• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

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 9
Joined
Oct 7, 2007
Messages
599
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.

Ah. My friends were telling me about this, but I always figured they were either lying or it was this exact problem. I guess it was the latter. Thanks for reporting in, I'll need to figure out what's causing it.
 
Level 3
Joined
Dec 11, 2006
Messages
76
Can you try fix the squad system so youre units are still yours but when you drag over them you only get the squad captain and you can klick on them if you wan't them to use an abillity?

My internet is broken so i can't play batlle net i wonder if you can make AI from scratch so it won't get error or find why it says error?
 
Level 9
Joined
Oct 7, 2007
Messages
599
Can you try fix the squad system so youre units are still yours but when you drag over them you only get the squad captain and you can klick on them if you wan't them to use an abillity?

My internet is broken so i can't play batlle net i wonder if you can make AI from scratch so it won't get error or find why it says error?

The squad system I'll try to fix, but in a sense, it is WORKING AS IN INTENDED. But yet not really. I don't know why there's such a big fuss about the squad system, it'll be fixed as it comes along. The only broken part of it is the way you interact with abilities anyhow; and that's not even that important to me at the moment. Yes, it'll be fixed, but this message goes out to all of you. The squad system will be fixed when it's fixed, but don't complain about the fact you can't use an ability from each one. I know it's a problem, and it'll be addressed when I find out how to.

As for the AI, that will come along when I finish out the Machine race and after I sort out any remaining bugs. Sorry, AI has last priority. I am ONE man, working on multiple maps, busy on most of my days. Even WITH help, I still need to make sure the AI won't bug with existing code, so I'll need to sort things out first. I'll take your consideration with full heart but you'll need to give me room to maneuver with.

EDIT - Attached the latest test version of my map on here, in all its >4mb glory. You CAN play it solo, but not multiplayer. It is unoptimized, and therefore this map is just FOR MYSELF, so that it is additionally backed up so I'll never lose it.

EDIT2 - Fixed squad system ability usage. When one sprints, all sprint, when one goes prone, all go prone. I'll make grenades multi too.
 

Attachments

  • The Darkening Wars v1.40 Beta.w3x
    4.4 MB · Views: 30
Last edited:
Level 4
Joined
Jul 19, 2009
Messages
100
Ok I really like your map and I'm trying to use the squad system from this game in mine but its really confusing. Also, i'm trying to make models for Wc3 using blender but I don't now how to export files into MDX format. Does anybody know how I can do that without paying money for a program? If you can't do that with blender, then does anybody know about a FREE program that can make mdx files? Im a noob at this. :cry: Help on either would be appreciated! Here's my thread-
http://www.hiveworkshop.com/forums/...o-you-export-files-to-mdx-137282/#post1233028
 
Level 2
Joined
May 1, 2009
Messages
9
ok, maybe it's just me..but when i ask my unit to attack my other unit eg: my assault machine to attack my assault machine (I'm playing machines) they only shoot each other once or twice and then stop. You also have 2 droids named the same when they are built, but when you look inside your droid factory they are named something different. (both are named assault something)


also I think your damage calculations are a bit of target because my sniper (max attack of 120 killed my unit with 200+ hp in one hit. Your machine shop only needs one of every add-on(wing) to upgrade EVERYTHING:cry:, even though it says only one ballistic,logistic,etc upgrade per wing you have.

the damage calculation of the lancer also seems to be wrong. maybe it's got something to do with the armour?:cry:


...minor bugs are still bugs xD
 
Level 9
Joined
Oct 7, 2007
Messages
599
Ok I really like your map and I'm trying to use the squad system from this game in mine but its really confusing. Also, i'm trying to make models for Wc3 using blender but I don't now how to export files into MDX format. Does anybody know how I can do that without paying money for a program? If you can't do that with blender, then does anybody know about a FREE program that can make mdx files? Im a noob at this. :cry: Help on either would be appreciated! Here's my thread-
http://www.hiveworkshop.com/forums/...o-you-export-files-to-mdx-137282/#post1233028

The squad system is REALLY complicated and I programmed it very inefficiently. If you need help with it, I can give you tips, but my squad system is NOT perfect and it consumes player slots 9-16. So, you'll need to limit your map to 8 players. Are you willing to do that?

Sorry, I have no idea for that question about the model conversion. I'm pretty sure you need to first convert blender's model to another more universal type, such as maya's or 3dsmax's file type. Then you should be able to find a mdl-mdx converter.

ok, maybe it's just me..but when i ask my unit to attack my other unit eg: my assault machine to attack my assault machine (I'm playing machines) they only shoot each other once or twice and then stop. You also have 2 droids named the same when they are built, but when you look inside your droid factory they are named something different. (both are named assault something)

also I think your damage calculations are a bit of target because my sniper (max attack of 120 killed my unit with 200+ hp in one hit. Your machine shop only needs one of every add-on(wing) to upgrade EVERYTHING:cry:, even though it says only one ballistic,logistic,etc upgrade per wing you have.

the damage calculation of the lancer also seems to be wrong. maybe it's got something to do with the armour?:cry:

...minor bugs are still bugs xD

I know why they stop attacking, it has something to do with my accuracy system. I don't think it's major enough to warrant a change, although I'll consider fixing it.

For the assault droids, both in their construction tooltips say "Build Assault Droid," when really one should be the Aegis model. I just correct this.

My damage calculations are NOT off. It could've been one of two things. A sniper has a 15% crit chance rather than 5%, and critical hits deal double damage. On the other hand, vehicles take additional damage from Armor-Penetrating damage type.

The machine shop bug I know of. I can't fix it because no one answered my "WE Help question" about catching the queue command when queueing research. I guess I can make a roundabout system for this, but it's damned annoying. I'll see what I can do.

Lancer has a similar damage thing. It has explosive damage, which deals much higher damage to structures as well as high damage to Light Plate Armor. Just mouse over the damage type to find out what it does bonus damage to!

As usual, thanks for reporting in. I'll have the next version out with additional content soon.
 
I haven't played the latest version yet but one small thing bothers me... when your units miss, they just sit there and bullets whizzz past them and hit the ground near the target... with no anims... it lookes awful, i played one of the earlier versions, i DL it two weeks ago... i was playing single player, and i attacked my own guys... and the mostly just sat there and missed... almost no attack anims... i'm sorry if you worked this out...
 
Level 9
Joined
Oct 7, 2007
Messages
599
I haven't played the latest version yet but one small thing bothers me... when your units miss, they just sit there and bullets whizzz past them and hit the ground near the target... with no anims... it lookes awful, i played one of the earlier versions, i DL it two weeks ago... i was playing single player, and i attacked my own guys... and the mostly just sat there and missed... almost no attack anims... i'm sorry if you worked this out...

I've noticed it, too. As much as it irks me, it has something to do with how I program the accuracy system. (Creating a dummy unit to be attacked with a micro-duration, ordering the attacking unit to attack the dummy instead, and then re-ordering the attacking unit to attack what it was previously attacking.) Since this map is still dependent on WEU, I don't have a fix for it. Once I strip off the WEU dependent parts, I can open it in Jass NewGen pack, and then I'll be able to fix it.

Hrm. Maybe I'll just force them to play an attack animation? And play a sound for human infantry?
 
Level 9
Joined
Oct 7, 2007
Messages
599
Sounds like a workable fix... ive done that kind of stuff in my map... but cany you temporary add the attack-type that gives attack-ground and order the unit to attack ground within blah range of that unit? i dunno, alot of time thisngs like that don't work...

That probably won't work well. I've done it in the past, and it didn't really work out. It still wouldn't play the correct attack animation, seeing as how the unit would be ordered to attack-ground off target, and then have to retarget what it was attacking again.
 
Level 9
Joined
Oct 7, 2007
Messages
599
Yeah, i am currently making an altered melee map, so i have been playing alot of them, and yours is the only one that seemed... professional? the others are all missing units tooltips and are awful... yours is very uniqe because of all of the races, and the fact that they play so differently.

Ah, I see. I hate when stuff is missing tooltips. Well, good luck on making it, I look forward to trying it!

I just played this map again to test it out and theres a bug where if the scorpion mutant burrows, and then unburrows, those little ones wont follow it anymore.

Ah, I see. Maybe I'll give them burrow too!
 
Level 4
Joined
Aug 23, 2008
Messages
77
there's a small bug with the mutant placement system- see once u build something and select it to be placed in a given location, it usually occurs fine. but sometimes, the next building u train is placed right next to it and u dont get to choose where its placed. its hard to explain

The building you train gets placed on the previous location you selected - this happened for a lot of my buildings though I think it's probably cause of me using cheats to test mutants in single-player out.
 
Level 9
Joined
Oct 7, 2007
Messages
599
there's a small bug with the mutant placement system- see once u build something and select it to be placed in a given location, it usually occurs fine. but sometimes, the next building u train is placed right next to it and u dont get to choose where its placed. its hard to explain

The building you train gets placed on the previous location you selected - this happened for a lot of my buildings though I think it's probably cause of me using cheats to test mutants in single-player out.

Using "warpten" will yield this "bug", I believe. At least something similar, anyhow, because of the little amount of time you have to target the positioning of the structure.
 
Level 4
Joined
Aug 23, 2008
Messages
77
yep- warpten, tested it again- thats the cause. so nvm- no bug after all.

im not sure if this is a problem in current version, but on 1.38- mach commandos(machine tier 2) don't appear to be flying. - i mean- only their squad leader seems to have the ability to 'fly'. the squad following doesn't. i noticed that u seem to say squads are hard to program- so maybe a quick fix is to just make mach commandos train 1 by 1?
 
Level 9
Joined
Oct 7, 2007
Messages
599
yep- warpten, tested it again- thats the cause. so nvm- no bug after all.

im not sure if this is a problem in current version, but on 1.38- mach commandos(machine tier 2) don't appear to be flying. - i mean- only their squad leader seems to have the ability to 'fly'. the squad following doesn't. i noticed that u seem to say squads are hard to program- so maybe a quick fix is to just make mach commandos train 1 by 1?

I think I just didn't notice that they weren't flying correctly. I'll peek around, although I'm lazy and am just gonna release patch 1.40 now. Patchnotes later.
 
Level 9
Joined
Oct 7, 2007
Messages
599
hmmm i just dled this game earlier, and hosted it and LOVED it. But about 20 mins in game everyone got critical error and wc3 got cancled... Twice this happened

Thanks for posting. Sorry, sometimes the crashes come at the best of times. I try to fix them, but some are still lingering around from the old days. Do you have any clue as to what could have caused them? Usually you can spot that it's something dying or other, but sometimes it's hard to tell.
 
Level 8
Joined
Sep 18, 2008
Messages
298
oo and just a thought... maybe you should get rid of the option to give resources to someone... mutants get small income, and there upgrades cost little, but if your ally is a machine lets say, who gets butt loads of income, they could just give you a small amount which would pretty much get you all your upgrades
 
Level 1
Joined
Jul 14, 2008
Messages
539
oo and just a thought... maybe you should get rid of the option to give resources to someone... mutants get small income, and there upgrades cost little, but if your ally is a machine lets say, who gets butt loads of income, they could just give you a small amount which would pretty much get you all your upgrades

nah thats fine like it is =O
thats what teamplay is like.
everybody helps another to erase the disadvantages of eachother lol =D
 
Level 9
Joined
Oct 7, 2007
Messages
599
oo and just a thought... maybe you should get rid of the option to give resources to someone... mutants get small income, and there upgrades cost little, but if your ally is a machine lets say, who gets butt loads of income, they could just give you a small amount which would pretty much get you all your upgrades

Pretty certain that you can't resource trade, to my knowledge. If you can, then I'll go change it so you can't. It was never my intention to allow resource trading, both for mechanical reasons (like the one you mentioned) and the storyline reasons, seeing as how each race processes/creates resources differently. As I had said before, if I could rename the resources for each race, I would. But I can't, so it's just generically Iron and Oil.
 
Level 9
Joined
Oct 7, 2007
Messages
599
YES tier 3 machines! lol- ive stuck to mutants since machines dont have tier 3. would like to go back to my machines =) once 1 tier 3 units added. also this version seems to be bugless.

I do believe there's still one hanging around in a mutant versus mutant setup. I forget how, but it happens mid-late game. It always happens when one player makes a big assault on the other.
 
Level 9
Joined
Oct 7, 2007
Messages
599
New version is out. Minor changes, but there a few that are very important nonetheless; the primary one of concern being the ability for mutants to purchase their own overbeings and imps, which wasn't working correctly before for some reason. Human turtles are now much weaker, as that needed to happen.
 
Level 9
Joined
Oct 7, 2007
Messages
599
1 question, does the defense tower for the humans[forget the name] still lag when it shoots?

Depends what version you were playing last, but to me knowledge, the Vulcan Tower doesn't lag anymore.

However, I did forget one thing in this version; I need to slightly weaken the missile turret and increase the power of vulcans. That'll be available in the next content patch.

EDIT- VICTORY! Patch 1.24 contains in it the ability to increase map size limit to EIGHT (8) megabytes, up from FOUR (4). What this means is that I can fully implement machines now, give humans nifty buildings, and mutants more models. While I won't fill up the 8 MB, this should give me breathing room. Thanks, Blizzard! I hope you guys are as happy as I am.
 
Last edited:
Level 2
Joined
Jan 29, 2005
Messages
8
send you a pm:

Crit error appears when somebody abort the upgrade of one of the machines little tower (mostly the listening tower)

some suggestions are in your pm, like better seeable oil patches, and the bombers, who dont work :) looking forward!

New Suggestion: Sell or Pull Down building ability.
If you build your building wrong, you dont have any ability to sell it - would be nice, i dislike attacking my own buildings with units :)
 
Last edited:
Level 4
Joined
Jul 19, 2009
Messages
100
Depends what version you were playing last, but to me knowledge, the Vulcan Tower doesn't lag anymore.

However, I did forget one thing in this version; I need to slightly weaken the missile turret and increase the power of vulcans. That'll be available in the next content patch.

EDIT- VICTORY! Patch 1.24 contains in it the ability to increase map size limit to EIGHT (8) megabytes, up from FOUR (4). What this means is that I can fully implement machines now, give humans nifty buildings, and mutants more models. While I won't fill up the 8 MB, this should give me breathing room. Thanks, Blizzard! I hope you guys are as happy as I am.

Ok I'm making a map and the 4 megabite limit stopped me from working on it more so how do you increse the limit to 8? :cry: HOW????
 
Level 9
Joined
Sep 4, 2008
Messages
603
yeah I don't play this map since the 1.21 version(lol)and lot of things changed,like the units that are trained(you don't control all the squad,just their leader)and also the machines are fully doned(really nice) and some minor changes...

(Bug:when you ally with someone,just the units that you control are allied,the other units (rest of the squad)don't)
 
Level 4
Joined
Dec 11, 2008
Messages
104
I played this map when the Rise of the machines patch came out so I decided to try this new version and ... wow..

The mutants really got improved a lot, i saw machines were not done yet but they sure looked like machines already :O

Havent tried humans yet but im sure they are really nice 2 ..

Only thing i missed was the no AI part but i know its coming,

Btw. its nice that you can finish machines now cus of the new patch.. gl on that! :grin:
 
Level 9
Joined
Oct 7, 2007
Messages
599
send you a pm:

Crit error appears when somebody abort the upgrade of one of the machines little tower (mostly the listening tower)

some suggestions are in your pm, like better seeable oil patches, and the bombers, who dont work :) looking forward!

New Suggestion: Sell or Pull Down building ability.
If you build your building wrong, you dont have any ability to sell it - would be nice, i dislike attacking my own buildings with units :)

Thanks, I'll keep these in mind.

Ok I'm making a map and the 4 megabite limit stopped me from working on it more so how do you increse the limit to 8? :cry: HOW????

Please don't put questions here that are completely irrelevant to my map.

yeah I don't play this map since the 1.21 version(lol)and lot of things changed,like the units that are trained(you don't control all the squad,just their leader)and also the machines are fully doned(really nice) and some minor changes...

(Bug:when you ally with someone,just the units that you control are allied,the other units (rest of the squad)don't)

Ah, well, thanks for putting up with all the bugs and problems in between the good versions.

I could've sworn that I had fixed that issue. I'll check again.

youve mentioned ais, are they still part of the map? if so how do i implement them?

No, they are not part of the map anymore. They took up too much space and had a fatal error bug. Sorry, I'll work on them if I have time. See, I'm working on my other map now...

I played this map when the Rise of the machines patch came out so I decided to try this new version and ... wow..

The mutants really got improved a lot, i saw machines were not done yet but they sure looked like machines already :O

Havent tried humans yet but im sure they are really nice 2 ..

Only thing i missed was the no AI part but i know its coming,

Btw. its nice that you can finish machines now cus of the new patch.. gl on that! :grin:

Hah, thanks for posting. It's always nice to have some encouragement.
 
Level 11
Joined
May 11, 2008
Messages
830
Well Angry your gonna be my next victim in the review of a map lol.

I'll edit this post when I am done with it.

REVIEW:
I've played as the machines to see if anything changed since the last time I've seen it, buggy.

-Playing it alone sucks since there was no AI, unlike the older version. So I had to test it online.

- I noticed that the weather on the multiboard never changes weather it's always light snow.

- Nano Foundry is not implemented in this, why show it to the people if it will never work?

-Having a Range circle to show how far you can build things with the machines is nice since I don't have to guess the whole time.

-Each building requires 1 generator which is a drag even if with the addons, I couldn't power 2 things with one.

-The machine shop little addons have one small problem, it says I can only have 1 of those upgrades but for some wierd reason I can get all of them. Either it's a tooltip error or a trigger error.

-The terrain is still the same, kinda no life even if it was suppose to be like that, and the middle is a death trap if someone sets up defenses up the hills.

-The funny thing with the machines is that almost everything is anti-vehicles while the only anti-infantry and mutants is the Assailer, some artillery rocket launcher machines and the snipers.

-Deadstalkers are nice but the problem is the computer controlling the other 2 are to stupid to blink.

-It would be nice to see some air machines the only thing close to air are the mech commandos with jetpacks but still.

-I don't see the point of having a nuclear reactor is if gonna blow up no matter what.

The uniqueness of each race is there which is fun. Maybe have a alien race for a 4th one if you like.

Overall I give it a 4/5
 
Last edited:
Level 2
Joined
Aug 26, 2009
Messages
13
just found this map and tested it once..
(if there was even one set of ai it would be alot better to get more in depth to the game)

so i had to test it in a LAN match with my dorm mate, so far i really like this and this map is very unique with the squad system and everything, the frequent updates with new content are very nice to have.

the only thing thats missing is the ai from as far as ive gone

bug: it may have just been my friends outdated laptop but when i hit him on round 2 with mutants (he was human) it disconnected him with the count down timer i think its just his outdated laptop.

great map keep up the mapping.




MAJOR BUG: Mutants i had some kind of glitch occur where i had negative population i was unable to build anything with food ultimatly leading up to my death =/ i cant remember what happened exactly but i lost a few units and then everything went nuts..
 
Last edited:
Top