bonus resources, and can defend themselves against weak attackers.

Pioneers can be produced from any Planet.
full

Probe​



Model: Purifier Observer by Blizzard Entertainment; ported by @Renn01

full
Adaptive armor


From finding your initial Planets and resources, to survey enemy bases and fleets, Probe-class ships are invaluable at all stages of the game.

Probes are produced from Observatories.
full

Cargo Ship​



Model: Amonbrood Interceptor by Blizzard Entertainment; ported by @Daratrix

full
Plating armor


Cargo Ships deliver raw resources to your Home Planet so they can be refined, and then used to build structures, produce ships, and develop new powerful technologies.

Cargo Ships are created automatically from Planets and Extractors whenever resources must be sent to your Home Planet.
You will only be able to use transported resources if the Cargo Ships reach your Home Planet, so protect them!
full

Extractor​



Model: Ihanrii Voidray by Blizzard Entertainment; ported by @Daratrix

full
Adaptive armor


Extractor-class ships provide a massive boost to your economy by gathering natural resources floating in space, in the form of Asteroids and Gas Clouds. Only 1 Extractor can harvest from the same Asteroid field or Gas Cloud at the same time.


Extractors can only be built from your Home Planet.
Requires Galactic Tools
They are hard to replace, so protect them!

Below are examples of Extractors harvesting resources.​


Harvesting Minerals​


Harvesting Hydrogen​


Plating Ships (Core)

Main line of fighting ships. Cost effective and relatively "low-tech", these ships rely more on higher stats rather than strong active abilities. Backbone of any effective fleet.

full

Raider​



Model: Wraith by Blizzard Entertainment; ported by @Daratrix

full
Kinetic attack
full
Plating armor


Light fighter. Fragile, but extremely fast. Use their superior mobility to hit your opponents where it hurst most.
Their attacks drain enemy Energy (mana), and they have the rare property to ignore collision, always hitting the target they aimed at. This makes them great at weakening enemy Specialists and Flagships.

Raiders are produced from Starports.
full

Defender​



Model: Umojan Viking (Fighter) by Blizzard Entertainment; ported by @Daratrix

full
Kinetic attack
full
Plating armor


Heavy fighter. Slow but very bulky. Its tripple attack makes it effective against unarmored opponents that rely on Evasion to mitigate damage. Primarily designed for base defence, they can still be used for a powerful push in the early game. It receives reduced damage from Kinetic attacks, and can be upgraded to receive short bursts of speed.

Defenders are produced from Starports.
full

Destroyer​



Model: Umojan Liberator by Blizzard Entertainment; ported by @Daratrix

full
Kinetic attack
full
Plating armor


Heavy frigate. Well rounded ship with both a high health, armor, and damage stats. They are particularly effective against heavily armored opponent, as no amount of armor can provide a significant defence against their attacks. They are serious threat to enemy Structures and Planets. Can be upgraded to deal extra Planet Killer damage with each attacks.

Destroyers are produced from Assembling Facilities.
full

Battlecruiser​



Model: Umojan Battlecruiser by Blizzard Entertainment; ported by @Daratrix

full
Explosive attack
full
Plating armor


Heavy capital ship. The largest ship in the game before Flagships. Their incredible bulk is backed up with extreme fire-power in the form of a deluge of long-range, homing, explosive rockets; devastating against fighters but mostly ineffective against highly armored targets. Still, they boast the highest DPS against Planets thanks to their secondary attack, a short-range weapon dealing Planet Killer damage. Can be upgraded to slowly repair itself over time.

Battlecruisers are produced from Assembling Facilities.
Requires Capital Ship Design (Level 2)

Repulsive Ships (Specialist)

Ability-based ships. Very expensive and "high-tech", those ships are not very efficient on their own, but act as force multipliers for other ships.

full

Hunter​



Model: Purifier Phoenix by Blizzard Entertainment; ported by @Daratrix

full
Energy attack
full
Repulsive armor


Medium fighter. Quite agile and with a decent double-attack, the Hunter can cause serious damage if left unchecked. And don't underestimate its ability, Advanced Target Relay, which negates enemy Evasion and Invisibility.

Hunters are produced from Starports.
Requires Repulsive Armor (Level 1)
full

Support​



Model: Purifier Warp Prism by Blizzard Entertainment; ported by @Daratrix

full
Energy attack
full
Repulsive armor


Medium frigate. The Support is mainly a mobile repair station, while still being able to dish out damage in a pinch thanks to its Passthrough ability. It can Deploy, becoming static and loosing the ability to attack, but gaining an Energy Field which increases Energy (mana) regeneration in a large area.

Supports are produced from Assembling Facilities.
Requires Repulsive Armor (Level 1)
full

Disruptor​



Model: Purifier Tempest by Blizzard Entertainment; ported by @Daratrix

full
Energy attack
full
Repulsive armor


Medium capital ship. While relatively fragile, the Disruptor has one of the best attacks in the game: very long range, very high damage, and ignore collisions, always hitting its mark. Perfect for tacking out key such as Battlecruisers targets or even Planets. It can also use the Sabotage ability, which greatly weakens a single ship or disable most Planetary Modules on a Planet.

Disruptors are produced from Assembling Facilities.

Requires Great Repulsive Armor (Level 2)

Adaptive Ships (Polyvalent)

Hybrid ships. Cost effective, "medium-tech" ships that have both high stats and abilities, making them excel at several tasks if used properly. Can either replace or augment Plating Ships.

full

Ravager​



Model: Ihanrii Phoenix by Blizzard Entertainment; ported by @Daratrix

full
Explosive attack
full
Adaptive armor


Medium fighter. With excellent health and a strong attack, the Ravager is capable to threaten heavily armored opponents, Structures, and Planets. It can be upgraded to deal even more damage to Structures.

Ravager are produced from Starports.
Requires Adaptive Armor (Level 1)
full

Phalanx​



Model: Ihanrii Carrier by Blizzard Entertainment; ported by @Daratrix

full
Energy attack
full
Adaptive armor


Heavy capital ship. The Phalanx base health and attack are impressive on their own, but two factors bring the Phalanx above most ships: it's Passthrough damage makes it terrifying in large fights, and its Dense Shield ability can cover its defensive weakness against Kinetic attacks by sacrificing its own attack damage.

Phalanxes are produced from Assembling Facilities.
Requires Great Adaptive Armor (Level 2)

Flagships (Heroes)

Unique ships. Each Empire can only control a single Flagship. Flagships level-up and unlock powerful abilities that can easily turn the tide of battle.

All Flagships are produced from a dedicated structure called The Embassy.

full

Aegis​



Model: Corsair by Blizzard Entertainment; ported by @Daratrix

full
Kinetic attack
full
Plating armor


Defensive flagship. Specialized in mitigating damage, both en masse and on specific targets.
full

Warden​



Model: Purifier Sentry by Blizzard Entertainment; ported by @Daratrix

full
Energy attack
full
Repulsive armor


Support flagship. Has access to both defensive and offensive abilities.
full

Havoc​



Model: Ihanrii Interceptor by Blizzard Entertainment; remodelled by @Daratrix

full
Explosive attack
full
Adaptive armor


Offensive flagship. Drastically improves your overall Fleet damage, and can dish out a lot of damage on its own.
full

Singularity​



Model: Purifier Archon by Blizzard Entertainment; ported by @Renn01

full
Energy attack
full
Repulsive armor


Disrupting flagship. Offers powerful crowd control, counters enemy Specialists and Flagships, and can literally bend Space to your advantage.


Credits




Code Libraries​




Music​

  • Terran theme (1,2,3,4) from Starcraft and Starcraft: Broodwar by Blizzard Entertainment



Audio​

  • Explosion sounds extracted from Starcraft II by Blizzard Entertainment
  • Hunter voicelines by @Bawbz



Models​




Icons​



Other Art​




Special Thanks




Inspiration​




Testers​

  • AAAAAAAAAAAAAAAAAAAA for initial playtesting
  • 4slugcats for initial playtesting
  • @Wareditor for playtesting, balance suggestions, and help with the Blender MDL add-on
  • @Bawbz for playtesting, balance suggestions, feature suggestions, and code
  • @Antares A for playtesting and balance suggestions

Changelog

v1.1​

FIXES / QOL IMPROVEMENTS
  • Advisor voice-lines are more audible
  • Tooltips for Atomic Crucible and several structures have been fixed
  • Hero glow added to all Flagships
  • Removed unintended +20% Minerals income for Hospitable and Magma Planet; periodic income now matches the tooltip
  • Supply Relay texture issue fixed
  • Model for The Embassy was replaced
  • Model for the Aegis (hero) was replaced
  • Model for Home Planets was replaced
  • Model for Frozen Planets was replaced
  • Model for Hospitable Planets was replaced
  • Model for Ruined Planets was replaced
  • Model for the Disruptor missile was replaced
  • All Planets show more clearly which player is controlling them.
  • Adjusted the Pioneer build menu to more accurately hint at the techtree/unlock flow
  • Adjusted some of the UI tooltips/feedback
  • Fixed the broken media images on the Hive page
TECHTREE CHANGES
  • (-) Pioneers can no longer build the Synthesizer
  • (+) Pioneers can now build the Tradeport
    • Requires a Supply Relay
    • Limited to 1
    • Can exchange Minerals and Hydrogen at a varying rate; the more one resources is exchanged, the more expensive it becomes
    • The price variations are synced for all players
    • Serves as an alternate requirement for The Embassy
    • Unlocks the ability to send resources to other players via the Ally (F11) menu
  • (-) The Embassy can no longer research Environmentalist Federation
  • (+) The Embassy can now research Trade Emporium
    • Team Bonus: Planets and structures regain health over time
    • Personal Bonus: Tradeport offers improved resource exchange rates; Tradeport periodically generates resources depending on resource exchange rate
  • Export Venture now requires an Assembling Facility instead of the Capital Ship Design research
  • Fusion Core now requires a Research Center instead of the Ultra Capacitor research
REWORKS
  • Supply Relays bonus movement speed range and effect has been reduced
  • (+) Supply Relays can now be individually upgraded:
    • Improved Speed: larger area and stronger effect
    • Repair: no more movement speed bonus; nearby ships and structures regain health over time
    • Recharge: no more movement speed bonus; nearby ships, structures, and Planets regain more Energy over time
  • Rebalanced the Planet uncap/contesting mechanic
    • Base uncap threshold increased to 80% up from 60% (Planets become neutral when under 8000/4000 health)
    • Level 1 Colonial Drafting Center uncap threshold increased to 60% up from 40% (Planets become neutral when under 6000/3000 health)
    • Level 2 Colonial Drafting Center uncap threshold increased to 40% up from 20% (Planets become neutral when under 4000/2000 health)
BALANCE / OTHER CHANGES
  • Home Planet armor reduced to 10 down from 15
  • Home Planet health regeneration increased to 2.25 hp/s up from 1.5 hp/s
  • Multiple Extractors can Harvest the same Asteroids or Gas Cloud
  • AI players will now create Extractors to boost their economy in the mid/late game
  • Players can no longer send resources via the Ally (F11) menu until they build a Tradeport
  • Sending resources to another player is no longer instant; instead a Cargo Ship will transport the resources from your Home Planet to the target player Home Planet
  • Scientific Conglomerate final-tier research now has the additional personal bonus to improve the reward tiers of Anomalies (see below)
  • (+) Anomalies added:
    • Peculiar, invisible phenomenon randomly scattered around the map
    • Have no effect until scanned by a Probe
    • Upon being scanned, the Anomaly will disappear and another will be randomly generated
    • Upon being scanned, the Anomaly will offer a random reward to the player. Those can be:
      • Resources
      • Ships, including unit ships the players can't normally build
      • Unique structures the players can't normally build
  • (+) Probes have a new ability: Scan Anomaly
    • Requires a Research Station to use
    • Upon use, the Probe will become visible and immobile for 1 second
    • Upon use, if an Anomaly is close enough, it will be scanned. A scanned Anomaly will grant the player a random reward
    • Upon use, if no Anomaly is close enough, the direction of the nearest Anomaly will be revealed; the faster the "ping", the closer the Anomaly is from the Probe
  • Probes price increase to 80/80 up from 50/50
  • Probes health increase to 80 up from 50
  • Players now start the game with a Probe in Competitive Mode.
  • Magma Planets produce more Minerals, at a rate of 300/minute up from 225/minute
  • Reworked Frozen Planets
    • Now produce both Minerals and Hydrogen, at a rate of 150/minute and 60/minute instead of 90/minute
    • Now also increase Fleet Limit by 5
  • (+) Added Gas Planets
    • Only produce Hydrogen, at a rate of 120/minute
  • Hospitable Planets income left unchanged

v1.1b​

HOTFIX
  • Disabled the custom player trading system as it would cause the player receiving resources to crash/desync. Players in team games can simply send resources without requiring a Tradeport
BALANCE CHANGES
  • Tradeport Resource Trading fee increased to 40% (15% with Trade Emporium) up from 15% (0% with Trade Emporium)

v1.2​

BUG FIXES
  • Supply Relays aura no longer affect nearby enemies
  • Removed skybox animations, fixed to night time
  • Tradeport income is no longer active before Trade Emporium is researched
  • On defeat, turn all player Planets to Neutral Passive
  • On defeat, turn all other player units to Neutral Victim
  • Fixed missing audio and visual feedback when a Planet is uncaped
  • Fixed a bug preventing Cargo Ships from being Plundered (Pirate lord Player Bonus)
  • Remove many leftover debug messages
  • Fixed Industrial Complex Team Bonus armor aura to properly affect all structures
  • Planets information and terraforming abilities are now properly hidden while the Planetary Infrastructure menu is open
  • Galactic Tools tooltip now specifies that the Extractor are built from the Home planet.
  • Fixed Pirate Lord aura tooltip
  • Fixed Pirate Lord Team Bonus movespeed aura to be 15% as advertised by the Research tooltip
  • Destroyers no longer use the Rifleman soundset
  • Disabled Stars generation due to an unresolved graphical issue
  • Fixed an issue in the damage calculation that was resulting in incoherent damage numbers when armor type multipliers were involved
  • Fixed a bug where Defender missiles would travel further than intended
QOL CHANGES
  • Improved selection priority to have Flagships and spellcasters appear earlier in the tab groups
  • Adjusted weapon upgrade names and tooltips
  • Added new custom voice lines for the Hunter (thanks @Bawbz!)
  • Reduced the file size of some models
  • Unlocking Advanced Target Relay (with Repulsive Ability Cache - Level 1) turns on autocast for all existing Hunters
  • Added visual feedback when a unit is hit by a missile
  • Pioneers harvesting Bonus Resources will now follow shift-commands after the current harvest cycle is done (similar to Acolytes)
  • Supply Relay names now indicate what is the current upgrade, and the model also display extra information about the upgrade
  • (+) Added a game-time display, located where the Day Time Clock usually is
  • Creeps now sleep, and wakeup when a nearby Planet or resource node is interacted with by a Pioneer
  • Creeps are less likely to wake-up when building Structures near them.
  • Researching AI Uprising now makes Improved Life Support Systems and Habitation Bubbles unavailable
  • Slightly adjusted map generation
    • Reduced potential number of neutral planet clusters
    • Increased minimum distance for a neutral planet cluster to spawn
    • Fixed an issue preventing the 1v1 generation to result in anything other than a wide map
TECHTREE CHANGES
  • Battlecruisers now use Kinetic Weapons upgrade instead of Explosive Weapons upgrade
  • Phalanx now use Explosive Weapons upgrade instead of Energy Weapons upgrade
  • Export Venture (Planetary Module) now requires a Trade Port instead of an Assembling Facility
  • Scan Anomaly (Probe ability) now requires Voidstride MK-II (Observatory technology) instead of a Research Station
  • (+) Added the new research Planetary Ballistics (Research Station) that unlock an Energy attack on all Planets.
ECONOMY CHANGES
  • (+) All players now Plunder 50% of the resources transported by destroyed Cargo Ships
  • Pirate Lord player bonus now increase Cargo Ship plunder to 100%
  • Increased Minerals income from all source by 20%
  • Adjusted the cost of all researches, bringing down the Minerals cost to the same as Hydrogen cost (1/1 instead of 2/1)
  • All Planetary Modules are now Cooldown based instead of Energy based
    • Planetary Factory now creates a free raider every 60 seconds, reduced to 40 seconds at Level 2
    • Export Venture increase resource produced by 40%, increased to 60% at Level 2
    • GS Autocanon has 900 range, 1 second cooldown, 100% and deals 30 damage, increased to 45 damage at Level 2
    • Colonial Drafting Center now increase Fleet Limit by 10 and Armor by 2, increased to 15 Fleet Limit and 3 Armor at Level 2
    • (-) Fusion core removed
  • Home Planet
    • Module Slot count reduced to 2 down from 4
    • Health reduced to 10000
    • Armor reduced to 10
    • Energy reduced to 0
  • Other Planets
    • Module Slot count reduced to 1 down from 2
    • Health reduced to 5000
    • Armor reduced to 5
    • Energy increased to 1000
    • Dealing any damage to a Planet will reduce its Energy by the same amount
    • No longer uncap upon taking a certain amount of damage
    • Now uncap when Energy reaches 0
BALANCE CHANGES
  • Structures no longer block projectiles (Planets still do)
  • All ship stat upgrades normalized to provide 10%/20%/30% bonuses
  • All Flagships cost 500/500 down from 1000/500
  • Passthrough damage reduced to 50% across the board
  • Reduced base armor of all Planets by 5
  • (+) Industrial Complex Team Bonus Armor aura now also applies to Planets
  • Pioneers
    • Attack damage increased from 10 to 15 (+50%)
  • Raider
    • Attack speed changed from 0.75 to 0.65 (+13%)
  • Defender
    • Cost increased to 200/30 up from 200/20
    • Attack speed changed from 1.65 to 1.6 (+3%)
    • Attack range reduced to 400 down from 500
    • Attack projectiles speed increased by 25%
    • Increased turn rate
    • Repulsive Coating
      • Kinetic damage reduction increased to 30% up from 20%
    • Deuterium Booster
      • Lasts 8s instead of 5s
  • Hunter
    • Attack damage increased from 10 to 12 (+20%)
    • Attack speed changed from 1.2 to 1.5 (-25%)
      • -4% DPS overall, but more effective against armored targets
    • Attack range increased from 450 to 500
    • Advanced Target Relay:
      • (-) Removed explosive projectile
      • Armor debuff increased to 2 up from 1
      • Duration set to 20 seconds (10 against flagships and capital ships)
  • Ravager
    • Attack speed changed from 1.65 to 1.7 (-3%)
  • Destroyer
    • Health increased to 400 down from 450
    • Cost changed to 400 /70 from 450/60
    • Build time increased to 35 up from 30
    • Armor decreased to 2 down from 3
    • Shredder volley:
      • No longer affects fighters
  • Support
    • Build time increased to 30 seconds up from 25 seconds
    • Armor reduced to 2 down from 3
  • Battlecruiser
    • Build time increased to 50 seconds up from 45 seconds
    • Armor reduced to 4 down from 6
  • Disruptor
    • Build time increased to 35 seconds up from 30 seconds
    • Armor decreased to 2 down from 3
  • Phalanx
    • Build time increased to 40 seconds up from 35 seconds
    • Armor decreased to 2 down from 6
    • (-) Removed Dense Shield
    • (+) Added Citadel Plating
      • Cap incoming damage to 20 (after armor)
      • Does not apply to Planet Killer damage
      • Requires Adaptive Ability Cache - Level 2
AI CHANGES
  • Fixed AI colonization priority to improve early-game development
  • Fixed an issue causing AI players to spam Alliance Requests
  • Prevents AI players from further attacking allied units when they were engaged in combat before an Alliance is formed
  • (+) AI players will now build Tradeports to balance excess resources
  • (+) AI players now choose randomly between 2 build orders and strategies

v1.2b​

HOTFIX
  • Fixed a bug allowing Planetary Factory to create Raiders past the Fleet Limit
  • Fixed the tooltips for Covert Ops
  • Fixed an issue where Player 1 starts the game with Adapative Ability Cache Level 1 and 2 unlocked
AI CHANGES
  • Prevent AI players from allying themselves with the last player in the game
  • Added a short grace period after allying an AI player during which they will not declare war if you accidentally kill one of their ships
  • AI players now clear up creeps camps to gain access to more Planets and Resources

Known issues

  • None
Contents

Solar Empires 1.0 (Map)

Solar Empires 1.1 (Map)

Solar Empires 1.1b (Map)

Solar Empires 1.2 (Map)

Solar Empires 1.2b (Map)

Reviews
deepstrasz
Lovely stuff overall. A bit sad all ship battles are static. Hero ships could have glow for easier differentiation: How to add Hero Glow without Modeling Approved. If you want more reviews, you should participate in the The Grand Review Exchange...

Bawbz

Hosted Project: SB
Level 13
Joined
Jun 11, 2004
Messages
164
Game is fun! And it's really cool to see a total conversion of the Warcraft engine into sci fi. It often doesn't work, but here it does.

Also great that the map scales with the number of players. The level generation feature is great.
 
Level 7
Joined
Aug 8, 2010
Messages
49
Indeed! Currently the AIs are really aggressive, but they don't take full advantage of all the economic tools just yet, and can fall behind heavily in the late game. Checkout a 5+ players FFA with AIs, they will try to ally each other to be more successful ;)

Next version should have the AI start using the Extractor, which should make them better in the late game.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,863
Lovely stuff overall. A bit sad all ship battles are static.
Hero ships could have glow for easier differentiation: How to add Hero Glow without Modeling

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 7
Joined
Aug 8, 2010
Messages
49
New version released! Added new features and reworked some aspects of the game, which can be summarize by:
  • More build options for the early game
  • More options to contest Planets and close out the game
  • Slightly better economy, base-building and techtree
  • More polish

Full changelog:

v1.1​

FIXES / QOL IMPROVEMENTS
  • Advisor voice-lines are more audible
  • Tooltips for Atomic Crucible and several structures have been fixed
  • Hero glow added to all Flagships
  • Removed unintended +20% Minerals income for Hospitable and Magma Planet; periodic income now matches the tooltip
  • Supply Relay texture issue fixed
  • Model for The Embassy was replaced
  • Model for the Aegis (hero) was replaced
  • Model for Home Planets was replaced
  • Model for Frozen Planets was replaced
  • Model for Hospitable Planets was replaced
  • Model for Ruined Planets was replaced
  • Model for the Disruptor missile was replaced
  • All Planets show more clearly which player is controlling them.
  • Adjusted the Pioneer build menu to more accurately hint at the techtree/unlock flow
  • Adjusted some of the UI tooltips/feedback
  • Fixed the broken media images on the Hive page
TECHTREE CHANGES
  • (-) Pioneers can no longer build the Synthesizer
  • (+) Pioneers can now build the Tradeport
    • Requires a Supply Relay
    • Limited to 1
    • Can exchange Minerals and Hydrogen at a varying rate; the more one resources is exchanged, the more expensive it becomes
    • The price variations are synced for all players
    • Serves as an alternate requirement for The Embassy
    • Unlocks the ability to send resources to other players via the Ally (F11) menu
  • (-) The Embassy can no longer research Environmentalist Federation
  • (+) The Embassy can now research Trade Emporium
    • Team Bonus: Planets and structures regain health over time
    • Personal Bonus: Tradeport offers improved resource exchange rates; Tradeport periodically generates resources depending on resource exchange rate
  • Export Venture now requires an Assembling Facility instead of the Capital Ship Design research
  • Fusion Core now requires a Research Center instead of the Ultra Capacitor research
REWORKS
  • Supply Relays bonus movement speed range and effect has been reduced
  • (+) Supply Relays can now be individually upgraded:
    • Improved Speed: larger area and stronger effect
    • Repair: no more movement speed bonus; nearby ships and structures regain health over time
    • Recharge: no more movement speed bonus; nearby ships, structures, and Planets regain more Energy over time
  • Rebalanced the Planet uncap/contesting mechanic
    • Base uncap threshold increased to 80% up from 60% (Planets become neutral when under 8000/4000 health)
    • Level 1 Colonial Drafting Center uncap threshold increased to 60% up from 40% (Planets become neutral when under 6000/3000 health)
    • Level 2 Colonial Drafting Center uncap threshold increased to 40% up from 20% (Planets become neutral when under 4000/2000 health)
BALANCE / OTHER CHANGES
  • Home Planet armor reduced to 10 down from 15
  • Home Planet health regeneration increased to 2.25 hp/s up from 1.5 hp/s
  • Multiple Extractors can Harvest the same Asteroids or Gas Cloud
  • AI players will now create Extractors to boost their economy in the mid/late game
  • Players can no longer send resources via the Ally (F11) menu until they build a Tradeport
  • Sending resources to another player is no longer instant; instead a Cargo Ship will transport the resources from your Home Planet to the target player Home Planet
  • Scientific Conglomerate final-tier research now has the additional personal bonus to improve the reward tiers of Anomalies (see below)
  • (+) Anomalies added:
    • Peculiar, invisible phenomenon randomly scattered around the map
    • Have no effect until scanned by a Probe
    • Upon being scanned, the Anomaly will disappear and another will be randomly generated
    • Upon being scanned, the Anomaly will offer a random reward to the player. Those can be:
      • Resources
      • Ships, including unit ships the players can't normally build
      • Unique structures the players can't normally build
  • (+) Probes have a new ability: Scan Anomaly
    • Requires a Research Station to use
    • Upon use, the Probe will become visible and immobile for 1 second
    • Upon use, if an Anomaly is close enough, it will be scanned. A scanned Anomaly will grant the player a random reward
    • Upon use, if no Anomaly is close enough, the direction of the nearest Anomaly will be revealed; the faster the "ping", the closer the Anomaly is from the Probe
  • Probes price increase to 80/80 up from 50/50
  • Probes health increase to 80 up from 50
  • Players now start the game with a Probe in Competitive Mode.
  • Magma Planets produce more Minerals, at a rate of 300/minute up from 225/minute
  • Reworked Frozen Planets
    • Now produce both Minerals and Hydrogen, at a rate of 150/minute and 60/minute instead of 90/minute
    • Now also increase Fleet Limit by 5
  • (+) Added Gas Planets
    • Only produce Hydrogen, at a rate of 120/minute
  • Hospitable Planets income left unchanged
 
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Level 7
Joined
Aug 8, 2010
Messages
49
Thanks for checking out my map :D

Quick update:

v1.1b​

HOTFIX
  • Disabled the custom player trading system as it would cause the player receiving resources to crash/desync. Players in team games can simply send resources without requiring a Tradeport
BALANCE CHANGES
  • Tradeport Resource Trading fee increased to 40% (15% with Trade Emporium) up from 15% (0% with Trade Emporium)
 
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Level 28
Joined
Apr 6, 2010
Messages
3,107
I've had a situation twice now where a computer player's units attacked me, it asked for an alliance while still attacking (co-dependent game AIs, what a time to be alive), then kept attacking the initial target even after I'd accepted the offer. It was a planet and these were early units, but they only stopped after I lured some mutual enemies into their range.
 
Level 7
Joined
Aug 8, 2010
Messages
49
In that case, can we get some defensive structures?

I keep getting curbstomped by AI alliances even with three planet guns and a Raider factory, they just run out of energy too fast for the two dozen units that show up on my doorstep.
A lot of balance changes are coming in the next version, here is a small list:
  • rebalanced economy (more minerals income, hydrogen is more valuable)
  • stronger Planetary Modules that do not rely on Energy to function
  • reworked planet uncap system
  • less punishing creeps
  • fighters generally better in the late game

Regarding the version you are playing, there are some unintentional design traps (those should be fixed with the next version)
  • Once upgraded, enemy Raiders will drain planet energy, rendering GS Autocannons and Planetary Factories nearly obsolete
  • Planetary Factories are fairly weak, they take a while to pay back, and are only really useful for extreme cheese strategy, or with strategies based around maximizing them (stacking all possible Energy regen bonuses make them decent) BUT Raiders are still the worst fighting ships in late game fights so it's tough to pull off
  • GS Autocannons are mostly good in the very early game, and in the very late game, where they give a sizeable defenders advantage as long as you have a fleet to protect your planets from being drained by Raiders
  • Planetary Modules in general are very expensive and should usually be avoided until the "mid game" (30+ pop, all 7 planets from your initial system conquered, at least two T2 structures (Research Center, Assembling Facility, Military Laboratory, Tradeport))
  • The Embassy is very expensive and should be avoided until the late game (80+ pop, 11+ planets, several researches done, most or all ships unlocked, several production facilities), except for very specific cheeses or team strategy (1v1 AI Uprising timing, Industrial Dominion team turtle)
  • Early heroes are usually bad, unless you are already ahead
  • Ship health/attack speed upgrades are not too impactful and should be avoided unil the late game (except for the odd cheese like AI Uprising into mass battlecruiser)
  • The AI has a very generalist playstyle and takes a while to expand its economy and increase its ship production, so it can be beaten easily by focusing on either aggression, expension, or teching up quickly (as long as you keep producing ships of your own), but trying to do everything at the same time is not too efficient and the AI is probably doing this better (and it is getting better at it in the next version!)
  • All fighters are pretty bad unless you are aggressive early and stop the enemy from amassing a fleet
  • Raiders are wasted resources if you are not active with them; focus on Defenders in the early game if you want to play more passively, as they can easily defend early aggression, they can clear most creep camps once you have 5 or more, and they can handle the AI's transition to Destroyers thanks to their defensive ability.
  • Hydrogen is worthless in the early game unless you are going for a high-tech strategy (fast Research Station, fast Assembling Facility, fast Embassy, fast Hunters...)
  • Mass Destroyers is super good (melts everything with high single-target damage)
  • Mass Phalanx is insane (melts everything with AOE damage if positionned properly)
  • AOE damage in general is really good
  • Battlecruisers are better at being tanks than DPS, so manually moving them to the front is important to maximize their values
  • Supports are very good

There used to be static defences, but they were "too good" and did not encourage good gameplay. The short version is, the GS Autocannon was the most elegant solutions: no arbitrary build limit, no clunky blight-style "zone control" mechanic where the turrets have to be built. GS Autocannons are extremely strong in the early game and will save you if you have a ship disadvantage, but you will need to transition to an actual fleet for defence and to be active on the map. It is not possible to both allow players to build enough static defence to not die to someone with 5 times the income (which is not desirable anyway) while at the same time not allowing them to be griefing tools.
In short:
  • towers bad
  • ships good

I am not trying to be condescending here, I am just trying to explain that the limited amount of static defences is by design, in an effort to encourage more active play styles.
 
Level 7
Joined
Aug 8, 2010
Messages
49
I get that, and I've experienced most of the points you made, but given the food costs it feels risky to send a fleet in one direction if it makes you defenseless from the other (especially in the case of enemy alliances where you're outnumbered in any case).
It is a risk, but income is infinite so turtling just doesn't work well, as taking cost effective fights doesn't help you long term if your economy is too far behind (obviously it is different in FFA...). There are ways to manipulate the AIs (it's mostly behaving like the standard Warcraft AI), for example they will always go back to defend their own base (or ally base) so you can virtually stop them from ever attacking with a handful of Raiders. But ultimately, if multiple AIs are focusing you, then you will have a bad time and not much can be done about it. The thing about AI players is that they pair up in FFA, trying to ally with the first player they fight with, and only accepting a single ally, so if you have an even number of players (i.e you + 3/5/7/9/11 AIs) there is at least one AI that doesn't have an alliance, and they will automatically accept an alliance request if you send one. If instead your issue is that you started a Team Game with unbalanced teams (not the same number of players in each teams) then there is no fix to a team having more fleet than the other unfortunately. Maybe I can make something happen with player Handicap, I'll have to experiment, but that's not a priority at the moment.

You seem to be playing a lot, and I appreciate the feedback 🙏 Would you like to try a preview build of the next version? (unstable but playable)
 
Level 28
Joined
Apr 6, 2010
Messages
3,107
Weird one, possibly a "too many units at once" bug: towards the endgame, I gave move orders to a group (the regular way, not the "Move All" ability) including a flagship, and while the units headed there the flagship didn't, heading in another direction entirely.

Flagship is often last in a unit group.

Once a player is defeated, can they come back? I noticed one player with a dead homeworld could still capture planets.
 
Level 7
Joined
Aug 8, 2010
Messages
49
Weird one, possibly a "too many units at once" bug: towards the endgame, I gave move orders to a group (the regular way, not the "Move All" ability) including a flagship, and while the units headed there the flagship didn't, heading in another direction entirely.

Flagship is often last in a unit group.

Once a player is defeated, can they come back? I noticed one player with a dead homeworld could still capture planets.
  • I didn't setup-up properly the Army Command system, and the fastest ships are ignored in by the all-army commands (Raiders and Havoc) This is fixed in the next version. If you give Hold Position, Patrol, or channelled orders (such as Bombard) to ships, they will ignore all-army commands.
  • Selection priority should be fixed in the next version.
  • No a player cannot come back, what you observed happens when a defeated AI had a Pioneer on its way to claim a Planet just before it is defeated; the Pioneer would complete the colonization even though the player was defeated. This is solved in the next version.

I'll send you a preview version shortly.
 
Level 7
Joined
Aug 8, 2010
Messages
49
At last! Here is a new version of Solar Empires:

v1.2​

BUG FIXES
  • Supply Relays aura no longer affect nearby enemies
  • Removed skybox animations, fixed to night time
  • Tradeport income is no longer active before Trade Emporeum is researched
  • On defeat, turn all player Planets to Neutral Passive
  • On defeat, turn all other player units to Neutral Victim
  • Fixed missing audio and visual feedback when a Planet is uncaped
  • Fixed a bug preventing Cargo Ships from being Plundered (Pirate lord Player Bonus)
  • Remove many leftover debug messages
  • Fixed Industrial Complex Team Bonus armor aura to properly affect all structures
  • Planets information and terraforming abilities are now properly hidden while the Planetary Infrastructure menu is open
  • Galactic Tools tooltip now specifies that the Extractor are built from the Home planet.
  • Fixed Pirate Lord aura tooltip
  • Fixed Pirate Lord Team Bonus movespeed aura to be 15% as advertised by the Research tooltip
  • Destroyers no longer use the Rifleman soundset
  • Disabled Stars generation due to an unresolved graphical issue
  • Fixed an issue in the damage calculation that was resulting in incoherent damage numbers when armor type multipliers were involved
  • Fixed a bug where Defender missiles would travel further than intended
QOL CHANGES
  • Improved selection priority to have Flagships and spellcasters appear earlier in the tab groups
  • Adjusted weapon upgrade names and tooltips
  • Added new custom voice lines for the Hunter (thanks @Bawbz!)
  • Reduced the file size of some models
  • Unlocking Advanced Target Relay (with Repulsive Ability Cache - Level 1) turns on autocast for all existing Hunters
  • Added visual feedback when a unit is hit by a missile
  • Pioneers harvesting Bonus Resources will now follow shift-commands after the current harvest cycle is done (similar to Acolytes)
  • Supply Relay names now indicate what is the current upgrade, and the model also display extra information about the upgrade
  • (+) Added a game-time display, located where the Day Time Clock usually is
  • Creeps now sleep, and wakeup when a nearby Planet or resource node is interacted with by a Pioneer
  • Creeps are less likely to wake-up when building Structures near them.
  • Researching AI Uprising now makes Improved Life Support Systems and Habitation Bubbles unavailable
  • Slightly adjusted map generation
    • Reduced potential number of neutral planet clusters
    • Increased minimum distance for a neutral planet cluster to spawn
    • Fixed an issue preventing the 1v1 generation to result in anything other than a wide map
TECHTREE CHANGES
  • Battlecruisers now use Kinetic Weapons upgrade instead of Explosive Weapons upgrade
  • Phalanx now use Explosive Weapons upgrade instead of Energy Weapons upgrade
  • Export Venture (Planetary Module) now requires a Trade Port instead of an Assembling Facility
  • Scan Anomaly (Probe ability) now requires Voidstride MK-II (Observatory technology) instead of a Research Station
  • (+) Added the new research Planetary Ballistics (Research Station) that unlock an Energy attack on all Planets.
ECONOMY CHANGES
  • (+) All players now Plunder 50% of the resources transported by destroyed Cargo Ships
  • Pirate Lord player bonus now increase Cargo Ship plunder to 100%
  • Increased Minerals income from all source by 20%
  • Adjusted the cost of all researches, bringing down the Minerals cost to the same as Hydrogen cost (1/1 instead of 2/1)
  • All Planetary Modules are now Cooldown based instead of Energy based
    • Planetary Factory now creates a free raider every 60 seconds, reduced to 40 seconds at Level 2
    • Export Venture increase resource produced by 40%, increased to 60% at Level 2
    • GS Autocanon has 900 range, 1 second cooldown, 100% and deals 30 damage, increased to 45 damage at Level 2
    • Colonial Drafting Center now increase Fleet Limit by 10 and Armor by 2, increased to 15 Fleet Limit and 3 Armor at Level 2
    • (-) Fusion core removed
  • Home Planet
    • Module Slot count reduced to 2 down from 4
    • Health reduced to 10000
    • Armor reduced to 10
    • Energy reduced to 0
  • Other Planets
    • Module Slot count reduced to 1 down from 2
    • Health reduced to 5000
    • Armor reduced to 5
    • Energy increased to 1000
    • Dealing any damage to a Planet will reduce its Energy by the same amount
    • No longer uncap upon taking a certain amount of damage
    • Now uncap when Energy reaches 0
BALANCE CHANGES
  • Structures no longer block projectiles (Planets still do)
  • All ship stat upgrades normalized to provide 10%/20%/30% bonuses
  • All Flagships cost 500/500 down from 1000/500
  • Passthrough damage reduced to 50% across the board
  • Reduced base armor of all Planets by 5
  • (+) Industrial Complex Team Bonus Armor aura now also applies to Planets
  • Pioneers
    • Attack damage increased from 10 to 15 (+50%)
  • Raider
    • Attack speed changed from 0.75 to 0.65 (+13%)
  • Defender
    • Cost increased to 200/30 up from 200/20
    • Attack speed changed from 1.65 to 1.6 (+3%)
    • Attack range reduced to 400 down from 500
    • Attack projectiles speed increased by 25%
    • Increased turn rate
    • Repulsive Coating
      • Kinetic damage reduction increased to 30% up from 20%
    • Deuterium Booster
      • Lasts 8s instead of 5s
  • Hunter
    • Attack damage increased from 10 to 12 (+20%)
    • Attack speed changed from 1.2 to 1.5 (-25%)
      • -4% DPS overall, but more effective against armored targets
    • Attack range increased from 450 to 500
    • Advanced Target Relay:
      • (-) Removed explosive projectile
      • Armor debuff increased to 2 up from 1
      • Duration set to 20 seconds (10 against flagships and capital ships)
  • Ravager
    • Attack speed changed from 1.65 to 1.7 (-3%)
  • Destroyer
    • Health increased to 400 down from 450
    • Cost changed to 400 /70 from 450/60
    • Build time increased to 35 up from 30
    • Armor decreased to 2 down from 3
    • Shredder volley:
      • No longer affects fighters
  • Support
    • Build time increased to 30 seconds up from 25 seconds
    • Armor reduced to 2 down from 3
  • Battlecruiser
    • Build time increased to 50 seconds up from 45 seconds
    • Armor reduced to 4 down from 6
  • Disruptor
    • Build time increased to 35 seconds up from 30 seconds
    • Armor decreased to 2 down from 3
  • Phalanx
    • Build time increased to 40 seconds up from 35 seconds
    • Armor decreased to 2 down from 6
    • (-) Removed Dense Shield
    • (+) Added Citadel Plating
      • Cap incoming damage to 20 (after armor)
      • Does not apply to Planet Killer damage
      • Requires Adaptive Ability Cache - Level 2
AI CHANGES
  • Fixed AI colonization priority to improve early-game development
  • Fixed an issue causing AI players to spam Alliance Requests
  • Prevents AI players from further attacking allied units when they were engaged in combat before an Alliance is formed
  • (+) AI players will now build Tradeports to balance excess resources
  • (+) AI players now choose randomly between 2 build orders/strategies
 
Last edited:
Level 7
Joined
Aug 8, 2010
Messages
49
Quick update to fix a few bugs!

v1.2b​

HOTFIX
  • Fixed a bug allowing Planetary Factory to create Raiders past the Fleet Limit
  • Fixed the tooltips for Covert Ops
  • Fixed an issue where Player 1 starts the game with Adapative Ability Cache Level 1 and 2 unlocked
AI CHANGES
  • Prevent AI players from allying themselves with the last player in the game
  • Added a short grace period after allying an AI player during which they will not declare war if you accidentally kill one of their ships
  • AI players now clear up creeps camps to gain access to more Planets and Resources
 
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