Empire_Builder_6.12
Details
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FilenameEmpire_Builder_6.12.SC2Map
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Uploaded by
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UploadedFeb 3, 2013
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Size10.19 MB
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Downloads260
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MD517e30e90f883411e6b526fce880cb1de
Changelog
5.2
Fixed a bug where Farm 2 and Hardpoint Cannon generated 11 supply each.
5.3
New - Reveals entire map for a split-second to allow everyone to know where all Oil/Uranium nodes are at start - Increased Government type "Technocracy" credit debuff to -30 from -20 (the bonus tech doesn't feel justified otherwise) - When Bankrupt, Labratories will no longer produce science OR cost upkeep - Changed map textures. Now more clearly defines cliffs (and looks much more like the planet from the loading screen!)
Bug fixes and 4.9 fixes - Fixed incorrect text for Barracks. - Fixed 4.9 hotkey conflicts (Riflemen/Recon), (low density Housing/medium density Housing) - Removed strange 4.9 code that (apparently) doubled your current income from owning an Oil Power Plant - Terrans are now called "Terran Colonists" instead of "Terr (Unnamed)"
5.4
- Removed "Hostile" (Player 15) Defender and replaced with lava crabs (as it was weird having a random Terran attack you) - Added "Classic" game mode (planning on adding a Tutorial in the future). - -> With any luck, this will fix my issue with the computer not properly appearing in the lobby. (For user: Solost) - For Convinience, Banks can now send credits (as holding down a key to send 10k credits is faster than clicking with the mouse) - Renamed "Garden Zerg" to "Native Zerg" - Added "Queen's Pet Terran" at the MegaHive. Similar to Jackety Goul but on the Native Zerg faction.
5.5
- While probably not an issue, reduced the number of triggers checking when any unit dies from 4 to 1 (may improve performance) - Made it so the Rifle Turrets can upgrade to Gatling Turrets, at a combined cost of 50 credits more than building one outright - -> spent 3 hours working around a Galaxy Editor bug arising from creating a unit from a "mutation" such as the turrets... - Changed model for Gatling Turrets to "Sentry guns", renamed them to "Auto Turrets" - Changed model for 75mm Cannon to "Drakken Laser Drill" (0.11 scale). - Severely slowed down "Queen's pet Terran" and made a nasty response from the Native Zerg if he dies.
- Victory Conditions - allied victory! - Made it so you can only win by being allied with every active player after destroying the Native Zerg (if I did it right...) - When "Disable AI" is selected, every player is set to neutral with each other and must use diplomacy to ally with everyone. - (again, if I programmed it right) Allied victory will work if the only unallied player is eliminated from the game.
- Anteep Additions: Got ahold of Anteep and received some trigger fixes from his version of 5.0! - More late-game air. (added his 2 extra waves, as well as 4 more of my own) - His fix for the missing Zergling wave integrated (similar to mine from previous versions, but starts later)
5.6
Addressing issues voiced by players: SodaPop & Uthol
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- Severely lessened response to killing "Queen's Pet Terran" (was causing early Hydras)
* Made easy significantly easier!
- -> Tthe time between spawns of hives, pools, and chambers 422 instead of 400
- -> Renamed Easy to "Learner". Made everything spawn later under this difficulty setting.
* Made normal slightly easier.
- -> Tthe time between spawns of hives, pools, and chambers 320 instead of 310
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Other improvements
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* Made Hard harder.
- -> Moved some late-game waves to "Hard" mode and up
* Made Ultra Hard harder.
- -> Added some waves to "Ultra Hard" mode only
*Turrets
- Improved tooltips for all turrets.
- Renamed "75mm Cannon" to "Cannon Turret".
- Changed animation for Auto-Turret (was using old sentry animation, now has no sound however...)
- Fixed a bug where the Hellfire missile pods wouldn't fire/work.
*Buildings
- Changed model for "Tower" so now it doesn't look like it has a 2.5x2.5 footprint.
- Changed model for "Settler" so instead of a frowning face it's now a truck.
- Changed Settler sounds from SCV to Vulture. Changed portrait as well.
* VICTORY CONDITIONS *
- If any player owns zero (0) units and buildings, they will now be defeated.
- If any player with 1 or more units disbands their remaining units, they will also now be defeated.
- Capitals no longer disband, they now explode!
5.7
*Minor fixes - Model for Auto-Turrets fixed - Model for SAM sites fixed - Auto-cast for market disabled (it was never working, a failed attempt I will revisit later)
5.8
*Improved Air! (For user: Roflcopter) - Carpet Bomber: Rate of Fire increased to 0.5/sec from 6.0/sec - Carpet Bomber: Damage decreased to 4 from 40 (1.33 dps increase overall) - Fighter: Movement speed increased to 4.5 from 4. Acceleration increased to 2 from 1.5) - Fighter: Damage increased to 120 from 55 (added 2x damage against armored) - Fighter: Rate of fire decreased to 6/sec from 3/sec (1.67 dps increase overall) - Attack Helicopter: Rate of Fire incresed to 2/sec from 4/sec - Attack Helicopter: damage decreased from 40 to 24 - Scout Helicopter: Rate of Fire incresed to 0.5/sec from 1/sec - Scout Helicopter: damage decreased from 12 to 7
*Less Zerg air early, more later. - Lessened the quantity of Zerg flyers (having them slowly ramp up instead of spawning in mass groups) - Added more Zerg flyers for the very late game (normal difficulty and up). *Terrain Changes - Made bottom right more defensible - one way in and out!
5.9
- Fixed a bug where players had a default handicap of 50%. Set to it's intended 100% - "Bored" triggers removed (were being used to troll, not original intention) * Changes to the Queen (For user: Golo) - I didn't like how the only thing that could attack Kerrigan was hardpoint cannons, so her range has been reduced. - -> Attack range reduced from 9 to 2 (because for her size that feels like melee range) * Extra diffuclty setting: Easy (for MaDpRoToSs) - Between Learner and Normal. - Disabled Hives, Pools, and Chambers on Learner, moved "easy timer" to easy from learner - Drasticaly slowed the ramp-up of the Zerglings on Learner and Easy difficulty
@ User: MassEffect (NA server) - Bwahahaha! "Fix your map or I'll have it pulled" hahaha
5.10
Minor Update
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- Added a few "How To Play" screenshots
- Renamed map to "the official mod" from "the implamented mod" (intentionally mispelled to reference hot coffee mod)
6.0
* Bankrupcy is now super-bad!
- To counter the bank's capacity to loan (since I'm still undecided on if that's OP or not) I've added a "unmaintained" debuff
- -> Unmaintained: effect = a 0.3/sec loss of HP for all structures (including Oil, Oil wells, and Uranium!).
- - -> unmaintained: (Definition) When an empire is bankrupt it's citizens can barely afford to support themselves, as such frivilous things
are ignored, such as the upkeep and maintenance of homes and work places (since feeding, clothing, and paying rent is more important than
fixing the broken sink, shower, dishwasher, or that water main which may-or-may-not burst at any minute)
* Models fixed
- The transition from Oil to "Oil Well" now creates a structure that looks more like an oil well/refinery.
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6.1
* Changes to Bankrupcy!
- Fixed bug where "Unmaintained" debuff slowly returned HP instead of removed it.
- Unmaintained now stacks up to 50 times, has a negative effect of -0.05 HP/sec from -0.4 (single stack) max of -2.5 HP/sec after 8:33 min
- Unmaintained removes at a rate of 5 per tick (10 seconds) and will be completely removed from max value after 1:40 min of positive income.
- Unmaintained only activates when an empire has been bankrupt for more 6 ticks, but if the empire re-enters bankrupcy before an equal
duration of time has passed that they were bankrupt, unmaintained will reactivate (bankrupt for 50 ticks, you must be unbankrupt for 50
ticks before it takes 6 ticks [one minute] for unmaintained to activate again)
- > This is to make it so players who accidentally go into bankrupcy aren't hit with a sudden drop in all building HP, but should
punishanyone not playing the game as intended.
* Changes to Turret tooltips
- All turrets now show damage equal to their upgrades
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6.2
Adressed an unintended issue raised by users: KnyTwntyTwlv
- Banks now have a max-cap (75,000) on the amount you can borrow from them and will not loan you more till you pay it back.
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6.3
*Auto-Selling & Auto-Buying! (Beta-level: report any obvious bugs to me please) - You can now set up a "Trade Organization" to automatically buy and sell Food/Metal/Oil to and from the world market - -> Researched at a University for 42 Research Ponits and 499 Credits (it's on sale) - Auto-Selling has a very minor penalty (-1 credit for food = 499. -5 for Metal = 1995, -25 for Oil = 3975) - Auto-buying is as though you are doing it manually (no penalty). - -> Intended to allow empires to sell excess resources late-game without micro-managing. - -> Intended to make the late-game easier overall.
*Minor fixes
- Fixed the Creep Tumor model scale (was 2.0 and shared with OIL)
- Fixed bug where "Ultra Hard" AI difficulty would not disable after a vote, letting a player vote twice
- "To Arms" tooltip now explains Militia better and reflects current research levels.
- Fixed Icons for University,Substation, Bank, School, Hydro-Tower, and Market (no longer show supply depots)
- Fixed Icons for Farms, Mines, & Oil Wells (no longer Engineering Bays)
- Fixed (hidden) error "Could not find texture with id", may improve map performance.
- Changed "House" (lvl1) model and icon
- Changed Hospital model and icon
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6.4
Fixed issues presented by NA user "pdubs" - flickering resources fixed (this was from trying to get them to update in real time instead of every 10 seconds) - Bold letters from a player leaving removed (every other text field has a fade out, but the directives one strangely does not) - -> Is cleared after 10 seconds - Bankrupcy decay takes 2x longer to start now - -> It was originally implemented to try and tone down banks. Now that there is a cap on banks, this feature is punitive - -> Needless to say, I did not understand what the problem with banks was. So it now only starts after you've been bankrupt for 12 ticks.
* Government balance changes (all are very experimental) - Military Government: Now produces +50% Metal from +30% metal, -20% taxes from -15%, and -15% tech from -10%. - -> Renamed to "Military Dictatorship" - Fascism: Now produces =10% Metal (from 0%) - Democracy: Now generates +30% taxes from +25% - Republic: Now generates +15% taxes from +10%
- These three governments were not implemented when I got to the map, and as such were not properly balanced.
- Socialism: (Apologies in advance) Reduces from +100% food to +75% food (was better than any other government
not intended) - Corporate: Now generates +60% taxes from +50% - Technocracy: Now generates +150% tech from +75% (bonus tech never seemed to pay for itself compared to other govs) - -> Intended to help Technocratic players buy school upgrades earlier to catch up late-game.
Minor changes
- Renamed unit "Disband/Demolish" button to just "Disband". Added it (and it's function) to all aircraft
- Renamed structure "Disband/Demolish" button to just "Demolish".
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6.5
In an attempt to reduce lag, testing the following changes suggested by NA user: Uthol
- Reduces number of foiliage being generated by (6.7x less now spawn)
- Smoothed some terrain to reduce number of geometric calcuations running at any given time.
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6.6
- Added a tooltip for Bunkers (I think that's the last of the missing tooltips)
* Changed the way supply works
- Supply maximum is now 9999 (thought I doubt anyone will ever reach it through normal play)
- Supply is generated by population. Each person produces 1 supply.
- -> Capitals no longer produce supply.
- -> Command Centers no longer produce supply.
- -> Removed Logistics center.
- Increased supply cost of Vehicles and Air slightly (to make infantry more appealing)
* Changes to Military units
- All military units gain 0.5 armor per health upgrade (should address the scaling weakness they have to the zerg)
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6.7
* Changes to Supply - Population was generating far more supply than I intended. The new formula requires 8 population for 1 supply. - Upgrade and build buttons for houses now have a tooltip with the max population supported by each building within the group.
* Added more real-time tooltips - All Turrets, Bunkers, and Walls now show their HP/Armor rating - All Turrets now show their damage down to the 10th decimle place. - Pulsegunner's tooltip reflects his upgrade status.
* Minor fixes - Renamed Houses to "Mobile Homes" - Renamed Large Houses to "Homes" - Tweaked with various building scales - Added "Salvage" back to bunkers (as originally intended)
*Added custom music!
http://soundcloud.com/petersatera/action-menu-loop
http://soundcloud.com/rgmmusic/mallet-mania-long
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6.8
* Trade Guilds - Fixed a bug where players could access the auto-sell through the buy menu before researching trade guilds. - Reduced the science cost of Trade Guilds from 42 down to 7.
* More tooltips
- Changed the tooltip of the resources to explain how to get them (Credits, Metal, Science)
- Changed the tooltip of supplies to explain how to get them.
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6.9
- Fixed bug where "player has lost their capital" wouldn't go away
- Fixed some typos.
- Returned Oil down to spawning 3 per player from 5 per player (way too much oil was on the map)
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6.10
* Pro-Tips! - If any player selects "Learner" difficulty, the screen fills with some useful tips for 60 seconds. - Any player selecting any difficulty can see these tips by typing "-Help"
* Economy changes! - The bonuses from Economy were a bit too strong for my tastes. Also, generating all income based on resources is not intended. - -> All of them have been (roughly) halved! - -> Should make "mixed" a more appealing option.
* Queen changes - Kerri seemed a bit on the weak side with her sniper-range (from 9 to 2) gone. - -> Armor increased from 0 to 5 - -> Life regen increased from 4 to 5 - -> Range increased to 3 from 2 - -> Damage to Structures 2x from 1x - -> Damage to Biological +20 from +0
* Supply changes (again) - Average play still yields far too much supply per residence. - -> It now takes 15 civilians (population) to generate one military supply.
* Mortar & SP Howitzer update! - Mortar units now to 3x damage to structures (giving them a purpose). - -> Mortar units now do 1.5x damage to massive (from 0) - SP Howitzer units now do 3x damage to structures. - -> SP Howitzer units now do -0.5x damage to armored (from -0.6) - -> SP Howitzer units now do 1.5x damage to massive (from 0) - -> SP Howitzer units now do 88 damge (from 100)
*Minor Updates
- Hospital & Cannon Turrets.
- RC icon fixed
- CV no longer has gather and return cargo buttons.
- All "health" upgrades now accurately explain the 0.5 armor bonus
- Highways now cost 100 credits less (from 250 to 150)
- Fixed a bug where (1) King unit would not spawn if you selected Monarchy (big oops!)
- -> Fixed a bug where (2) even if King unit would have spawned, he would change sides to that of the player who killed him (double oops!)
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6.11
- Added Demolish to SAM sites. - Banks now require a school before a loan may be taken out.
(taking a break until after January 1st. Leave any suggestions or feedback on the website)
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6.12
* Refining the experience - Reduced total number of players from 11 to 8 (may make it even less in the future, give feedback on website)) - Reduced Map size - Increased base cost of all turrets by 20% (to make military units more appealing) - Increased Bunker's HP by 200 to make them more appealing.
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
- Antoine de Saint-Exupery
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The Terrain needs some work, as some places are incredibly easy to defend and others are absolutely terrible. (Looking for anyone willing to help with both painting and balancing)