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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 9
Joined
Oct 7, 2007
Messages
599
Next update might come out just a little slower, most ideas have lulled a little and I'm tired from working on it (so soon? Then again, I spent like 30-40 hours on it in the past 4 days). I'm gonna tweak my other maps until the spirit of inspiration drives me forward again. I promise that won't be in 6 months this time! More likely, it'll be within 3 days.

Edit - Damn! There's a bunch more problems with this version I just discovered. Well, crap. Machines seem to be having some technical difficulties (though I probably know why) while Muties are crashing the game.

Edit II - Woot! I saved myself from the abyss-both problems are fixed. I think. I'll probably put it out tomorrow.

Edit III - Created some more problems for myself, and then I fixed them again. A revised XP system as well as a series of bug fixes are coming out. Only Human squad leaders gain exp instead of the whole squad, but when he levels he also upgrades his whole squad. Squad upgrades are now becoming % effects...
 
Last edited:
Level 4
Joined
Aug 23, 2008
Messages
77
THis map is amazingly well put together, I am hooked on it. However, i encountered a fatal error bug while playing as machines against a mutant player. I noticed that in the previous posts u said muties crashed the game- they still do i think...

EDIT 1: I played with humans on single player and trained shadowtroopers and a tank killer- i ordered them to attack each other, spcifically i ordered the tank killer to attack a squad unit of the shadowtrooper- fatal error occured
 
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Level 4
Joined
Aug 23, 2008
Messages
77
oh and this is also an error i got- while playing mutants

FATAL ERROR!

Program: c:\program files\warcraft iii\war3.exe
Exception:0xC0000005(ACESS_VIOLATION) at 001B:6F423401

The instruction at '0x6F423401' referenced memory at '0xC0000020' could not be read.

think its the same for each one, but i played all 3 races and i got this error after a while.. =(
 
Level 9
Joined
Oct 7, 2007
Messages
599
Ah, sorry to dampen your experience with those pesky fatal errors Racoon! The version I'm working on has eliminated MOST of those errors! I'll release it... now. However, I think there's a few more bugs lurking out I'll have to squash later...

The blue guys are also causing other problems. They're called Plague Carriers by the way. There's still another game crash they caused that I'm fixing... (one time when my tank killed my friend's plague carrier, it fatal error'd. So it was either the tank or the blue guy, I'm gonna blame the blue guy for now.)

EDIT - Whoops! I also released an early version of the Tactical Aid in this patch... be warned, only the LIGHT ARTILLERY and MEDIUM ARTILLERY abilities work, and only the OFFENSIVE SKILL is worth upgrading. Thanks, and have fun blowing those inhuman beings to smithereens!
 
Level 7
Joined
Jun 1, 2009
Messages
305
sry but istill get fatal error and on top of that there was a server split right when game started everyone droped but me and one other person PLZ fix this!

Edit
Oops sry for double post i forgot i had posted a little bit ago!
 
Level 11
Joined
May 11, 2008
Messages
830
Actually there is a way to pass the 4 MB limit, with the power of PATCHES, no I don't mean Blizzard patches I mean Warcraft III Map patches as in you download it from a site like rapidfiles or something like that, I don't have the details but it is possible I mean there was a map that is 40 MB (yes I know a lot of imports lol) but when you host it it's like 600 KB, because one of the things the World Editor do, if you noticed is that one of the triggers is Load Prepatch or something like that, bascially it will detect your computer see if you have the patch to play it, if not well your booted lol.

The only draw back, they can't download it directly from Battle.net and you need to create a Installer for Windows/Mac and Linux.
 
Level 9
Joined
Oct 7, 2007
Messages
599
ok ill test agian and let you know if i get anymore fatal errors!

Thanks.

sry but istill get fatal error and on top of that there was a server split right when game started everyone droped but me and one other person PLZ fix this!

Edit
Oops sry for double post i forgot i had posted a little bit ago!

The server split is weird; I've never had it happen to me, and I just hosted it. I'll check the initialization triggers again, although there shouldn't be a problem with that... read the next part.

same i get fatal errors- it occurs in like 10 minutes usually and crashes the game- however the game is awesome till that point lol. =)
like u said u have some bugs still in it .

Hrm. I coulda sworn I had played 30-40 min with my friend w/o causing a fatal error until a blue mutant died. =\ Back to the drawing board, it seems. Can you guys be any more exact about your fatal errors by chance?

Edit - One bug down, over 9000 to go.
Edit II - Added more substance.
 
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Level 7
Joined
Jun 1, 2009
Messages
305
well what happened was as soon as the map loaded it said 2 people left the game. then after i picked my race(which took maybe.5 seconds cus i love mutants) bout 2 seconds later 3 more left. then like a second later it said the other guy left and it was just me and purple!
 
Level 9
Joined
Oct 7, 2007
Messages
599
well what happened was as soon as the map loaded it said 2 people left the game. then after i picked my race(which took maybe.5 seconds cus i love mutants) bout 2 seconds later 3 more left. then like a second later it said the other guy left and it was just me and purple!

Huh. This means either one of two things: They ragequitted (for no apparent reason other than that this game isn't DotA) or there is in fact a split action, but purple didn't get DC'd cause he didn't pick a race. The weird thing is that the leaving wasn't simultaneous, leading me to believe that it is the former rather than the latter, although I'll look around just in case.

What about the fatal error? How'd that happen?
 
Level 7
Joined
Jun 1, 2009
Messages
305
no idea and i remebered something else about 8 minutes into the game i was mutants and for whatever reason it was sayin i couldnt build buildings cus i was at food limit. well i only had like 3 built and SHOULd have still had food left. Well i looked into corner and instead of seeing like 8/30 or w/e it was it said something like 1402345 all in red so yeah idk what the ferk that was but that sucked!
 
Level 4
Joined
Aug 23, 2008
Messages
77
Hmm can't tell you how most of my fatal errors happened. However, I will try to pay attention to the precursors of the fatal errors the next time I play this.

It seems to occur early game for me though- oh yea, 1 fatal error occurred when I ordered my tank killer to attack a shadowtrooper squad unit.

1402345 all in red so yeah idk what the ferk that was but that sucked!

This happened to me as well, the food limit showed 433285 for me though the game did not crash at that time- it crashed later though.
 
Level 9
Joined
Oct 7, 2007
Messages
599
no idea and i remebered something else about 8 minutes into the game i was mutants and for whatever reason it was sayin i couldnt build buildings cus i was at food limit. well i only had like 3 built and SHOULd have still had food left. Well i looked into corner and instead of seeing like 8/30 or w/e it was it said something like 1402345 all in red so yeah idk what the ferk that was but that sucked!

Okay, that gives me more information to work with. This gives me a clue as to what could be causing it... (It's my squad-ally food system.)

To my knowledge, the only time the food goes berserk like that is when it goes NEGATIVE.

Hmm can't tell you how most of my fatal errors happened. However, I will try to pay attention to the precursors of the fatal errors the next time I play this.

It seems to occur early game for me though- oh yea, 1 fatal error occurred when I ordered my tank killer to attack a shadowtrooper squad unit.

This happened to me as well, the food limit showed 433285 for me though the game did not crash at that time- it crashed later though.

The tank killer and shadowtrooper problem WAS fixed in the 1.31 patch, although the mutant food crash was another issue. I'm usually playing as humans against my friend, and I suppose he doesn't mention these things to me.

thats what it was i just remeber it was a hell of alot lol! and yeah it always seems to crash first 10-15 minutes of game.

So, midgame is when it crashes, not immediately. That was my conclusion when I played too. *sigh* It's almost like the game taunts you into being able to play it for a little, and then slams it down on you.
 
Level 4
Joined
Aug 23, 2008
Messages
77
k i played one full game without crashes:grin:- mutant food was still 43230 tho and he used plague carriers and such.

anyway in the end it was me a machine vs a human player- the vulcan towers of the humans seem extremely strong and all the units i threw at them didnt rlly work- sappers died before they reached target. later he used tanks to wipe me out- how do u rly defeat a human like that- they seem strong compared to the machines.:confused:
 
Level 9
Joined
Oct 7, 2007
Messages
599
k i played one full game without crashes:grin:- mutant food was still 43230 tho and he used plague carriers and such.

anyway in the end it was me a machine vs a human player- the vulcan towers of the humans seem extremely strong and all the units i threw at them didnt rlly work- sappers died before they reached target. later he used tanks to wipe me out- how do u rly defeat a human like that- they seem strong compared to the machines.:confused:

Wonderful. The food system is fixed now I think too, so we seem to be getting progress. The reason perhaps that you felt he was really strong versus you is that all your troops were TIER 1, cause I haven't finished their Tier 2 and Tier 3 units (I lack the resources). So, hopefully, I can start working on that now that MOST of the fatal errors are out of the way. I'll put up version 1.32.
 
Level 4
Joined
Aug 23, 2008
Messages
77
oh another glitch i found while playing that full game- at one point, the human player's units attacked mine tho he allied me and i allied him- he didnt mannually do it and called it a glitch- also the units became stationary and attacked all in range. he had like 2 tanks and some infantry squads.
 
Level 9
Joined
Oct 7, 2007
Messages
599
oh another glitch i found while playing that full game- at one point, the human player's units attacked mine tho he allied me and i allied him- he didnt mannually do it and called it a glitch- also the units became stationary and attacked all in range. he had like 2 tanks and some infantry squads.

Whoa, that's weird/cool. Oh. I know why that's happening. I didn't revise my alliance triggers when I added in the Squad System... thus, the Squad Computer still thinks he's the enemy. I think. Did he know whether it was HIS units or his computer ally's units? (At least, that's what I think the problem is.)

One more thing: Keep the bug reports coming! I can't thank you enough for how many problems you've pointed out for me to correct. It'd take forever for me to find them all myself.

Edit - Looking at my code again, I'm pretty certain that was the problem. It's been fixed.

Edit 2 - New version, 1.33 is out! Now with 42% more realism in the form of molotovs and tank armor system. And keep the comments/bug reports rolling! It's what keeps me going.
 
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Level 4
Joined
Aug 23, 2008
Messages
77
1.33: oh ok another bug thing- not sure if it was me or my mutant enemy but i build machine shop and researched T1 technology- game crashed. it might have been the mutant as well tho cause i tested machines in single player and i upgraded T1 and it didnt crash.
 
Level 5
Joined
Aug 24, 2008
Messages
199
Glad to see you are working again on this map. A first look at it was pretty solid I must say I'm impressed at the concept of the machines you made a good choice with them.

I just made a short test I will try to give you better feedback soon.
 
Level 4
Joined
Aug 23, 2008
Messages
77
I got another fatal error with 6 players today- I am not sure what caused it at all- clueless but "gold mine collapsed" messages were being shown- I was machines again and I'm pretty sure that all 3 races were being played.
 
Level 1
Joined
Jul 14, 2008
Messages
539
ive tested it a few times and its very buggy =O
i always get random fatal errors in a glance and at a 6 player ffa ive chosen mutant, someone else too but he told me that he lost that hero menu after he upgraded his main building...instead i had TWO hero menues so im pretty sure i got his one...but i couldnt use it.
damn its not very playable atm =/ sadly
 
Level 2
Joined
May 18, 2009
Messages
21
We tried to play a game a few moments ago. It crashed after 10 minutes , all three races were present. I didnt even built a single unit in that time , I was machine and not involved in any conflict.
However one mutant couldnt use his HQ , there were no options and he couldnt build anything. While discussing about that the map crashed.

We couldnt finish a single game by now , I dont understand why this map is approved and guaranteed to be working...
 
Level 9
Joined
Oct 7, 2007
Messages
599
I got another fatal error with 6 players today- I am not sure what caused it at all- clueless but "gold mine collapsed" messages were being shown- I was machines again and I'm pretty sure that all 3 races were being played.

ive tested it a few times and its very buggy =O
i always get random fatal errors in a glance and at a 6 player ffa ive chosen mutant, someone else too but he told me that he lost that hero menu after he upgraded his main building...instead i had TWO hero menues so im pretty sure i got his one...but i couldnt use it.
damn its not very playable atm =/ sadly

We tried to play a game a few moments ago. It crashed after 10 minutes , all three races were present. I didnt even built a single unit in that time , I was machine and not involved in any conflict.
However one mutant couldnt use his HQ , there were no options and he couldnt build anything. While discussing about that the map crashed.

We couldnt finish a single game by now , I dont understand why this map is approved and guaranteed to be working...

The cause of most of the error has something to do with a weird interactions mutants are having with the squad system... also, perhaps the combat system as well. Some of these were features implemented after the "approved and guaranteed to be working" rating was given. They will be fixed in time, although I appreciate the feedback and apologize for the lack of consistency. I don't seem to get these errors in single player. I'll have to get my friend to test with...

It's a work in progress. Every patch I make (I've been creating 1 every day for the past... week?) brings the map closer to completion and the elimination of patches. I myself would love the eradication of the bugs, although some I have no idea how or when they were created. (Some may have even existed when the review was done.)

Edit - The mutant main hall upgrade and its mutant hero disappearing issue has been fixed. I had a bad polled wait trigger that involved picked units.

Edit II - Patch 1.34 is released! Contains additional adjustments to the game, including additional bug fixes and balancing corrections. I'm polishing up the remaining "wait" functions that seem iffy to destroy the remaining fatal-error bugs.
 
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Level 4
Joined
Aug 23, 2008
Messages
77
bugs sadly lol- k when machine dreadstalker spwns, all the squad units attack my base and MY UNITS lol- like a rebellion. same thing happens with all squad systems i think- the human race players also reported this as well as not able to control their squads at all.
 
Level 9
Joined
Oct 7, 2007
Messages
599
bugs sadly lol- k when machine dreadstalker spwns, all the squad units attack my base and MY UNITS lol- like a rebellion. same thing happens with all squad systems i think- the human race players also reported this as well as not able to control their squads at all.

If there was such a bug, it's not coming up anymore. I've tested time after time, and this has never happened... I'll run a few more games to see what happens. I'm pretty sure I already fixed a few things about the way Dreadstalkers spawns that wasn't working correctly before. Was there any allying/unallying in that game, and were there fatal errors?

Edit - Looked over my coding for unallying. I'm pretty sure it causes a squad rebellion. It's being fixed.
 
Level 2
Joined
Mar 22, 2008
Messages
7
Hi TDW crew... i'm not used to post anything, but for this map i'm gonna made an exception :p ... cause i think this is one of the best games i ever played in WC, and dreaming for a version as a official game for pc or even xbox jaja, is that goo, at least 4 me xD ... man, i hate the new scuad system, i saw some other scuad system an almost every single one is shit. The one in darkening wars is usefull yeah, but i loose the control over the other units in the same scuad, one of the thing i hate more is, well, picture it with this:
"scuad leader: troops, duck, enemy thank incoming!
other scuad troops: but sir, u r the only one with the "duck" button"
press the button for body-to-ground and only the scuad leader will do the action, if all the scuad earn the bonus: good. but is kinda unreal dont ya think?

go a check the scuad system of this map: http://www.hiveworkshop.com/forums/...27803/?prev=of=rating&t=43&r=20&d=list&page=2
 
Level 11
Joined
May 11, 2008
Messages
830
Hi TDW crew... i'm not used to post anything, but for this map i'm gonna made an exception :p ... cause i think this is one of the best games i ever played in WC, and dreaming for a version as a official game for pc or even xbox jaja, is that goo, at least 4 me xD ... man, i hate the new scuad system, i saw some other scuad system an almost every single one is shit. The one in darkening wars is usefull yeah, but i loose the control over the other units in the same scuad, one of the thing i hate more is, well, picture it with this:
"scuad leader: troops, duck, enemy thank incoming!
other scuad troops: but sir, u r the only one with the "duck" button"
press the button for body-to-ground and only the scuad leader will do the action, if all the scuad earn the bonus: good. but is kinda unreal dont ya think?

go a check the scuad system of this map: http://www.hiveworkshop.com/forums/...27803/?prev=of=rating&t=43&r=20&d=list&page=2

Although a official video game of The Darknening Wars would be sweet, Angry Bovine is gonna need to have a one on one talk with a video game company, a lot of these ideas are good even if there are bugs that will make WC3 crash, it is still gonna be hard for him, cause A) He probably doesn't live near a video game company. B) They won't accept just anyone's idea. C) This is the big part, how is he gonna do it?
 
Level 1
Joined
Jul 14, 2008
Messages
539
well got my go on the mutants again and at first it seemed there completely bugfree...i built all the upgrade fountains and i was shocked: all units were fucking slow like hell. especially the titan demon...he moved in a speed like 1-2 corpse feeders try to push him to the target area.
i looked around and some units that hadnt the chitinour upgrade were fast as usual but the others were snail-like >_> would be cool if you fix that =O
also the description of the upgrade aura-icons on the units are wrong(for example: berserken says: MS&AS up but the building description says max hp and AS)
also at vers 1.33(dunno if its still there,havent seen it in the changelog) the turrets at the main building of the humans respawn in such a fast way u couldnt destroy the mainbuilding...
if u buy some of them near each other they are completely indestructable(if the attackers have at least no vers high range attacks)

EDIT: destroyed my own chitinour fountains and its a bit faster now...but still so slow that hes everything else than usefull. u go with a bunch of them to a base and u r dead before u reach it...
give him more MS please =O
oh and...
this map really needs some kind of mass control.
a tower or something which sends ALL of your units at once to a certain spot.
i know the squad system is a bit similiar but with 100 units even this system doesnt bring that much...

EDIT 2: a ...veeery strange bug occured...
some of my carrions died and i got like 300k food or something =O
here is the replay
 
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Level 9
Joined
Oct 7, 2007
Messages
599
Hi TDW crew... i'm not used to post anything, but for this map i'm gonna made an exception :p ... cause i think this is one of the best games i ever played in WC, and dreaming for a version as a official game for pc or even xbox jaja, is that goo, at least 4 me xD ... man, i hate the new scuad system, i saw some other scuad system an almost every single one is shit. The one in darkening wars is usefull yeah, but i loose the control over the other units in the same scuad, one of the thing i hate more is, well, picture it with this:
"scuad leader: troops, duck, enemy thank incoming!
other scuad troops: but sir, u r the only one with the "duck" button"
press the button for body-to-ground and only the scuad leader will do the action, if all the scuad earn the bonus: good. but is kinda unreal dont ya think?

go a check the scuad system of this map: http://www.hiveworkshop.com/forums/...27803/?prev=of=rating&t=43&r=20&d=list&page=2

Thanks for posting! I feel honored. The "team" is just me, for now anyhow (and probably forever; this map will be remade for Starcraft II). About the squad system: Yes, I know there are problems. For some reason, Sprint works fine yet going Prone does not. I know the squad units HAVE the ability and they have the research for it as long as you do, I just have no idea what makes them... stupid, I guess? I'll try to make your experience on Warcraft III as lively as possible. It can only get better on Starcraft II's engine.

Although a official video game of The Darknening Wars would be sweet, Angry Bovine is gonna need to have a one on one talk with a video game company, a lot of these ideas are good even if there are bugs that will make WC3 crash, it is still gonna be hard for him, cause A) He probably doesn't live near a video game company. B) They won't accept just anyone's idea. C) This is the big part, how is he gonna do it?

Tau's right. While I feel I have some very strong and good ideas for this map, I'm not quite sure I'm ready to go out and say that this is my proudest creation. The jump from a mod to an official game is a big once. Maybe in the future, you can look for games with me in the credits!

well got my go on the mutants again and at first it seemed there completely bugfree...i built all the upgrade fountains and i was shocked: all units were fucking slow like hell. especially the titan demon...he moved in a speed like 1-2 corpse feeders try to push him to the target area.
i looked around and some units that hadnt the chitinour upgrade were fast as usual but the others were snail-like >_> would be cool if you fix that =O
also the description of the upgrade aura-icons on the units are wrong(for example: berserken says: MS&AS up but the building description says max hp and AS)
also at vers 1.33(dunno if its still there,havent seen it in the changelog) the turrets at the main building of the humans respawn in such a fast way u couldnt destroy the mainbuilding...
if u buy some of them near each other they are completely indestructable(if the attackers have at least no vers high range attacks)

EDIT: destroyed my own chitinour fountains and its a bit faster now...but still so slow that hes everything else than usefull. u go with a bunch of them to a base and u r dead before u reach it...
give him more MS please =O
oh and...
this map really needs some kind of mass control.
a tower or something which sends ALL of your units at once to a certain spot.
i know the squad system is a bit similiar but with 100 units even this system doesnt bring that much...

EDIT 2: a ...veeery strange bug occured...
some of my carrions died and i got like 300k food or something =O
here is the replay

Whoa, that's weird. I'll look into this...

However, you ARE right. The squad system was designed with being able to control 60-80 units relatively easily. I guess it's still not completely flawless though. Mutants may get a unit which will be an "overlord squad leader" type of thing, which can command all mutants to go attack a point or something.

For the mutators, I forgot to fix the descriptions. I'll get on that. I'll also make sure that the damned mutants are moving at the right speed... it IS supposed to be their strength, after all.

As for the Armageddon Fortress, I'll tone it down. It was balanced against human players, though I guess it's a bit strong against mutants.

Thanks for taking the time to post! (I hope it didn't crash this time!)

Edit - Tell me if there are any fatal errors when and if you get them. In the meantime... I'm working on patch 1.36. Armageddon Fortress's Autocannons have been weakened by approximately ~25% dps and take 50% longer to respawn. I also THINK I fixed the mutator's bug.
 
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Level 2
Joined
May 1, 2009
Messages
9
i played single player to test the map out ( i was humans) and it fatel errored when i killed the computers builder.....also only 1 unit gets to use skills in squad..and that beats the purpose of clock for the "path finder" squad.







btw AI would be awesome xD
 
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Level 9
Joined
Oct 7, 2007
Messages
599
i played single player to test the map out ( i was humans) and it fatel errored when i killed the computers builder.....also only 1 unit gets to use skills in squad..and that beats the purpose of clock for the "path finder" squad.

A: Please don't use AI. I'm pretty sure this was mentioned before. It causes errors in the game.

B: For the squad issue... purpose of clock? I know that the squad system is not completely refined to handle some of the ability issues, and I am working to iron all of those out by the next patch. Do you mean cooldown?
 
Level 7
Joined
Jun 1, 2009
Messages
305
i must say this map just keeps getting better and better!! i just rated this 5/5 way to go! i think the moderators should give this map a 6/5
 
Level 2
Joined
May 1, 2009
Messages
9
no i meant only 1 guy goes into invis and I don't think this game is fully developed....mechines have something that says "under construction" in their main base and it's supposed to build Tier 3 buildings. Mutants have nothing to see invis so when human shadow troopers shoot them and they shoot back ur shots will never hit them because they fade (go back into invis) too fast.:cry::cry::cry:


i played this with 3 other ppl..
 
Level 9
Joined
Oct 7, 2007
Messages
599
no i meant only 1 guy goes into invis and I don't think this game is fully developed....mechines have something that says "under construction" in their main base and it's supposed to build Tier 3 buildings. Mutants have nothing to see invis so when human shadow troopers shoot them and they shoot back ur shots will never hit them because they fade (go back into invis) too fast.:cry::cry::cry:


i played this with 3 other ppl..

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?

i must say this map just keeps getting better and better!! i just rated this 5/5 way to go! i think the moderators should give this map a 6/5

Thanks buddy!
 
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