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The Darkening Wars v1.42

The Darkening Wars - v1.42 Optimized
by AngryBovine

Patch notes can be found towards the bottom of this post! Look forward to a lot of new additions in the future.

The highly anticipated patch: 1.30, Risen from the Ashes! The Darkening Wars returns with a brand new squad system to ease controlling large numbers of units, with various bugs fixed and ideas revamped. Play the map to find out all the latest changes or read the change log below!

[[Warning! Please delete any old copies of this map you have! Older versions may carry critical errors and bugs that may cause them to be unplayable! Download the newest to keep up-to-date and have the newest bug fixes.]]

The Darkening Wars is an altered melee map in which your objective is to destroy your opponent through any means possible. You have three factions to choose from: Humans, who use superior technology, ranged weaponry, and vehicles; Mutants, who have genetic alterations that make them incredibly powerful and devastating melee power; and Machines, who are highly resilient and have unstoppable mechanized titans.

As you will see when you play, all three factions are vastly different and use different resource systems. You may need to play around with the game a little to adjust to the differences from common RTS games you have played before.


-Races - 3 working races, not mirrors
-Weather - 6 different kinds that affect combat
-Vast tech trees allowing for freedom within each race
-Important tactical (terrain) positioning
-Custom armor and weapon system, providing counters
-Realistic range: Guns fire from far away!
-Realistic accuracy system! Bullets miss, tank rounds can miss but still cause AOE
-Units can be injured by critical hits
-Squad System
-Balanced combat and gameplay
-Artillery and Explosions!
-All units have abilities that keep them useful throughout the game
-Human units level up independently in the form of Veterancy
-Mutant units help tech up their whole side
-Machine units can be equipped with upgrades
-Extensively informative and useful tooltips!
-New units available in patches as the game is updated

NYI (Not Yet Implemented):
-Air Strikes
-Tactical Aid abilities
-AI (the second coming)

Credits to all the model makers who provided a lot of the models for this map. This map is not protected, though it is optimized, so map content may not be available for viewing. If you wish to see the triggering, you can PM me and I can send you a copy of the un-optimized map.

Please post bugs you find here! This will help improve the quality of this game. If I don't know what's wrong, I can't make the game better or more enjoyable! After all, I can't read your mind.

More information can be found in The Map Development forums at http://www.hiveworkshop.com/forums/f202/darkening-war-beta-96860/.

Complete Patch Notes:

((General))
<<Gameplay>>
-Game Loss triggers now include incomplete structures to account for some weird interactions

((Humans))
<<Infantry>>
-Molotov Cocktails do 50% more damage
<<Research>>
-Fortifications grant half their previous effect

((Mutants))
<<General>>
-Blizzard no longer damages organic aerial units
-The Mutation Pool's units should properly be un-buyable by non-mutant players, and if bought should only be under the control of the owner of the Mutation Pool
<<Tier 1>>
-Hellfire Imp fire now lasts a tiny bit longer

((General))
<<Gameplay>>
-Food cap reduced to 200 to alleviate lag issues
-Income levels readjusted
-Weather should correctly affect players now (and not just the squad allies)

((Humans))
<<Infantry>>
-Infantry accuracy decreased at max range
<<Vehicles>>
-Tanks granted greater immunity toward crits and crit debuffs
<<Structures>>
-Oil Derrick degeneration amount decreased

((Mutants))
<<Tier 1>>
-Units "bought" at the mutation pool can no longer be stolen by other players; if they spend money buying these units, they will spawn for the owner of the mutation pool instead.
<<Structures>>
-Spawning Pool costs 50 more iron
-Creating a new spawning pool takes 5 more seconds

((Machines))
<<Tier 2>>
-Mach Commandos fly again! Woot.
<<Structures>>
-Nanite bases no longer incorrectly display two (dummy display) versions of the Machine Shop at the same time. Now you only get one!

((General))
<<Gameplay>>
-Squads ordered to attack destructables will follow those instructions
-Squad leaders ordered to use abilities will instruct squad buddies to follow suit
-Typing in -unally no longer causes you to massacre your squadmate

((Humans))
<<Vehicles>>
-Field Repair Vehicle has traded hit points for movement speed and reduced build cost
<<Structures>>
-Iron Mine cost rebalanced to be slightly cheaper early on
-Oil Derrick cost rebalanced
-Iron Mine produces more resources at early ranks, though the same amount at Rank 5
-Oil Derrick produces more resources at all ranks
<<Research>>
-Research times and research costs greatly reduced

((Mutants))
<<Structures>>
-The Overbeing can be gestated into a Mutation Pool for the low, low fee of 270 iron
-Adrenalus grants 20% attack per rank instead of 15% and double the dodge
-Berserken grants 15% movement speed per rank instead of 13% and 10% improved attack speed instead of 8%
-Chitinour grants additional damage reduction (up to 50% instead of 25%)

((Machines))
<<General>>
-Machine "Repair" ability can now be used the unit that's casting it
<<Structures>>
-Turrets properly shutoff when their node is unpowered
-Advanced Foundry must be powered to operate

[NOTE: A LOT MORE CHANGES HAPPENED IN THIS PATCH; PLAY IT TO FIND OUT]

((General))
<<Gameplay>>
-Allying fixed
<<Environment>>
-Radiation spikes removed, they were being annoying

((Humans))
<<Infantry>>
-Damage on some infantry reduced
-Many build times further reduced

((Mutants))
<<General>>
-EXP drip caused by the Evolution Chamber (1 per building) halved (to 1 per 2 buildings)
-Most mutant units have additional armor
<<Tier 1>>
-Hellfire Imps now spawn from their own unique Hellfire Egg
<<Structures>>
-Fungal Colonies no longer use sporebats to harvest, they just have a drip for each iron mine in proximity

((Machines))
<<General>>
-New Energy transfer system: Cooler effects, smoother transfer (more complicated than this, but this is the basic stuff)
-Most machine units cost at least some food now for balancing reasons
<<Structures>>
-Sentry Node's addons become vulnerable once they start to upgrade
-Once a sentry node's addon is destroyed, it reverts back to its previous form
-Sentry Nodes must be powered to keep its turrets active
-Machine Turret costs power to keep up

((General))
<<Gameplay>>
-The player with neutral hostile as his squadmate should no longer award bounty
-Iron Deposits should no longer mysteriously become unveiled

((Humans))
<<Infantry>>
-Damage output and burst damage reduced
-Damage Variation reduced (higher low range but lower high range)

((Mutants))
<<General>>
-Mutant starting resources have been increased
-Pillage improved to 4% of a structure's cost over 100% hitpoints
-Mutant EXP drip restored to a per-second basis rather than per-two-seconds
-Iron Gain income intervals at 6 seconds instead of 60, income amount remains the same
-When a new squad is being formed, Carrion Crawlers and Dread Crawlers will not be picked by accident
-Mutants start the game with an additional Overbeing
<<Tier 1>>
-New Unit: Overbeing - The overbeing is a flying unit that provides supply and detects invisible unit. You start out with one and eggs for additional ones can be bought at the Mutation Pool.
<<Structures>>
-Overall construction times decreased
-Mutants can now correctly build at the distances between 1200-1600
-Costs of some mutant structures reduced
<<Research>>
-Instead of being +50%/+100% for the Improved/Advanced Mutations upgrade, it is now +25%/+100% for structure hit points
-Most weak mutant structures (looking at you, Fungal Colony) have improved hit points and armor

((Machines))
<<Tier 1>>
-AK-OE Scout damage decreased and cooldown decreased for lower burst potential
<<Tier 2>>
-Blink refixed

((General))
<<Commands>>
-Allying will correctly align the squad allies
-Allied victory can be assigned by using "av" in addition to "aa"
-New command: "-lt" can be used by Player 1 (host) to lock teams once they're set. If used while teams are locked, teams are unlocked
-Turning off weather effects works as intended now

((Mutants))
<<General>>
-Mutants have in general better hit poitns and better armor damage reduction
-Mutant eggs have their hit points doubled and armor doubled
<<Structures>>
-When selecting where to build your structures, a brief flash of red indicates the area where you can select
-Construction radius increased from 1200 to 1600

((Machines))
<<Tier 2>>
-Mach Commandos cost a little more and have a higher flying height
-IDG Titan's armor has been increased from 4 to 7
-When the Dreadstalker blinks, his friends also blink with him
<<Structures>>
-When selecting where to build your structures, a brief flash of blue indicates the area where you can select
-Sight range of many structures reduced to increase incentive for building listening posts
-Nodes should be correctly disposed of when their main structure is destroyed
-The Metal Mine and Hydraulic Extractor both have nodes which increase their output
-Nuclear Reactor hit points reduced to 1800 and degenerates 1 hit point per second
-New addon for the Nexus: Nanofield Focuser, increasing the distance it can transfer energy and increasing its construction radius

((Humans))
<<Infantry>>
-Shadowtroopers take double the time to fade back into shadows now
-When the Pathfinder stealths, his fellow Scout Infantry should also stealth
<<Structures>>
-Armageddon Fortress's Autocannons have been weakened

((Mutants))
<<General>>
-Mutators have appropriate tooltips to reflect their effects
-The Chitinour mutator should no longer slow down mutants - FAST MUTANTS ARE FAST
-Pillage slightly increased in power, internal costs (no actual increase) of mutant structures increased so pillage grants resources against other mutants
-Scent of Fear (truesight) range increased to 550
<<Tier 2>>
-Acid Spitters's Melt Armor duration reduced to 5.0 but damage per second increased to 8, stacking slowing effect added
<<Structures>>
-Needle Cluster can now detect invisible units in a large radius
-Fungal Colony model size slightly increased

((Machines))
<<General>>
-Units and structures which previously required Anomaly Detector have it by default now; instead, Anomaly Detector doubles the detection radius
<<Tier 2>>
-New Unit: Mach Commando, a swift raider that is a ground unit which can move like an air unit. Also detects invisible units

((General))
<<Squads>>
-When a squad leader dies, if you were selecting him, you automatically select the next leader that is promoted.

((Humans))
<<Infantry>>
-Infantry squad leaders who are ordered out to use a defensive position relay it to their team now

((Mutants))
<<General>>
-Iron Harvesting reduced to 20% of original output
-Fungal Colony costs only 20 instead of 40 iron
-Mutant Squads are always led by the mutant with the highest HP (actually works this time)

((Machines))
<<Structures>>
-Machine Turret costs 25 more iron and has reduced attack damage and increased cooldown
<<Tier 2>>
-Dreadstalker tooltip and hotkey fixed, also properly given AoE damage
-IDG titan hotkey fixed, now can attack buildings as intended

((General))
<<Squad System>>
-Squads are being given additional commands in the form of a spellbook to allow easier control of the squad
-Squads have a subtle graphical effect on their Squad Leader
<<Weather>>
-Weather no longer causes annoying messages of "Your forces are under attack!"

((Humans))
<<Infantry>>
-Infantry now throw bottles of gasoline filled with rags in them at structures, setting them on fire and causing additional damage over time! More effective than shooting bullets into buildings with a tradeoff of lesser range.
<<Vehicles>>
-Mobile Howitzer splash radius increased, damage decreased slightly, and cooldown decreased
-Tanks have dynamic hit boxes affecting crit zones; shots from the front will never crit while those from the back have a doubled crit chance

((Machines))
<<Tier 2>>
-New unit: Dreadstalker - Advanced hunter-killer crawler. Moves very quickly and fires shrapnel.
-New unit: IDG Titan Warmech - Advanced heavy anti-armor destroyer. This walker packs a punch and also has a decent-strength anti-personnel explosive shot.

((General))
<<Resources>>
-Iron Deposits now have starting iron amounts that are depletable (although the amount is very great).
<<Squads>>
-Squads are more responsive and no longer stupidly auto-attack when commanded not to

((Humans))
<<Aircraft>>
-The Sky Serpent can now pick up mechanical units (which take up multiple slots)
-Sky Serpents must be landed in order to drop off units
-Darkslayer Missile Pods weakened and medium and full AoE radii reduced

((Mutants))
<<Structures>>
-Fungal Colonies are now pre-grades to the Spore Cluster; they increase iron gain.
-Fungal Colonies and its upgrades now provide a small amount of food

((Humans))
<<General>>
-Units can no longer gain more than the killed human or machine unit's level plus veterancy level as EXP per kill and no more than the killed mutant unit's level plus a fraction of the mutation menu's level as EXP
-Units will gain at least 1 EXP per kill
-Unit EXP gain is scaled down as a unit gains level
-Units will not accidently gain EXP off killing dummy units
-When you load squad units onto a vehicle, all units of the squad load in (and only take up one slot)

((Mutants))
<<General>>
-Mutant Crashing Fixed

((Machines))
<<General>>
-Bugs fixed

((General))
<<GUI>>
-Under "Optional Quests," complete information about commands can be found in game
<<Alliances>>
-The "-unally" command should work properly now
<<Combat>>
-When a unit misses an air unit, it now properly hits an aerial dummy unit instead of a ground one
<<Squad System>>
-Food usage should work out properly now with the amount of food both you and your squadmates are using (key)
<<Weather>>
-Reduced the chances of bad weather to speed up game play

((Humans))
<<General>>
<<Infantry>>
-When a squad leader is ordered to sprint, his whole squad does it (and actually does it)
-Infantry can no longer raid and the research has been removed in favor of more useful abilities
<<Aircraft>>
-Darkslayer tooltip corrected; the helicopter can indeed attack buildings as intended
-H5-Crow no longer has frag grenades. What?
-H5-Crow should finally land properly
-H5-Crow and Sky Serpent, when landed, should be targetted as ground units
-Sky Serpent and H5-Crow tech requirements reduced
<<Structures>>
-Missile Bases [Rank 1-3] now have a homing anti-air missile attack as intended

((Mutants))
<<General>>
<<Tier 1>>
-Many tier 1 units are now weaker for appropriate balance
-Infectious claws duration increased by 50%, but damage reduced to 25%
-Ravenous Bite unlocked from the start
-Dust and water appears around newly created structures
<<Structures>>
-New Structure: Cryobile Cluster - Upgraded from the Spore Cluster, the Cryobile Cluster fires armor-piercing rounds that freezes its targets

((General))
<<GUI>>
-Loading Screen has new text
-Two additional "quests" for both credits and game commands for both the host and players
<<Weather>>
-Foggy Debuff now has a different visual effect
<<Coding>>
-In-game starting lag reduced at the cost of very little increased loading time
-Additional leaking has been cleaned up to smooth out the game
-Much buggy code was removed in favor of cleaner execution though some game concepts were simplified in the process

((Humans))
<<General>>
-Veterancy bonuses no longer stack from the 5th level to the 6th level
-Decimators and Vulcans no longer need to spin up to attack
<<Infantry>>
<<Aircraft>>
-The H5 Crow Helicopter should no longer change into a Darkslayer by accident while landing.
-The Sky Serpent should now properly land when ordered to.
<<Structures>>
-Barracks [Rank 2-5] all cost 50 less oil each and upgrade slightly faster
-Supply Stash [Ranks 1-5] overall costs 50 more iron and 50 less oil
-Mana on Iron Mines and Oil Derricks now represents the percent efficiency of the structures
-Iron Mine [Ranks 1-5] unit model size scaled down so that the placement coloration is visible
-Vulcan Tower and Missile Turrets now build significantly faster and have equalized build times at all ranks
-Tank Factory [Ranks 1-5] have a new model; the old tank model will be refitted for the machines race
<<Research>>
-Fortifications upgrade significantly cheaper
-Military Discipline [Ranks 1-5] costs 50 fewer iron and 50 more oil

((Mutants))
<<Tier 1>>
-Corpse Feeders are now weakened to roughly 50% of previous strength, but spawn in groups of 4 at your Spawning Pool and groups of 3 at your Mutation Pool
-Corpse Feeders and Plague Carriers are no longer on a timed life
-Tier 1 mutations are now guaranteed to replace Corpse Feeder units in the squad
-Plague Carriers can now combine to form the mighty Plague Abomination!
<<Tier 2>>
-Larval Brood (Tier 2 Eggs) have a spiffy new model!
-Ravenous Creeps can now be upgraded again to increase their quantity and strength!
-Ravenous Creeps now spawn with an Acid Spitter (or w/e unit comes from the Larval Brood), and work as its minions.
<<Structures>>
-Additional Tier structure added: Gestation Cloister; other tier structures renamed
-Tier upgrade now available at the Mutant Town-Hall structure instead of the evolution chamber, though the previous research is still a prerequisite to the higher tiers and increases structure vitality
-Tier 1 mutant town-hall no longer spawns units
-The new tier structures have an awesome new building model!
-Tier upgrade times are 10/20/30 and each unlock additional technology
-Tier structures have new unit sounds
-Several mutant structures are not unlocked until tier 2
-Mutation Pool now only requires Level 1 and its build time has been decreased by half
-Hive now only requires Level 6 but needs a Tier 3 hall
-Reaper's Rise still requires Level 16 and also needs a Tier 4 hall and its build time has been decreased to 2/3
-Mutation Pool spawn rate increased to one egg per 26 seconds instead of 32 and its build time has been decreased to 3/4
-New structure: Fungal Colony - Must be built on an iron deposit, and generates slight iron income. Also increases your food capacity. Unlike other mutant structures, the Fungal Cluster is constructed by sacrificing a Carrion/Dread Crawler unit.
<<Research>>
-Many research items are now earlier on the tech tree, too many to list

((Machines))
<<General>>
-When power displays over units, it only displays at most 1 decimal place to ease visuals
-Unpowered structures are now visually dark in color
<<Structures>>
-Nodes should only be created when a structure is completed
-Structures linked to the power grid that are destroyed should be removed from the powergrid
-Power Generator provides more power (+50%) and costs a bit more
-New model for Hydraulic Extractor
-Producing/Cancelling units now properly adjusts the power consumption of the Drone Factory
-Metal Mines produce 20 more iron per minute and Hydraulic Extractors produce 10 more oil per minute and both these structures are mildly more expensive to build
-Drone Factory costs a bit less to build

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now.
-AI will continue to be buggy as well. Disabled.

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...


((Humans))
<<Infantry>>
-Attack point and cast points have been fixed on Artillerymen to coordinate
<<Aircraft>>
-Helicopters have had their tooltips corrected for "Change Altitude"

((Machines))
<<General>>
-The "lol" debug message has been removed
-No more annoying dwarf voices
<<Structures>>
-Drone Factory's node spacing has been slightly corrected
-Sentry Node now appropriately spawns 3 nodes
-The Machine Shop should now spawn 3 nodes, which have 3 upgrades each
-You can now only build 1 machine shop
<<Research>>
-11 upgrades have been added in

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now.
-AI will continue to be buggy as well. Disabled.

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Gameplay>>
-Critical strikes caused by infantry will only apply mechanical debuffs on vehicles now
-Mutants now have lesser dodge rating versus vehicles and turrets, turrets should no longer have 100% miss
-Organic units in general have much less dodge versus turrets
-Explosive damage now deals more damage against Carapace armor (approximately 10%)
-Rending attacks rebalanced to cause less damage to heavy armor and infantry armor and increased damage to flesh
<<Resources>>
-Iron income tax rate decreased marginally to alleviate late-game resource issues

((Humans))
<<Aircraft>>
-Darkslayer Missile Discharge now has a portion of its damage splashing in a larger radius
-Darkslayer Missile Discharge now causes a higher amount of AOE damage
-Darkslayers cause 5 more min-max damage per shot (11.9 damage per second increase)
-Darkslayers now recieve 3 damage contribution per point of Steeltip Bullets (7.14 damage per second increased per upgrade)
<<Structures>>
-Vulcan Tower [All Ranks] damage reduced
-With any luck, Autocannons (produced by Armageddon Fortress upgrade) should be fully removed when the associated Command Base is destroyed

((Mutants))
<<General>>
-Rally pointing now causes all units to go to the target point (except for Carrion/Dread Crawlers), instead of just 1 per spawn
-Passive EXP gain reduced by 33%, and reduced scaling with higher levels
-Mutant unit spawn rates decreased slightly (around 10%)
<<T1 Units>>
-Corpse Feeder now has a timed life, between 3.75 minutes and 4.25 minutes
-Plague Carrier now has a timed life, between 4.5 minutes and 5.5 minutes
<<Structures>>
-Most mutant structures now have less mana
-For Genesis Obelisk:
-Mana cost of Greater Good removed
-Minimum casting cost for Energy Web is now 20 mana (though only uses 10), and now restores 0.16 mana instead of 0.12
-Mana regeneration of the Genesis Obelisk increased slightly

((Machines))
<<General>>
-Machines start with 25 additional oil
-Oil patches that spawn in with machines increased to alleviate oil defficiency issues
<<Drone Factory Units>>
-All units increased in hit points, damage, and accuracy
-All units temporarily made available for usage
<<Structures>>
-Upgrading power cores for the Nexus should always increase power
-2 new structures (addons) for the Sentry Node: Machine Cannon and Radar Tower

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it, so it is disabled for now

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Allying feature has been implemented! The host (Player 1, Red) need only type in "-aa" to allow allying!
-Typing in "-ally playercolor" (where playercolor is the color of the player you are trying to ally) will ally that player.
-Typing in "-unally playercolor" will do exactly the opposite
-The host can also type in "ca" (Computer Allies) after "-aa" to allow players to ally computer players. However, once allied, a computer player cannot be unallied.
-The host can also type in "ft" (Fair Teams) after "-aa" to force fair teams. Players cannot join alliances which are already the largest.
-The host can also type in "dm" (Deathmatch) after "-aa" to make alliances on a player to player basis.
-Under normal circumstances, an allied team will achieve team victory. This is not the case in Deathmatch mode, where it is the last player standing, regardless of alliances.
<<Other>>
-Hotfixed to remove debug messages.

((Human))
<<Infantry>>
-Grenades now cause Rending splash damage instead of Explosive; however, the target point still experiences Explosive damage
-Grenades now cause a range of damage rather than an exact damage value, though the damage average remains unchanged
-Grenades now cause damage even at maximum range
<<Vehicles>>
-MLRS disabled until the vehicle is fixed
<<Aircraft>>
-Darkslayer missiles now cause a range of damage rather than an exact damage value, though the damage average remains unchanged
<<Structures>>
-When Armageddon Fortress is researched at any one Command Base, a new autocannon is spawned at each Command Base controlled by that player
-Spawned Autocannons now face outwards, instead of always the default 270 degrees downwards

((Machines))
<<General>>
-The Machines have finally arrived, marking the return of Lead Scientist Haevar; what insidious plans could he have for entering this ever Darkening War?
-Machines are now a playable race.
<<Units>>
-Machine units are fierce combatants and entirely mechanical; they are impervious to natural injuries
-Machine units have deadly variations that specialize in the destruction of certain foes
<<Structures>>
-Machines create additional structures from their main structure, the Central Nexus, in the form of Nanite structures
-Nanite Structures create the foundation to the structural tech tree of Machines
-Machine structures require power to sustain themselves; power is created from the Central Nexus as well as auxilary power structures
-Unpowered machine structures cannot function

((Known Bugs))
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Race Selection>>
-"Random" race selection unlocked and is default choice
<<Debris and Cover>>
-Various new neutral debris (units) now offer cover to infantry and mutant units
-"Take Cover" buff also decreases the chance the unit is hit as long as the obstacle is in between the attacker and attacked
-Different types of Debris obstruct different sizes of areas and provide different levels of protection
<<Constants>>
-Small-arms coefficient versus Infantry armor is now 1.30 instead of 1.40

((Human))
<<Infantry>>
-Infantry now have weapon animations correct, changing the attachment point from "Hand,Right" to "Weapon"
-Basic Infantry Squad now creates 2 riflemen and 2 support infantry instead of 3 riflemen and 1 support infantry
-Support Infantry average damage reduced, damage range reduced, but attack cooldown decreased
-Support Infantry now create Barricade units instead of Barricade destructables, which offer defensive cover
-The Barricade unit made by Support Infantry are neutral and not player owned
-Create Barricade now has cast time of 1 second but cooldown reduced from 180 seconds to 90 seconds
-Grenadier HEAT rounds damage bonus increased from 90 to 160
-Infantry that are prone (in defensive formation) now have a lesser chance to be hit by other infantry
<<Vehicles>>
-Vehicles have a 15% lower chance to hit non-mechanical targets
-Tanks have a much lower chance to deflect bullets back at their shooters (down to 1% from 10%)
-Light Assault Tank armor contribution from research reduced to 3 from 4

((Mutants))
<<Tier 2 Units>>
-Acid Spitters now have a chance to miss while spitting, and is blocked by Debris
<<Structures>>
-When selecting the Build-Location unit, the point target selector automatically comes up. You no longer have to click on "Choose Build Location"
-New Structure: Genesis Obelisk: Increases the mana production of other structures around it by using its own; the Genesis Obelisk allows you to sacrifice your own units to add to its energy pool
-Mutant Structures that spawn units now use mana; without mana, they cannot produce units. They have a low constant generation of mana

((Known Bugs))
-Grenades do not cause damage at max range
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-The grinding and churning of the machines is now more than an illusion. It grows steadily louder every day...
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Bots/AI>>
-AI Difficulty looked at and increased at each difficulty
-AI refusing to build problem being looked at
<<Constants>>
-Small-arms fire damage reduced against infantry, now 1.40 was previously 1.50
-Explosive damage is being reduced against infantry
-As a result of reducing explosive damage, some sources of explosive damage do more damage

((Humans))
<<Overview>>
-Many Human units with previously "Artillery" type attacks are now "Missile (Splash)" type attacks
<<Aircraft>>
-Selection height for landed helicopters has been fixed
-Darkslayer attack type changed to Small-arms, as intended
-Darkslayer Rocket Pod Discharge ability being rebalanced, damage being increased per missile but splash radius changed
-Darkslayer Rocket Pod Discharge now fires 8 distinct missiles that have a smaller AoE
-H5-Crow explosive missiles no longer able to target self
-H5-Crow explosive missiles damage bonus increased by 50% (Up from 60, now 90)
<<Infantry>>
-Infantry attack sounds are being looked at
-Infantry projectile location launches are being looked at
-Infantry weapon holding is being looked at
-New Ability [Rifleman]: Frag Grenades - Throws a grenade somewhere in the AoE, exploding and causing damage.
-Medic mana cut in half, Heal Light Wounds now uses half as much mana
-Medics recieve 1 XP for every time they cast heal, but cannot level up due to healing
<<Structures>>
-Restock Ammunition renamed Resupply Vehicle
-Resupply on Supply Stashes is no longer able to restore infantry
-Supply Stashes have Resupply on autocast by default
<<Upgrades/Research>>
-Personal Stealth Generator now only requires Frostcore Reactor [Rank 1], down from [Rank 2]
<<Vehicles>>
-Field Repair Vehicle can no longer repair flying helicopters; you must land to repair them
-MLRS hit points reduced by 100
-MLRS should now try to fire correctly
-MLRS size reduced slightly from 1.00 to 0.90
-MLRS minimum range reduced from 1000 to 800
-MLRS now are half price, 2/3 construction time, and build one at a time
-Armored Repair Tank has corrected tooltip for construction

((Known Bugs))
-Grenades do not cause damage at max range
-MLRS will continue to be buggy till I can devote more time to fixing it

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-Random Race choice when selecting race
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Players will now be properly booted after 1 minute of not choosing a race

((Humans))
<<Vehicles>>
-Armored Repair Vehicle name changed to Armored Repair Tank
-Armored Repair Vehicle model changed
<<Structure>>
-Structure repair costs have been rebalanced to match appropriate numbers
-Building Iron Mines away from Iron Deposits will no longer prompt a text for all players
-Iron Mine [Rank 5] cost reduced
-Airfield [Ranks 1-4] build time reduced slightly
-Academy [Ranks 2-5] build cost increased slightly
-Tank Trap cost and hit points increased proportionately to 20 iron and 400, respectively

((Mutants))
<<General>>
-"Aberation" spelling changed to "Aberration"
<<Tier 1>>
-Gene Stealer "Infest Command Base" ability fixed and now works
<<Structures>>
-Needle Cluster "upgrade" tooltip added so it's no longer empty
-Needle Cluster attack type changed from Small-arms to Rending, as intended
-Needle Cluster upgrade time increased from 1 second to 30 seconds

((NYI FEATURES))
<<These features and units are soon-to-be implemented>>
-Random Race choice when selecting race
-New Unit [Human]: Stealth Bomber - Slower than the Thunderbolt, the Stealth Bomber offers the ability to be undetectable.
-New Unit [Mutant]: Dominater - Adept "spellcaster." Able to cast various crippling and support abilities.
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((UI))
<<General>>
-New Minimap Preview! A new one will appear every 0.10 update (i.e. 1.1, 1.2, 1.3, etc)

((Gameplay))
<<General>>
-Iron Deficit and Gain: As the darkness claims the shadows of the land, iron is no longer an abundant resource. Iron mines built close to other mines reduces production rates, while iron mines built close to iron deposits gain extra resources
<<Attack and Armor Types>>
-Most Attack and Armor Type tooltips have been revised to be uniform in style and content
-Light Vehicle Armor has been renamed Light Plate Armor
-Heavy Vehicle Armor has been renamed Heavy Plate Armor

((Human))
<<Structures>>
-Iron Mine and Oil Derrick tooltips have been changed to reflect changes
-Iron Mine model changed

((Mutant))
<<Structures>>
-Scroll speed increased when panning back to base for choosing build location

((NYI FEATURES))
-These features and units are soon-to-be implemented
-Rumors of mechanical drones and machinery, continuously grinding, creating ominous echoes...
-Anybody call for an airstrike? Aircraft will soon become cold resistant, ready to bomb the unready foe.
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<General>>
-Units no longer miss against dummy units (it would show 2 misses in a row)
-Random Oil Placement reshifted for balance

((Human))
<<Infantry>>
-Energy usage and capacity of Shadowtroopers halved
<<Vehicles>>
-Howitzer splash damage and radius increased
<<Air Units>>
-H5-Crow should now be able to cause splash damage with its special
-H5-Crow energy pool increased to 60
-H5-Crow should now properly stay as a Crow instead of converting into a Darkslayer and back when landing/taking off
<<Structures>>
-Tank Traps now recieve hit point contributions from Fortifications
-Tank Traps return an additional 10% of melee damage dealt to them
-Autocannons should be removed when Command Base is destroyed
-Missile Towers can now hit air units (helicopters and flying mutants) as intended

((Mutants))
<<Tier 2>>
-Bile Launcher splash damage and radius increased

((NYI FEATURES))
-These features and units are soon-to-be implemented
-Iron Deficit: As the darkness claims the shadows of the land, iron is no longer an abundant resource. Iron will soon be only able to be harvest from veins...
-AI Improvement: AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<Initialization>>
-Additional oil patches spawn around players at further distances, guaranteed, to reduce the risk of oil-starving a human player just by random chance

((Human))
<<General>>
-Human Iron Production reduced back to original value, pre-1.10
<<Worker>>
-Field Repair Vehicle now has 5 oil upkeep instead of 1
<<Vehicles>>
-The Howitzer now has a chance to miss while attacking, even against structures
<<Structures>>
-Oil Derricks, when destroyed, now reduce your production
-Oil Derricks now play explode on death correctly
-Oil Derricks exploding now causes damage to nearby friendly units

((Mutants))
<<General>>
-Units previously without damage gains from the Berserken Mutators have now been fixed and recieve damage boost
<<Tier 2>>
-Acid Spitter armor increased by 1
-Acid Spitters have new ability: "Melt Armor" - A stacking damage over time component to its attacks that work against structures and vehicles
-Bile Launchers now have a chance to miss while attacking, even against structures
-Bile Launchers damage coefficient gain from Beserken Mutator now increased
<<Structures>>
-Mutants creating new structures no longer causes EVERY player to deselect, and only the player who built it
-Needle Clusters now spawn tentacles as intended
-Evolution Chamber hit points increased by 100
-Mutators now cost 3/5/7/9/11 instead of 3/4/5/6/7 (10 iron increase per 5 structures)
-Mutation Pool now costs 9 iron
-Hive now costs 16 iron
-Reaper's Rise now costs 25 iron
<<Research>>
-Adrenalus Mutator restored from 0.08 hit point bonus to 0.10 hit point bonus per structure
-Berserken Mutator restored from 0.06 speed bonus to 0.08 speed bonus per structure
-Chitinour Mutator buffed from 0.08 hp regen to 0.10 hp regen per structure

((NYI FEATURES))
-These features and units are soon-to-be implemented
-AI Improvement; AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((Gameplay))
<<User Interface>>
-Multiboard fixed and now shows for each player
-Multiboard now displays weather even if you are slow to choose race
-New command: "-zoomout" zooms out your camera
-New command: "-zoomin" zooms in your camera
-New command: "-zoomreset" resets your camera
-New command: "-reshow multiboard" displays the multiboard again for all players (Host only)
<<Initialization>>
-Oil Patch (Blight) placement now less random in player's starting area; will be more consistantly usable instead of being stuck under the Command Base
-Game now kicks players who haven't picked a race after one minute
<<Gameplay Constants>>
-Effectiveness of corrosive attacks increased against light armor vehicles (including helicopters), while decreased for others
-Most offensive units now have greater line of sight to make attacking easier
-Structures now take additional damage from all attacks (of both factions/races)
<<Terrain, Doodads and Destructables>>
-Bases have been made easier to assault to speed up gameplay
-Broken down back roads have been spotted in each base
-New environmental hazard: Radioactive Spines are pinnacles of decaying energy which irradiate and destroy nearby life forms, creating new choke points. What new things may lay under these spines?

((Human))
<<Tactical Aid>>
-Abilities will be (and have been) removed until all abilities for both sides' tactical aids have been finished
<<Infantry>>
-Scout Infantry cooldown reduced from 0.8 to 0.7
-Scout Infantry damage contribution from research increased from 2 to 4 per rank
-Scout Infantry range increased from 800 to 900
-Scout Infantry sight range increased further
-Grenadier "HEAT Rounds" damage bonus increased from 40 to 90
-Assault Sniper maximum damage reduced by 10
<<Vehicles>>
-Howitzer damage contribution from research reduced from 75 to 60 per rank
<<Air Units>>
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
<<Structures>>
-Command Base's Autocannons are now removed as intended when Command Base is destroyed
-Oil Derricks now cause an area of effect explosion upon death

((Mutants))
<<General>>
-Mutants have received structural overhaul: Structures now cost Iron to balance the game in terms of speed
-Mutants start out with 10 iron and gain an additional 10 iron with each levelup of their Mutation Menu
-Mutants can salvage 1 iron from all enemy buildings and 3 from enemy townhall-type structures
-Mutants also gain additional iron every minute equal to the square root of the level of their Mutation Menu
-Mutant buildings now have appropriate costs for their capabilities; spawning structures are particularly expensive
-Mutant now uses oil to research new strands. Leveling provides 5 oil a level to spend on research
<<Tier 1>>
-Corpse Feeder armor reduced from 3 to 2
-Gene Stealer granted new ability: "Infest Command Base" - Allows Gene Stealers to take over Command Bases once the Command Base has under 25% hit points and convert it into a Spawning Pool; Requires advanced gene stealer strand
-Slaughterer hit poitns reduced from 500 to 450
<<Tier 2>>
-Acid Spitter hit points reduced from 400 to 300
-Acid Spitter effectiveness against flying units increased
-Acridion hit points reduced from 500 to 450
-Acridion spawn chance reduced
-Acridion model size and collision size reduced
-Bile Launcher spawn chance reduced
-Bile Launcher hit points reduced from 650 to 450
<<Tier 3>>
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling
-Energumen hit points reduced from 1600 to 1200
-Energumen now requires Titan Demon Strand to evolve from Spire Hatchlings
-Death Scourge hit points reduced from 1000 to 800
-Death Scourge hit point degeneration reduced to make it viable
-Death Scourge now requires Titan Dragon Strand to evolve from Spire Hatchlings
<<Structures>>
-Structure placement now works; you are allowed to pick where you place your structures
-Almost all structures now gain hit points with the "Improved Mutations" research (100% bonus with full research)
-Spore Cluster line of sight reduced
-Spore Cluster now recieves benefits from all 3 upgrade structures
-Spore Cluster's tentacle hit points increased but damage reduced
-New Building: Needle Cluster - Advanced defensive structural improvement from Spore Cluster which fires at enemy air units
<<Research>>
-Adrenalus Mutator hit point bonus reduced from 12% to 6%
-Adrenalus Mutator attack speed bonus reduced from 8% to 5%
-Beserken Mutator movement speed bonus reduced from 8% to 6%

((NYI FEATURES))
-These features and units are soon-to-be implemented
-AI Improvement; AI will be improved even more and will be competitive
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...

((UI)
<<General>>
-Map revealed to defeated players
<<Quests/Info>>
-Human Information finished: Now with brief introduction to how to play as Humans
<<Bot/AI>>
-Difficulty increased on all difficulties
-Bots display difficulty after name

((Human))
<<General>>
-Human starting resources slightly increased from 250/100 to 300/125
-Iron Upkeep costs for Humans significantly changed
-Iron Upkeeps were: 0-30, 31-60, 61-90, 91-120, 121-180, 181-240, 241-300
-Iron Upkeeps now: 0-30, 31-60, 61-95, 96-130, 131-170, 171-210, 211-255, 256-300
-Income percentages were: 100%, 90%, 78%, 64%, 50%, 30%, 10%
-Income percentages are: 100%, 90%, 79%, 67%, 54%, 40%, 25%, 9%
-Many redundant units and buildings requiring the Command Base removed
<<Vehicles>>
-Field Repair Vehicle cost increased from 70 iron and 10 oil to 120 iron and 30 oil
-Field Repair Vehicle construction time reduced from 40 seconds to 20 seconds
<<Structures>>
-Vulcan Towers [All Ranks] accuracy improved again to be on-par with what it needs to be to be base defense
-Vulcan Tower spinup rate has been slightly sped up to from 7.5 sec to 5 sec again but reducing duration from 22.5 sec to 20 sec
-Vulcan Tower [Rank 1] and [Rank 2] weapon types have been converted into small-arms to be anti-infantry
-Vulcan Tower [Rank 1] now requires Laboratory
-Vulcan Tower [Rank 2] tech requirement reduced from Bullets 3 to Bullets 2
-Vulcan Tower [Rank 3] tech requirement reduced from Bullets 5 to Bullets 4
<<Research>>
-Demolitions Armament cost reduced for all ranks
-Demolitions Armament [Rank 1] now requires only an Academy [Rank 2]
-Endurance Training cost greatly reduced for all ranks

((NYI FEATURES))
-These features and units are soon-to-be implemented
-New AI feature: Plays a mutants! Now, you can test against a whole new foe...
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling

((UI))
<<General>>
-Desync error fixed; will no longer disconnect players other than host

((Human))
<<Vehicles>>
-MLRS only creates 2 units per squad instead of 3, as intended (reflected previously by tooltip but not function)
<<Aircraft>>
-Darkslayer Helicopter damage output reduced by ~30%
-Darkslayer Helicopter is now able to attack structures
-Darkslayer Helicopter health reduced from 800 to 650
-Darkslayer Helicopter armor reduced from 3 to 1
-Darkslayer Helicopter experience given when killed reduced from Level 4 (80) to Level 3 (60)
-Darkslayer Helicopter now only require Improved Small Arms [Rank 1] instead of [Rank 2]
<<Building>>
-Vulcan Towers (all ranks) attack speed reduced again
-Vulcan Towers (all ranks) spinup time increased to 7.5 seconds from 5 and duration from 30 seconds to 22.5
-Vulcan Towers (all ranks) now miss, as intended
-Vulcan Towers (all ranks) minimum range increased from 100 to 150
-Vulcan Towers [Rank 2] and [Rank 3] now only get 1 armor point per Fortifications upgrade (instead of 2 and 3, respectively)


((NYI FEATURES))
-These features and units are soon-to-be implemented
-New unit: Crow Gunship - Heavy-duty assault helicopter, can also carry troops
-New unit: Ravager - Anti-air aerial assault beast, evolved from the Spire Hatchling

((UI))
<<Gameplay Constants>>
-Flesh and Bone dissipation sped up to reduce lag
<<Gameplay Mechanics>>
-Weather works again
-Weather conditions now displayed on multiboard
-Weather conditions now announced as message to each player
-Weather conditions now appear less often

((Humans))
<<Structures>>
-Oil Derrick tooltip changed to reflect diminishing returns
-Oil Derrick diminishing returns reduced by ~25%
-Destroyed Oil Derricks now have chance to destroy oil patch under the derrick; the older the derrick, the higher the chance of losing the oil
-Oil Derrick diminishing returns reduced when upgrading
-Barracks build time reduced by 5 seconds per rank
-Factory built time reduced to 40/20/30/40/50
-Academy no longer requires Barracks for any rank; now depends on a one rank lower Fortifications research and a two rank lower Laboratory
<<Research>>
-Detector Radar ranks reduced to 3 from 5
-Enviro-suit Upgrade base cost reduced from 375/350 to 275/150

((Mutants))
<<General>>
-Exp per minute has been fixed on the multiboard to reflect the correct number
-Exp per minute (passive) has been reduced for mutants slightly
<<T1 Units>>
-Carrion Crawler food consumption removed, produces 9 food instead of 11 now
-Corpse Feeder damage reduced but attacks sped up; damage upgrade similarly changed. Lesser initial dps but higher contribution from upgrades
-Gene Stealers now have Devour Corpse, which allows them to rapidly regenerate hit points and harvest additional experience
<<T2 Units>>
-Dread Crawler food consumption removed, produces 13 food instead of 17 now
-Acridion "Burrow" ability now changed to reflect its stationary nature while burrowed

UI Changes
-Fog effect lessened
-Radar ping frequency reduced
-Command "-towe" disables weather completely (Host Only)
-Command "-towg" disables weather graphics (Host Only)
-Command "-rotm" allies all computers against human players (Host Only)
-Command "-toggle radar" disables radar ping

Human Changes
<<Vehicles>>
-Light Assault tank splash reduced by ~50%
-Main Battle Tank Splash reduced by ~50%
-Light Assault Tank build time reduced by ~10%
-Main Battle Tank build time reduced ~20%
-Tank Destroyers tech requirement reduced from Armor 2 to Armor 1, and Driver 4 to Driver 3
-Main Battle Tank tech requirement reduced from Weapon 4 to Weapon 2
-MLRS tech requirement for Armor removed
-Howtizer tech requirement reduced from Armor 3 to Armor 2
-Air Devastator tech requirement reduced from Bullets 4 to Bullets 3
<<Structures>>
-Vulcan Tower damage reduced by ~25%
-Vulcan Tower Rank 2 and 3 costs rebalanced (more expensive)
-Tank Trap now requires tech fortification rank 1

Mutant Changes
<<T3 Units>>
-Energumen Speed slightly increased
-Death Scourge degeneration increased and has 15 sec CD on Devour
<<Structures>>
-Spore Cluster move enabled
-Spore Cluster armor reduced, hit points increased

General
-Map has been optimized to reduce download size
-Name has been changed to reflect public beta nature
-Features to be implemented soon


Keywords:
RTS, Alternate Melee, Mutant, Zombies, Infantry, Tank, Vehicle, Total Conversion, Modern Warfare, Weather, Apocalyptic, Explosion, Strategy, Ladder
Contents

The Darkening Wars v1.42 (Map)

Reviews
04:17, 21st Sep 2008 Gilles: A well made map. The two (more would be nice) races are well thought out and very different. I liked many of the small unique ideas in the map, like the fact that buildings place themselves for zombies, although the...
Level 4
Joined
Aug 23, 2008
Messages
77
k i played and got bug- not srue why but it might be related to mutants again- one mutant player left for no reason(he was doing fine) and then 20 sec later the game force quit- not fatal errored- im not sure if i pressed a hotkey(i dont think so) for force quit.

heres the replay attached

also, whenver the mutants build mutators or mutation pools dunno which one, u see a gold mien icon on the map pertaining to its location- this kinda gives away the postion of the mutant player
 

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Level 9
Joined
Oct 7, 2007
Messages
599
k i played and got bug- not srue why but it might be related to mutants again- one mutant player left for no reason(he was doing fine) and then 20 sec later the game force quit- not fatal errored- im not sure if i pressed a hotkey(i dont think so) for force quit.

heres the replay attached

also, whenver the mutants build mutators or mutation pools dunno which one, u see a gold mien icon on the map pertaining to its location- this kinda gives away the postion of the mutant player

Force quit? So it wasn't a crash? My friend and I were led to believe there was some kind of problem with the leaver trigger, though we were unsure what. I'll have to fix it.

As to the gold mine thing, that's weird and annoying. The gold mines just randomly pop up at times. How are you managing to play this with people? I didn't know Battle-net players were so receptive to... new games.

At least the standard of fatal error (besides the leaver bug) is... no longer standard?
 
Level 1
Joined
Jul 14, 2008
Messages
539
tested it yet again, the slow bug has been finally removed(thanks alot...)
but my mate(we've tested it in a priv game...he took my units easily down cause i couldnt see his scout helicopter due to that huge sight=/) could always attack my from a very large range and its kinda gay u cant see them due to the small range of sight of the mutants =/ so i would appreciate some kind of scout with a big range of sight for the mutants!
also...your anti-weather code(havent tested it in 1.36 but in 1.35) -towe doesnt really work...my units still had the light snow effect =/
 
Level 9
Joined
Oct 7, 2007
Messages
599
tested it yet again, the slow bug has been finally removed(thanks alot...)
but my mate(we've tested it in a priv game...he took my units easily down cause i couldnt see his scout helicopter due to that huge sight=/) could always attack my from a very large range and its kinda gay u cant see them due to the small range of sight of the mutants =/ so i would appreciate some kind of scout with a big range of sight for the mutants!
also...your anti-weather code(havent tested it in 1.36 but in 1.35) -towe doesnt really work...my units still had the light snow effect =/

Thanks for reporting in again. I know the weather removal doesn't work, but it completely slipped my mind to fix it.

In general, the mutants have sorta lame anti-air... I'll work out a fix for them so they won't get harassed that badly by just a scout helicopter.
 
Level 9
Joined
Oct 7, 2007
Messages
599
glad you are fixing it, the machines seem a little buggy... the power flow-thing stays up even if you change the power supplying unit... but you probably know this... thanks for the great map!

Oh-a power generator can supply power to MORE than one structure. That, my friend, is working as intended. To disconnect power, use the ability again on a structure it is already targetting.
 
Level 3
Joined
Dec 11, 2006
Messages
76
After coming back to warcraaft 3 after 2\3 of a year i look at altered mele and i find my favorite game at top iI think yay a new ver so I download play with my fav race (Humans) to find out that the new squad system suck i wan't to switch to another unit in the squad but i can't why have squads if you can't switch units!´

AI why is it gone?
 
Level 9
Joined
Oct 7, 2007
Messages
599
After coming back to warcraaft 3 after 2\3 of a year i look at altered mele and i find my favorite game at top iI think yay a new ver so I download play with my fav race (Humans) to find out that the new squad system suck i wan't to switch to another unit in the squad but i can't why have squads if you can't switch units!´

AI why is it gone?

Squad system - What do you want from it? If you want a feature, just ask. I'll see what I can do for it-if it's trying to use abilities on all of them, that's something that's in the works right now.

AI Disappearance - Sorry, mate, this one had to go for the moment. It had 2 problems going for it: it took up way too much space on the map which was not removed by optimization (600 kb?!) and the fact that it crashed the map after a few minutes of play. Of course, I'll try to salvage and reprogram. But for now, you'll have to play multiplayer.

It's great to hear from you, though. Just keep watching for updates!
 
Level 9
Joined
Oct 7, 2007
Messages
599
Ah ok i get it, but what about only one power supply to a building? thats what i meant, is it not a feature that a building can only have 1 power-supply at a time? so why does the power-line stay up after another building takes over?

Oh, you can have many buildings powering one building or vice versa; you can really have a network of power lines connecting everything. But it won't work really well-my current system doesn't handle anything more than 3 connections too well. Wildly connect and overload at your own risk :)
 
Level 9
Joined
Oct 7, 2007
Messages
599
ok but it said only one connection per building
and lol i had 2 nuclear power plants and 4 generators trying to power 1 building and it never powered on...

Ah, sometimes my tooltips lie. I sometimes change things and forget to fix the tooltip to reflect the change. Another thing to put on my list of things to do...
 
Level 9
Joined
Oct 7, 2007
Messages
599
ok btw you map is great! 100/100

Thanks! That means a lot to me, and same goes for anyone else who has said anything similar to that. This map wouldn't be where it is right now without you all.

Hell yeah, TDW has made top 20! Thanks for making this possible!

(Perhaps this is shameless advertising, perhaps it's not, but vote 5/5 if that's what you think!)
 
Level 2
Joined
May 1, 2009
Messages
9
The basic mutant units can see invis, they just can't see invisible that far. I'll tweak some stuff. As for the stuff that's not yet developed: It's just the 3rd race that's still under the works. I built this game one race at a time; first it was just humans, then it was humans AND mutants (and the mutants had to be built from the ground up). After muties were mostly finished, I added the machines. I'll do what I can for you, but you'll have to give me time. As long as you keep up the feedback though, you can expect to see responses and progress from me.

I take it it's not crashing at least?



Thanks buddy!

ty for that:thumbs_up: and btw something I forgot to mention earlyer is that
1 when one person d/c the game fatal errors
2 I think that machine towers are either imbalanced or mutant units suk becouse some1 ran about 30-40 mutant units (alot of different types) into machine towers and didn't even kill one.......not even one???........... after that I sent about 12 assault infantry units and 6 of each type of tank the machines have (there are only 2 types.) and that killed about 2-4 towers ..

PS: this will be a great game when all the bugs are removed xD 5/5
 
Level 9
Joined
Oct 7, 2007
Messages
599
ty for that:thumbs_up: and btw something I forgot to mention earlyer is that
1 when one person d/c the game fatal errors
2 I think that machine towers are either imbalanced or mutant units suk becouse some1 ran about 30-40 mutant units (alot of different types) into machine towers and didn't even kill one.......not even one???........... after that I sent about 12 assault infantry units and 6 of each type of tank the machines have (there are only 2 types.) and that killed about 2-4 towers ..

PS: this will be a great game when all the bugs are removed xD 5/5

Thanks man! I'll get to working on those things. Imbalances/game reports are good; the better you can describe them, the better I can fix them. Hah, funny, I already nerfed the Machine towers; I'll have to nerf them again, I guess.
 
Level 4
Joined
Jul 19, 2009
Messages
100
When I open the map in the editor it says Not enough storage available to process the command but my computer has pleanty of memory because its new. Does anybody know how you can fix that?:confused:
 
Level 2
Joined
May 1, 2009
Messages
9
maybe it's supposed to be like this, but machines and mutants can only build buildings within a certain distance of their main base...and that's very annoying when you have got an iron deposit nearby...it's also very hard for mutants and machines to build oil factories. This is because it is very hard to see what is just part of the terrain and what is an oil patch..(if there is supposed to be any)

whereas for humans you have a builder and can place your cursor (unbuilt building thing -which is your cursor-) anywhere until it lights up.



I just saw these in the new patch xD.

-When selecting where to build your structures, a brief flash of blue indicates the area where you can select-

-When selecting where to build your structures, a brief flash of red indicates the area where you can select-
 
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maybe it's supposed to be like this, but machines and mutants can only build buildings within a certain distance of their main base...and that's very annoying when you have got an iron deposit nearby...it's also very hard for mutants and machines to build oil factories. This is because it is very hard to see what is just part of the terrain and what is an oil patch..(if there is supposed to be any)

well i havent played the machines that much but i can say that mutants dont really need iron(2 iron deposits are more than enough for them)
and its not "hard" to build oil factories...cause they HAVE NONE.
they get oil when their menu lvls up...or by your mate(if you have one)
 
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maybe it's supposed to be like this, but machines and mutants can only build buildings within a certain distance of their main base...and that's very annoying when you have got an iron deposit nearby...it's also very hard for mutants and machines to build oil factories. This is because it is very hard to see what is just part of the terrain and what is an oil patch..(if there is supposed to be any)

whereas for humans you have a builder and can place your cursor (unbuilt building thing -which is your cursor-) anywhere until it lights up.



I just saw these in the new patch xD.

-When selecting where to build your structures, a brief flash of blue indicates the area where you can select-

-When selecting where to build your structures, a brief flash of red indicates the area where you can select-

I added those exactly so that it would be easier to see the extent to which you can build. However, the majority of your inquiry is answered by the next fellow:

well i havent played the machines that much but i can say that mutants dont really need iron(2 iron deposits are more than enough for them)
and its not "hard" to build oil factories...cause they HAVE NONE.
they get oil when their menu lvls up...or by your mate(if you have one)

...who happens to be completely correct. Mutants are NOT your standard resource gathering race. Just level up your mutation menu to gain additional "oil" (they really use it as evolution points, but I can't really rename it for just one race) which they spend to research evolutions.
 
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Ok I have a problem. When I open the map in the editor it says "Not enough storage available to process the command" but my computer has pleanty of memory because its new. Does anybody know how you can fix that? I WANT TO PLAY THIS MAP BADLY!!!:cry:

Ok I figured the problem out. :mwahaha:

Also I found a glitch (I think). I was playing as the machines and I trained a squad of mech commandos. I moved them around the map a little and they all piled on top of each other so they looked like only 1 unit. Its kind of annoying but it probably doesnt matter that much.
 
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Your skills don't work..eg: you can't use them you can pick them,but you can't use them. whats a mutation menu?..
Your rally point does not work at lest for the mutants..you said everything will go there, but nothing goes there.

The population system for mutants suk because no other race has it.
they also can't chose what they spawn? it's totally random.

If the only way mutants gain wood is by upgrading their rank then they will be way behind every1 else in tech. Machines and humans max their tech and start building high tech units in like 10-20 mins, after they have set their resource structures down. Mutants also can not get all their creep research. this is because when they reach lvl 20 mutation level they stop getting wood and because the more population they have the less resources they get.
-more pop less resources only happens to mutants-


When the death scourge devours stuff it does not heal it. I'm not sure weather this is a bug.
 
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Well i played recently(might have older version of map) but i attacked a machine base and got ANNIHILATED! i had some 75-100 units. i think i managed to get to one of the towers......didnt kill it but GOT TO IT. i think the guy massed the towers not really sure but yeah i think this version was from about 2 weeks ago so if its been fixed just tell me to stfu cus its better in this version!
 
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Your skills don't work..eg: you can't use them you can pick them,but you can't use them. whats a mutation menu?..
Your rally point does not work at lest for the mutants..you said everything will go there, but nothing goes there.

Mm, lots of issues to address. Here's my responses:

I always thought that rally points worked correctly. I guess not; it has to do something with my squad system. I'll look around. Also, for the mutation menu, it does NOT have abilities, and neither does the Spectral Command for Machines. They won't have abilities until I get the time beyond bug fixing and working on my other map to implement some additional abilities.

The population system for mutants suk because no other race has it.
they also can't chose what they spawn? it's totally random.

Working on a method to make it a bit more controllable. Either I overhaul the mutant system and make them train eggs/units (which I don't want to; their system is unique although it needs to find a balance) or I just make it 100% chance to spawn 1 of a unit per egg. So, for example, researching Plague Carrier, Gene Stealer, AND Slaughterers means a squad will always be one Plague Carrier, Genestealer, and Slaughterer (and no more corpse feeders). That, or maybe if you had some idea of what you wanted to see. The basic premise was that if mutants spawn enough, the random becomes less random and you get your units.

If the only way mutants gain wood is by upgrading their rank then they will be way behind every1 else in tech. Machines and humans max their tech and start building high tech units in like 10-20 mins, after they have set their resource structures down. Mutants also can not get all their creep research. this is because when they reach lvl 20 mutation level they stop getting wood and because the more population they have the less resources they get.
-more pop less resources only happens to mutants-

They gain additional oil through destroying buildings. (Pillage?) This was always the reward for mutants; mutants cannot sit back as easily and just "tech," per se. You have to have a more active role in finding your opposition to quickly tech. Also, though, the fact that mutants can't get all their research is WORKING AS INTENDED. You're supposed to be able to unlock all but one or two techs, which will then become unlockable if you pillaged enough oil for it. However, I'm alleviating a lot of issues with mutants in the next patch, including both their rush strength and their ability to tech. Read the paragraph at the bottom for more information.

You did catch one unintentional issue, though: I was wondering why the gold display of fungals disappeared. Now I realize that it's after you have 30 food. Changing the way fungals work so that it's always 100%.

When the death scourge devours stuff it does not heal it. I'm not sure weather this is a bug.

Uh, I'm not certain either. I can tell you honestly that I've never used it in a real game (1v1). I've always broken my opponent with a rush. Of course, if you read on, you'll know what I want to do with muties.

Well i played recently(might have older version of map) but i attacked a machine base and got ANNIHILATED! i had some 75-100 units. i think i managed to get to one of the towers......didnt kill it but GOT TO IT. i think the guy massed the towers not really sure but yeah i think this version was from about 2 weeks ago so if its been fixed just tell me to stfu cus its better in this version!

stfu

Hah, that was fun. I tweaked machine towers to take an average of 3-4 shots to kill a mutant instead of 2-3. I'm going to try to discourage massing, and slow it down by adding Machine Shop as a requirement. Right now, machines boom a little too well (with the upgrade I gave them to harvesting), so I'll be messing with the numbers a bit more.

In short, however, you'll need to have Tier 2 mutants (acid spitters) in order to really deal with structures and vehicles. Ever see just normal zombies getting past a fortress? Neither have I. Well, this next patch should be good for you (1.38); there's a bunch of "renovations" for mutants that make them have a few more choices early game, and their EXP drip is increased so that they can "tech." Their starting resources have been increased slightly beyond the meager amount, so that you actually have enough early on to play with; whether you want to "tech" or rush, or even resource (although this optional is really hazardous; mutant resourcing is quite a bit weaker intentionally).
 
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lol i was wondering if you would tell me to stfu and you did !!!!! HAHA anyways i love the mutants they are my favorite race to play with plz finish their tech tree i want the big units!!!

Edit
Oh yeah i got an idea. put all your update notes into one thing just have

{current update}
added blah
fixed blah
balanced blah

[older versions]
{version blah}
{version blah2}

That way it takes up less space on the main page!
 
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lol i was wondering if you would tell me to stfu and you did !!!!! HAHA anyways i love the mutants they are my favorite race to play with plz finish their tech tree i want the big units!!!

Edit
Oh yeah i got an idea. put all your update notes into one thing just have

{current update}
added blah
fixed blah
balanced blah

[older versions]
{version blah}
{version blah2}

That way it takes up less space on the main page!

I might do that. I'll have to store the older versions somewhere else tho...

I think you should just not deal with squads tell you finish up races. Also the hive misplaced some spores twice.

Oh, I know why and I already fixed it in my latest version. It's because placing it >1200 radius in version 1.37 makes it pick a random spot instead.

And responding to an earlier comment I didn't think about enough at the time: Humans get taxed for supply usage. Mutants do not. Machines don't use supplies.

Edit - Yes, I know there's a bug. I won't say it so it won't be abused, but don't be surprised if I'm like "I know that already" to this bug.
 
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I think I found anther glitch: The hive placed a repears lair ina place where I didn't place it. It might be the same problem mentioned by Angry_Bovine (above).
 
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Sry for wall of text!

well my favorite race(mutants) is ferkin up again! for whatever reason it kept putting the things that give food in control of squads. its great to have your food suplier with no attack be the leader of a squad of good units.......anyways not sure if its a bug or what but it made me want to cry until i upgraded the food guys to those ones things then uber pwnidge!!

But on the bright side food didnt screw up in this version WOOHOO

Oh but i still got fatal error. not sure what caused it i had just reasearched the titan demon strand and it MIGHT have been that one popped out of one of the egg things and crashed the game. not sure what cuased it i know i had just about every unit the mutants can get and game didnt crash until i researched that bout 3-5 minutes after. had been playin the game for.....45 minutes give or take.

Oh as much as i hate to say this mutants if done right DOMINATE late game. like this guy didnt stand a chance. i had 12 units assined 1-0 on numbers(thats 120 units guys 12 for each number) and thats not including those units squad.by the time he killed....1/4 of them they had already spawned back at my base so i could just keep sending an endless stream of mutants. i had the fully upgraded main base. like 3-4 of the buildings that spawn egg things and then i think 5 oh the hives. so yeah my food cap was constanly full and no matter how many units they killed the couldnt keep up. Needless to say i won! oh right and i forgot he had killed about 1/2 my units by the time i killed him and someone else attacked my base while that was going on and i killed all their units WITHOUT HAVING ANY DEFENSE BUILT!!!

Well ill keep you informed if i find anything else out about mutants they are all i ever play....
 
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Working on a method to make it a bit more controllable. Either I overhaul the mutant system and make them train eggs/units (which I don't want to; their system is unique although it needs to find a balance) or I just make it 100% chance to spawn 1 of a unit per egg. So, for example, researching Plague Carrier, Gene Stealer, AND Slaughterers means a squad will always be one Plague Carrier, Genestealer, and Slaughterer (and no more corpse feeders). That, or maybe if you had some idea of what you wanted to see. The basic premise was that if mutants spawn enough, the random becomes less random and you get your units.

A suggestion, would be that units auto spawn, but you get to chose what "genes" you spawn in each of your hives/main base. the same way you get to chose weather your "Genesis Obelisk either casts a energy web or a vigour web.":grin:
 
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I sort of have an idea of where I want to take mutants, like in this latest patch. You can control specifically what additional units you get from the Mutation Pool (like the Overbeing and the Hellfire Imps). More of these types of units will be made in the future, and the strength of some of the existing auto-spawning strands will be decreased to put an emphasis on directly player created units. That is to say, sort of making the auto-spawns the minions and the player-selected creations be pseudo-commandos. It's like in L4D: the normal minion zombies (fodder) versus more powerful zombies with traits (smokers, boomers, tanks, witches).

Sry for wall of text! (I'll counter your wall of text with my own, with good spacing!)

well my favorite race(mutants) is ferkin up again! for whatever reason it kept putting the things that give food in control of squads. its great to have your food suplier with no attack be the leader of a squad of good units.......anyways not sure if its a bug or what but it made me want to cry until i upgraded the food guys to those ones things then uber pwnidge!!

But on the bright side food didnt screw up in this version WOOHOO

Oh but i still got fatal error. not sure what caused it i had just reasearched the titan demon strand and it MIGHT have been that one popped out of one of the egg things and crashed the game. not sure what cuased it i know i had just about every unit the mutants can get and game didnt crash until i researched that bout 3-5 minutes after. had been playin the game for.....45 minutes give or take.

Oh as much as i hate to say this mutants if done right DOMINATE late game. like this guy didnt stand a chance. i had 12 units assined 1-0 on numbers(thats 120 units guys 12 for each number) and thats not including those units squad.by the time he killed....1/4 of them they had already spawned back at my base so i could just keep sending an endless stream of mutants. i had the fully upgraded main base. like 3-4 of the buildings that spawn egg things and then i think 5 oh the hives. so yeah my food cap was constanly full and no matter how many units they killed the couldnt keep up. Needless to say i won! oh right and i forgot he had killed about 1/2 my units by the time i killed him and someone else attacked my base while that was going on and i killed all their units WITHOUT HAVING ANY DEFENSE BUILT!!!

Well ill keep you informed if i find anything else out about mutants they are all i ever play....

Walls of text are fine. The more informed I am, the better I can improve the game. So, thanks!

Food Unit (Crawler) Control Squads - I could've sworn that I fixed that. I'll check again. The no food mess up is good news, although I've never bugged it myself.

Titan Demon Strand issue - Hrm. I've never encountered this, but I haven't reliably gotten this strand often, so I can't really say for certain if I know it's the cause. I will test him out, then, to see if he's causing problems.

Dominating late game - That depends on your opponent and what they tried to do. It depends on their race, their build, etc. Especially against machines, I can see you having a dominating endgame. The good part is you mentioned "if played right," because that is of importance. If a player were to counterattack you at the right times, I'm sure they could cause sufficient damage to slow you down a lot. Mutants take much longer to recover from infrastructure/structural destruction than any other race, because of their weird resource system. (Replacing a simple Hive takes as long as two minutes, and to be honest, Mutant Upgrades are destructable and have to be recreated.) So, take it as your own victory for now unless mutants are consistently coming up as victors.

I'll say this though-the exp drip is just a bit too fast for what I had in mind. I'll see how it goes though.

One problem that I myself have with the mutant race is the LACK OF TEAM COLORS in the beginning of the game. You can't even tell who's winning/losing the battle cause blizzard's zombie model has no team colors. I do believe it's time for a model swap; I've gotten past the phase where mutants = zombies. It's time for them to make accept a change and embrace it. That's all I have to say for now... look out for version 1.40.

EDIT - A question for you all. Through what system are you playing other players? Battle.net? Garena? Hamachi? I'd like to know.
 
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B.net for me, occasionally. but mainly LAN.

And i'm glad all of the bugs are being worked out, i honestly have only played short 1v1 LAN games with my brother so i don't get nearly as many bugs... and yes, i'd like to see some different mutant models, one question:

Were the mutants all humans? and if so, why do some of them look like giant worms now?
or if not, why don't you make them look like the creature they evolved from? or if they are just totally crazy mutations why don;t we see some things like the carnifex models? that would be cool to see... :D
 
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Ok I think I found another glitch. I was playing as machines (my favorie race). I realized that if you click and drag to select units, you can select the NR-C1S Assault from a distance. Its just kind of wierd. Also my central nexus was loosing 7 mana a second but it wasn't powering anything or building stuff...and then the game crashed. Still, the game is fun.:grin:
 
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B.net for me, occasionally. but mainly LAN.

And i'm glad all of the bugs are being worked out, i honestly have only played short 1v1 LAN games with my brother so i don't get nearly as many bugs... and yes, i'd like to see some different mutant models, one question:

Were the mutants all humans? and if so, why do some of them look like giant worms now?
or if not, why don't you make them look like the creature they evolved from? or if they are just totally crazy mutations why don;t we see some things like the carnifex models? that would be cool to see... :D

Ah, I see. I play LAN too, though I have waaaaay too many dota-addicts to reliably get a game of one of my maps.

Now onwards to the lore questions...

Were they all humans? No. Some were once humans (Corpse Feeders and Plague Carriers, for example, and even the Slaughterer and Gene Stealers). Others were not, such as the Carrion Crawler, which was once just a normal worm. However, they've been "tamed" by the Mutants into being what might as well be domestic "cows." They secrete chemicals which keep the mutants active and alive. Some, such as the Acid Spitters, are just crazy mutations. Why don't we see carnifex type things? Mainly, map size limit. I've nearly run out. I barely have enough models nor room for machines. If the limit were raised to 8 gb, I'd definitely include things like that. But for now, you're stuck with mostly ladder and campaign warcraft models.
 
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You seriously have to fix the fighting system crashes. I attacked a human Vulcan Canon with 4 medium robots and the game crashed with fatal error.
 
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tested the new version and i have to say...the mutants finally can crush some ppl =D
BUT!
the mutation pool (the one where u can buy overbeeing and imps)
can be seen by ALL players!!! regardless of ally or unally status!! also, they are able to buy from your pool =OO so they can spawn monsters in your base (they dont do much but your enemy sees everything...)
also, my mate managed it to KILL my menu with a light artillery =O

i tried to make a real game in bnet but shortly before it started to get fun the map crashed again =(
 
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You seriously have to fix the fighting system crashes. I attacked a human Vulcan Canon with 4 medium robots and the game crashed with fatal error.

Crashes? Still? I'll look for it.

tested the new version and i have to say...the mutants finally can crush some ppl =D
BUT!
the mutation pool (the one where u can buy overbeeing and imps)
can be seen by ALL players!!! regardless of ally or unally status!! also, they are able to buy from your pool =OO so they can spawn monsters in your base (they dont do much but your enemy sees everything...)
also, my mate managed it to KILL my menu with a light artillery =O

i tried to make a real game in bnet but shortly before it started to get fun the map crashed again =(

Yea, that was the bug I was talking about. It's fixed. HOWEVER, the artillery thing is damned weird. I'll make the menu invulnerable..

And for your crash, what happened? Can you describe what was happening (like the previous person)? The more detailed the better. Then you'll never see that bug again. :)
 
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well i cant describe it sadly.
it was a 6 players gaame(2v2v2)
and BAM there was it
i have no clue how it happned,probably some of the other players that i havent see
 
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well i cant describe it sadly.
it was a 6 players gaame(2v2v2)
and BAM there was it
i have no clue how it happned,probably some of the other players that i havent see

Ah. Alright. It may be the same bug the other guy pointed out, with the robots killing a turret. Version 1.40 out will be out maybe today, probably tomorrow. It has some more decent sized changes. Perhaps we'll even see a new minimap icon.

EDIT - Version 1.39 is OUT.
 
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I'm not sure i mentioned this but there is a squad issue with certain player slots. Yellow and orange I've noticed. The squad breaks when you select unselect units the squad members wander to base. I didn't notice it in the red or blue slots.
 
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