Вашему вниманию представляется карта жанра Offense, от 01.06.2011. В целом карта сделана по мотивам стар-крафт. Вам предстоит добывать ресурсы, строить здания и исследовать различные улучшения, что бы потом уничтожить всех врагов. Сам процесс игры очень увлекательный, особенно если играть толпой, а не один на один, иначе будет не очень прикольно. В общем, играть можно, даже ради интереса, что бы сравнить эту карту с стар-крафтом.
Updates v0.79: -More Detailed Changelog -The usual bug fixes -Hostile pirate units in space -Balance Tweaks -New & Redesigned Final-Tier Units
Updates v0.80: -Fixed a major custom value bug that affected nukes among other things -Replaced the Blackhole ability with an Ion Storm ability -Fixed a planetary bombardment exploit -Added an on/off toggle for Desolator Nodes -Slightly weakened core meltdown explosions -Slightly weakened Cyborg EMP -Redesigned the Specialist's demo packs to be leak-free and easier to use -Fixed a final-tier upgrade exploit.
Updates v0.81: -New end-game conditions added; when a player loses all of their civilian buildings they have 4 minutes before they are defeated. -Various nerfs including Ion storm/Cyborg/Core Meltdown -A little game interface polishing -Ground-based shield generator added for the final-tier techs. -Nuclear weapons now leave radiation for a short duration
---V0.81d and onwards courtesy of TKF!---
v-0.81d Orbital strike platforms do now have bombard ability Added Antarion Mobile Fortress Added the Antarion final tier tech Added a couple of new techs -Interplanetary Ballistics -Laser Amplifier Added 5 new economic techs Buffed mineral regeneration effect Added some more starting resources for players Fixed mutagenic multilaunch abuse Removed 50% evasion from orbital defense satelite - doubled it's hp Laser upgrades affects Planetary laser defenses now Hint given to those who build trade ports without trade alliance Fixed and given the correct repair values to structures Added Orbital Laser Satellite
0.82 Orbital strike platforms don't bombard ability anymore Orbital strike platforms can bombard randomly with nukes Added 1 more economic tech Increases the food bonus from 4 to 6 on Improved Longevity tech Moved robotics final tier to ground research Given the Akula rocket attack (had plasma attack by a mistake) Orbital Strike platform can no longer bombard planets Resource Swap added to trade ports Satellite limit raised to 6 Increased the shield gen cover a bit Reduced the Antarions attack range from 2000 to 1600 Leavers give their resources and circles to their allies Crystals moved closer to all HQ start locations Readjusted the north terrain a little at croturnal You can only build orbital strike platforms when you have the correct tech for it
0.82c Found and eliminated the annoying "Everything disappears" bug Removed the unfinite nuke bug Added the Resource buy minerals tech to the economic research center Removed some doodads at Novans 2 starting locations to make a little more room Orbital laser and orbital missile defenses does 20% more damage Added Ion Cannon Satellites Superweapon (requires ion tech final tier) Changed the icon on Ion Generation Technology Nerfed the cyborg commando evasion from 60% to 40% Nerfed the cyborg wrist rocket from 600 to 400 damage Rockets type damage modifier against structures reduced from 250% to 225% Rockets type damage modifier against structures in space reduced from 250% to 160% Laser type damage modifier against ships reduced from 160% to 150% Nukes does now destroy trees in the affected area Fixed a bug that caused the planetary missile silo to fire infinite nukes Slightly increased the damage of lazarevs autofire missile weapon Assigned unique hotkeys for some space vessels Greatly increased the hp of dry docks Fixed a ion cannon triggering bug that caused it not to work Fixed a triggering bug when a player left
0.82d Increased the shield generator cover by 10% Orbital Bombardments will now hit the shield gens within 1750 range Shield Generators takes some damage from orbital bombardments Removed laser fence due to fatal error issues Removed the orbital strike platforms ability to bombard Reduced the cost of orbital strike platform from 1200 to 1000 currence Buffed the mutagenic spawns by mutagen warhead greatly fixed a bug which caused the dummy nuke not to be removed Added some starting structures for each player Decreased the starting resources Added a new economic tech which gives great benefit to players on same planet Added an additional hint about the F1 key Removed the reveal effect to enemy players done by the spy satellite Reduced the speed of assault transports by 30 Increased the cost of medics from 30 to 40 currence Increased the cost of engineers from 30 to 50 currence and 5 crystals Decreased the cost of specialist from 700 to 650 Reduced the base damage of Antarion from 4000 to 3600 Reduced the dice damage of Antarion from 500 to 450 Decreased the attack cooldown for Antarion death star from 8.1 to 6.0 Added splash damage to Antarions attack Added 1 more laser battery to Antarion Reduced the cost of Antarion by 10% Planetary Missile Launcher costs increased from 80/1000 to 100/1500 Ion cannon costs reduced from 3000 to 2500 and it's ability is 50% cheaper Increased the hp of orbital laser and missile defense structures by 50%
0.83 Added a new fission ship: Aegis Heavy Missile Destroyer Added a new fusion ship: Atlas Shield Support Cruiser (requires shield final tier) Added a new ground defense: Artillery Added a new tech for the artillery Added a mode vote at start for all players: Normal Game FFA or United Planets 5 teams Shield tech costs increased from 1500 to 2000 Removed Starbase Added dark armor ability to all dark energy ships Fixed a bug with united stand technology Mutagenic lifeform can now evolve to Mutagenic beast Fixed a bug with the purchase crystal ability Attempted to fix a bug with the ion cannon Fixed an old bug with the mutagen trigger making it affect only 1 egg Removes the unnecesary final tier units you can't get when picking a final tier Reduced the ion cannon cooldown from 120 to 60 seconds Increased the loading nuke cooldown to 180 seconds The armed nuke icon now shows how many nukes are loaded The Planetray Missile Launcher space nuke costs increased from 1600 to 2000 Planetary Missile Launcher costs reduced from 1500 to 1200 Upgrading Kinetic projectiles do now cost 20% less Added trigger support for single player testing purposes Minor unit balancing and tweaks
0.84 Added a new dark energy ship: Dreadlord Siege Capital Ship Leavers units will now dissappear (hopefully) Added long range scanner for the scout (Requires RADAR) Fixed a bug with united we stand which also make it affect other than your planet mate Fixed a bug with the ground shield by not blocking mutagenic drop at its location Reduced the research time increment on all upgrades a little Reduced the cost of Aegis from 4500 to 4250 Nerfed the Aegis auto rockets damage from 265 to 215 Reduced the Aegis base damage from 450 to 390 Reduced the range of Aegis tactical missile Doubled the planetary shield generators hp Increased repair time on large ships Artillery is now about 20% cheaper Tech Centres cost 100 less Nerfed the mutagenic weapon a bit Bombardments does now deal less damage further away from impact point Increased the hp of civilian buildings by 50% Strike platforms may explode on death if loaded with nuke when killed Ships entering planets will now enter near landing beacon if there are any Economy on multiboard is now also effected by Credit Saving Economics Minor unit stats changes
0.84b Added Artillery Siege Tank (Requires artillery ballistics) Remade the Aegis rocket system to prevent abuse of autofire while moving Added small splash attack to siege mech Moved asteroid mining tech to economic tech centre Increased the max shield power of atlas from 12500 to 15000 Readjusted the economy system on leaderboard a bit You do now only gain 1% interest income of Economy saving tech Mutagens have now instant appearance ability which makes them come out of stuck places Fixed a bug that caused scouts to produce mutagens cheatfully Readjusted the positions of the units in war factory fixed a bug with the atlas shield causing several to lose all energy fixed a big with United We Stand tech causing to sometimes give 1+ food to much Minor changes
0.85 Added Battlestation - Module Station Added a new feature: Modules (Capital Ships, Battlestation) Added a new space tech: Huge-Scale Construction (Capital Ships) Added a new economic tech: Advanced Mining Added a new advanced ground miner All capital ships do now required Huge-Scale Construction Added detection ability to Phantasm Increased the cost of phantasm from 850 to 900 Completely reworked the cyborgs jump ability Decreased Lazarevs HP from 4500 to 4000 Increased Lazarevs Armor from 6 to 8 Added an new ability for Antarion - Death Laser (one shot kill) Reduced the Antarions attack splash radius from 350 to 220 Reduced attack cooldown of antarion from 6 to 5 seconds Reduced Antarions damage by about 20% Reduced the Goliaths and Aegis attack range from 1200 to 1100 Increased the costs of Biological Warfare- and Nuclear Warfare research by 500 currence Leavers are now "enemies" of non-aggression treaty players If a leaver has peace treaty and leaves, non-aggression allies get nothing Removed permanent invisibility from dreadlord (it wasn't supposed to have that) Core meltdown ability readjusted for different kind of fission ships Several minor balance changes
0.86 Added a new Final Tier: Trade Federation (Economy) Added a new module: Bombardment Module Added a new module: Self-Repair Module Sabres attack speed is now twice as slow Sabre does now decrease armor even more and more while attacking Removed scanner from battlestation Given a different icon for rocket attacks Upgrade levels should now be shown properly on all units Changed Sofisticated Sensor module to Achilles Sensor System Added 1 extra module slot for Oblivion Battlestation is now included with 2 basic stingrays when built Rebalanced the modules in costs Reduced the range of most weapon modules a little If you cloak with weapon modules, stealth will disappear Reduced the range of orbital laser by 50 Ion Cannon cooldown increased from 60 to 90 seconds Increased the starting resources by about 20% Increased the speedbonus of Nuclear Reactor module by 10 Readjusted the speed of several space vessels Increased the cost of spectre from 280 to 400 Nerfed the Dark plating laser reduction ability from 30% to 20% Engine upgrades now really gives speed bonus (It didn't do that before) Fixed a trigger bug that caused the nuke silo not being able to launch Fixed a arming bug that didn't allow you to load more than 2 nukes Fixed a bug that causes you to drop modules when you cloaked Fixed a bug that caused interplanetary trade tech to not work at all Yellow player do now start with techcentre Several research cost adjustements Minor balancing
0.86b Added War Robot (Titan - Robotics) Removed Repair Drone View distance is now greater on planets Added shield module for Atlas Increased the planet camera distance a little Nerfed the bonus given by Trade Federation from 50% to 40% Trade Federation tech cost increased by 10% Reduced the cost of cyborg commando a bit and also nerfed it Nerfed Cyborgs wrist rocket Fixed a final tier bug that caused ion tech to be available Each player starts with 2 more civilian houses (total of 6) Slowed the hatching speed of mutagens when they are very few Command center do now have 6000 hp Command center no longer have an attack Shortened the range of space defense nuke Increased the build time of tactical space missile from 9 to 12
0.88 Added a new fusion ship: Phoenix Drone Cruiser Added a new mode: All-Out-War (FFA with diplomacy disabled) Added new economic tech for Trade Federation: Contraband Trading Contraband Trading allows you to engage trade alliances with enemies Lowered the amount of visible techs so you can now see them Radar do now also notice you of orbital bombardments Fixed a reduced income multiboard bug when a player did research Trade Federatio Removed a trade tech which didn't work Fixed a bombardment bug with bombardment module making it way too accurate Radiation do now more damage Planetary Missile Launchers can now nuke on same planet without specialist Increased the coverage range of stealth field Increased the cost of Aegis from 200/4250 to 225/4500 Increased the attack cooldown of Aegis from 4.0 to 4.4 seconds Increased the cooldown of Aegis tactical missiles from 75 to 120 seconds All ships speed is slower in space to increase tactical gameplay mechanics Orbital Bombardments should now make organic units "SPLAT!" on death Nerfed all module weapons by 20% Refineries do now have a add module slot ability You get a text warning message when you're being attacked on a different planet Barracks, Marines and Anti Infantry turret is now available at start Changed the drones explosion effect Changed icon on few structures Minor balancing TKF has been added into the author description
0.88b Command Center upgrade -> Artillery Platform, Missile Platform or Large Shield Generator Added a -hint command for players Fixed a fatal bug with Ion cannon that allowed it to be used repeatedly without cooldown Fixed a voting bug when there was no united planets option available Fixed a bug that caused spell dummies to drain Atlas shields completely Removed the Player 9 (grey) civilian building on Umos Fixed a bug that somtimes caused some players to start with 4 workers, while others 3 Nerfed mutagenic beast a little. Reduced the cost of cybord commando to 700 Increased the cooldown of specialists snipe ability to 8 seconds The range of call nuclear strike reduced from 4000 to 3000 Increased the cost of command center from 10/300 to 20/400 Decreased the cost of Sabre by 100 Increased the hp of Sabre, Petya and Osa by 50 Fixed a few icons that appeared green Minor balancing
0.88c Fixed a glitch that caused the battlestation to be way to large Battlesation costs reduced by 20% Decreased the build time of refinery from 40 to 30 Increased the costs of Oblivion by 25% Decreased the hp of Dreadlord by 500 Increased the build time of Oblivion from 30 to 44 Increased the cost of Aegis from 4500 to 4750 Increased the base hp of Aegis from 4500 to 5000 Increased the armor of Aegis from 8 to 10 Decreased the attack coolddown of Aegis from 4.4 to 4.2 Increased the cost of Phoenix from 4500 to 5000 Aegis and Phoenix is now classified as super capital ships Aegis and Phoenix do now have 2 module slots instead of 1 Super Capital Ships take longer time to build Fixed the correct zoom distance when suffling between landing beacons/starports Fixed a DISBTN icon for workers Minor balancing
0.89 Added a new super weapon: Galactic Planet Buster Cannon Added a new command center upgrade: Gattling Cannon Fixed a fatal bug that caused terrotories to be multiplied by several times Decreased the research time and costs for techs that leads to space travel Increased the research time for all final tier techs Drones are no longer attackable and confuse enemy GTS cannon Shield generators on ground should now stop the Ion Beam if targeted Decreased the Ion Storm Area of Effect from 1300 to 1000 Increased the casting time of Ion Storm from 4 to 6 seconds Ion Storm Final Tier do now required Dark Energy Reactors Dark Engine upgrade requirements for oblivion increased from 8 to 10 Fixed major point leaks with the Ion Cannon trigger Buffed the damage done by Phoenix Drones to 480 (It does get reduced by armor) Reduced the number of drones from 12 to 10 Phoenix Drones can now also bombard planets Goliath do now have a armor ability which reduces damage a little Reduced the tech requirements to add command center upgrades Improved description of final tier techs Nuke no longer causes radation even if the shield blocked it Given the correct scaling values for refinery when having weapon modules Increased the space damage of nukes from 25000 to 35000 Adjusted camera bounds a little to fit the new zoom distance Reduced Rocket attacks damage multiplier against space structures from 1.6 to 1.5 Trade ports can now also sell crystals fixed Battlestation "green" icon Minor changes
0.89c Added space age mode to mode selection voting Added 2 new technologies Ships with bombarding capabilties do now require orbital bombardment tech Improved Planetary missile reaction time You must now research stealth fields in order to cloak dark energy ships Costs to load the galactic cannon increased from 5000 to 6500 You should now be able to use space flight in groups Fixed a bug that caused the Galactic Cannon to ignore planet shielding Fixed a bug that caused the leaver to be permanently hostile to neutrals Added unique icons for medic and specialist Reduced the range of orbital laser from 950 to 900 Increased the crystals carried by advanced miner from 2 to 3 An old ally which has left the game, no longer takes share of leavers terrotories Increased the cost of akula from 150 to 200 (for balance sake) Changed the armor of orbital space defenses from fortified to ship armor Scout can no longer attack Minor balancing
0.90 Added a new ship: Devastator Nuclear Battle Cruiser Added 4 new techs Added a new orbital defense strucure: Orbital Plasma Defense Added another size technology: Mega-Scale Contruction Dark Energy Capital ships do now require Large-Scale Plasma Weapons Added a new feature to camera controls (F2): Auto zoom on attack events Added ships being unlocked info at engine upgrades Changed the model of Strike Tank to a Siege Tank model Changed the model of Refinery Vessel to a cooler model Changed the model of missile turrets to Starcraft missile turret model Reduced the cost of Sabre from 900 to 750 currence Reduced the cost of Anubis from 350 to 325 currence Reduced the cost of Artillery Defense from 1400 to 1000 Increased the cost of Laser Satellites from 1900 to 2350 Reworked the food system. Halved the food produced by territories Doubled the income and costs of civilian buildings Command Center modules do now affect military stats Increased the trade bonus techs from 15% to 20% Slightly buffed the core meltdown damage done by larger fission ships Aegis can now bombard planets with it's tactical missile ability Reduced the number of Aegis extra missiles from 4-5 to 3-4 Several Aegis balance tweaks Nerfed Goliath's hp from 5000 to 4500 Goliath is no longer considered as a capital ship, but as a Heavy Destroyer New classes: fighter, corvette, frigate, destroyer, cruiser, capital ship, battlecruiser Nerfed armor values of most ships Nerfed oblivion hp and increased its cost from 5000 to 5500 Galactic Cannon do now eradicate planets from the game with only 3 planetcore hits Several balance adjustments Tons of minor bugs fixed
0.90d Added Commerce Complex (civilian) Merchant complexes adds more bonus to your trading, but offers no income by itself Fixed a bug that caused the Galactic Space Cannon not able to target planets Nerfed the reginery attack bonus against smaller spacecraft Reduced the base hp of refineries from 1400 to 1200 Removed the tilting angles of Devastator, making it look weird Changed the icon of civilian building, making it be easier to spot Civilian structures that is being built no longer gives you income Added a hint for players that they must use SPACE FLIGHT on space builder Fixed a bug that causes the radar ping to show enemies on different planets' Fixed a bug that caused the command center to lose upgrade ability Fixed a bug that allowed you to forge alliances in All-Out-War mode You do now gain control over a player that has surrendered to you Given the force names correct planet names The north east crystals on Vescer and Umos should now be visible on the minimap You do now need a tech to unlock Devastators overload ability Minor balancing
0.91 Added a new ship: Firefly Assault Frigate (fusion) Added a new ship: Spore Light Destroyer (dark, mutagenic destroyer) Added a new vote mode: Good vs Evil (2 locked teams) Mineral asteroids are now blue All orbital defenses do now have 100 more range Increased the crystal costs of most capital ships Fixed a bug that caused small fission ships to die when using space flight Structures being built near command center shield should no longer cause drain Readjusted the economy values displayed on multiboard Slowed the income rate of minerals a little You get minimap ping when someone enters your planet and you have radar You can now land on your own home planet without Hostile Climate Adaption Reduced the range of planetary tactical defense missles Enforced seperated cooldown for Planetary Defense Laser
0.91b NEW MINIMAP PREVIEW Readded Repair Drone Added a new economic tech: War Conscription Added automated constuction requirements for Mutagenic lifeform No pooling until 30 minutes of the game has passed Most ground vehicles do now possess a very minor aa attack Using autodrops do now cost a bit resources Players that has surrendered can no longer attack their master Interest limit is 100000 currence. Max income of interests set to 1000. You should now lose your platform attachment when command center dies A defeated player no longer gains interest income A defeated player will lose all his units when defeated Range of jump drives reduced from 3500 to 3000 Increased the armor of Antarion from 12 to 15 Pyro marines are now a little more effective against mutagens Pyro marines can no longer attack air Fixed a radar text bombardment bug Fixed a bug that causes GTS defense to attack even if the planet was gone Fixed a double victory bug Fixed a wrong planet message when using phoenix drones for bombardments Fixed a bit on the Atlas shield system Changed a few icons Minor balancing
0.91c Shades can now create artificial gravity wells War Robot do now have a fancy laser attack Removed napalm shells from War Robot Devastator can no longer use warp when overloaded Increased the speed of tactical defense missiles, but less duration Planetary shields do now take damage when blocking Reduced the AoE and damage caused by empowered reactor meltdown from 35000 to 15000 Fixed a bug with team unbalancing in Good Vs Evil Mode Fixed the missile autoaquire trigger, should prevent stupid stand still Fixed a bug that caused pooling to be reversed Fixed a bug that caused you to get trade income despite not moving Fixed a bug that caused fission fighters to not regain core meltdown Fixed removed the double cinematic victory bug Minor bug fixes and balancing
0.91d You can now build space transports (noob friendly) Space tranports auto unloads when landing on planets Space tranports can also set gathering landing beacons if needed Added specialist drop to orbital drop satellites Improved the Map Description text Added "-far" command for alternative zoom out (some players can't use ESC) Added "-cam" to fix the camera view distance You do know get to know who's on what team in Good vs Evil Fixed the Novacia fog adjustments when zooming out with F2 camera menu Fixed a bug with Good vs Evil mode Fixed a bug that caused spore to be able to attack while cloaked Fixed a fatal bug that allowed spore to make cheatful jumps in space Fixed a bug with a victory condition concerning neutral player Minor balancing
0.91f Added psychological events that should reduce leavers Attempted to fix the repeating neutral defeat bug
0.92 Added a new ship: Hyperion Super Battlecruiser Put the antarion slightly higher up in the tech tiers Slightly increased the cost of antarion and galactic cannon Increased the cost of atlas from 250/4500 to 300/4750 Removed the silly player messages when they leave Delayed the leaving message for 5 min, to prevent chain leaving Slightly decreased the cost of Vanya, increased the attack cooldown of Vanyas Decreased the movement bonus from Empowered reactor from 70 to 60 Reduced the flying height for all ships in space from 500 to 200 Made the selection circles slightly larger for larger ships Titanium Wall costs reduced from 150 to 90 currence Fixed a bug that caused phoenix drones to sometimes not attack the planet Fixed a bug that caused trade vessels to generate income by standing still Minor balancing
0.92b Added stealthed ghost transporter Added slightly more starting ground techs to space age Changed the name of good vs evil mode to 2 teams (when voting) If the number of players are unequal in 2 team mode, one player will become neutral The neutral player will join the first team with a leaver or a defeated player Increased the cost of Planetary Defense Laser from 2000 to 2500 Delayed victory a bit so players can chat after the game is finished Obliterated planets no longer occur on camera control (F2) Fixed a fatal leaver bug that gave multiple leaver messages (overflow) Fixed a bug that caused Atlas shield to work a few sec after it died Minor balancing
0.93b Added a new ship: Nightmare Capital Ship Killer Galactic Construction is no longer a final tier tech Seperated the Antarion and Galactic Cannon into each unique final tiers Each player do now start with an anti-personell turret Increased the tech requirements for Antarion Increased the attack cooldown of Antarion by 20% Increased the hp of Antarion from 25000 to 30000 Decreased the attack range of Antarion from 1500 to 1200 Removed 1 laser weapon on Antarion Reduced the cost of Antarion from 1400/28750 to 1350/2700 Weapon and engine upgrades on Antarion no longer applies Increased the Hyperions Chamber Laser damage from 2500 to 3000 Fixed a bug that caused the planetary defense laser to not disappear Fixed a bug in 2 team mode which didn't make the neutral player hostile Minor adjustments
0.93d Added a new ability for the new battlecruiser: Plasma Core Beam Nerfed the hp reduction ability of the Nightmare Battlecruiser Buffed the Nightmare a little Fixed a victory fomular bug that made victory appear to early Done some rebalancing on sabre and osa, decreasing the insane damage Fixed a bug in space age mode that caused the advanced miners unavailable Reduced the damage caused by rocket marines Minor tweaks
0.94 Added new space structure: Colossal Drydock Added 3 new flagships, those requires Advanced Engines Technology Flagships are heroes which can level and improve during the game Battlecruisers must now be built at Colossal Drydock Antarion is now only available at Colossal Drydock AA Missile Defense on ground do now have Detector Changed the tech requirements for Aegis Missile Cruiser Increased the cost of PML tactical space missiles by 50% Increased the cost of PML tactical space nukes by 40% Fixed a bug with the Nightmare Battlecruiser Fixed a bug that caused the stealth tech to be reasearched 2 times Added "Detector" in description to units with the ability to detect invisible Fixed minor bugs Minor ship cost balancing
0.94c Rebalanced the flagships abilties a bit Reduced the Experience gain rate by 40% Increased the build time of Flagships by 50% Final Tiers is now being revealed eventually Added 20 damage reduction ability to orbital defense to prevent unfair rushes Fixed a critical bug concerning Planetary Defense Laser Fixed a bug that caused you not being able to bombard planets Fixed a fatal ion cannon bug that used the camera selection workaround
0.95 Added a new dark energy ship: Reaper Capital Ship Added a new HUGE SHIP: MOTHERSHIP!!! Mothership wields powerful photon torpedoes and has 5 module slots The Excelsior Hero can now also launch drones Slightly decreased the damage done by drones Decreased the costs of flagships a little Greatly decreased the costs of colossal drydocks from 2500 to 900 credits Flagships can now be repaired by space builders Fixed a bug which didn't remove spaceflight ability in space Greatly reduced the pyro marines bonus damage vs mutagenic creeps Increased the mining speed from green crystals Increased the starting amount of crystals from 125 to 300 Readjusted the damage settings for most units The damage upgrades should now increase the units base damage with 10% pr level Slightly increased the damage of Antarion Battle Station Slightly reduced the range of all space defenses Increased the damage of ground structure based AA defenses Moved the asteroids from mid so the asteroid miners can mine with less risk Slightly adjusted the costs of a few ships Slightly tweaked the hp for a few ships Fixed a bug that was shown to all players when trading with trade center Fixed a bug related to the victory condition Lots of minor adjustments
0.95b Made significant balancing and tweaking on most space units Made several major damage adjustments to several ships All space ships should now be more or less balanced Due to the ships rebalancing, the weapons modules damage has been halved Halved the losing condition timer from 4 minutes to 2 minutes Increased the motherships basic damage in both modes (balance) Buffed the motherships photon ability Increased the cost of battlestation by 25% Readjusted the upgrade costs of rockets, lasers and plasma Fixed a bug that caused United we Stand tech being unavailable in 2 teams mode Fixed a minor ending bug
0.95c Added a 3rd evolution state to the mutagenic beings: Mutagenic Monster Mutagenic creatures is slightly more effective against ground vehicles now Applied "lost" and "left" tags on player names on multiboard Rebalanced the costs, hp and damage of all troops Rebalanced the costs, hp and damage of all vehicles Reduced the hp of transport ships and ghost transports It's now much more costful to repair space vessels Cloaked ships do now have current hp Leaver notices will now be applied almost immediately Changed the flagships skill adjustments pr level Fixed a mistyping which made trade federation tech cost 95000 credits Fixed a bug that caused wrong names turn to grey when there was less than 10 players Minor adjustments
0.95d Added a new ground unit: Laser Tank Rebalanced all defense structures on planets and space Rebalanced all unit bounties (Mostly nerf) Reduced the Firefly damage and costs by about 25% Reduced the Sabre damage output by about 1/3 due to armor reduction Nerfed the Ion Storm damage by 30% Lost and Left tags should now appear properly on the multiboard Radar does now tell you if the entering forces is hostile or unknown Asteroid field will now only grant 4 food instead of 6 food You must now have interplanetary commerce tech in order to form trade alliances Readjusted the War Conscription bonus adjustments Increased the costs of a few ground production structures Reduced the range and damage of the Ground to Space nuke missile Made a small fix with the F1 feature during the beginning of the game Fixed a bug concerning the Armageddon Flagship nuke bug Fixed a bug that made the cloaked ships unable to leave a planet
0.96 Added 1 new mobile battle station: EXECUTOR! (Fusion) Added 1 new ground vehicle: Plasma Mech Added 1 new type of ship class: Interphased Ships with Disruptor weapons Added 1 new drydock: Phase Drydock Added 1 new space defense: Disruptor Cannon Added 7 interphase type ships to the map Acolyte, Slicer, Fielder, Driller, Sage, Nemesis and Starfury Removed the useless sting rocket module and replaced it with disruptor module Nerfed the plasma cannon module Added new technologies along with the research for the new ship technology Done some recalculation and rebalancing of all ships again Redesigned the ship armor classes to distinct between each engine category Ship armor is split into: Fission > Fusion > Dark Energy > Interphase Laser good vs Fission ships, Plasma vs Fusion, Disruptor vs Dark etc... All engine upgrades has same upgrade costs now Also reworked the weapons counters against different armor types All structures does now have titanium armor instead of fortified All space defense does now have different armor Rocket and Laser attacks is strong vs 2 and weak vs 2 armor categories The rest is strong vs 1 armor and weak vs 1 armor category Readjusted the military points on multiboard to represent the real power Added several units which was not calculated for military points You can now toggle autodropoff option on the transport ships Added radar warning against hostile orbital satellite drops Doubled the costs and efficiency of asteroid miners (To reduce spam) Increased the costs of Spy Satellite Reduced the range, damage and costs of the space nuke missile Nerfed the Command Center shields and also reduced its costs Given the correct costs on drops from drop satellite compared to real costs Added hostile defense on the south side of Vescer to make terrain more balanced Added hostile defense on boths sides of Crotur to make terrain more balanced Added hostile defense on the north side of Umos to make terrain more balanced Made a fix to the sabres armor reduction which made it way to slow Fixed a bug concerning the Devastator Core overload ability after a warp jump Slightly buffed the orbital laser (due to new weapon counter balancing) Made lots of lots of minor adjustments and fixes
0.96b Added a new Mobile Battle Station: Novarion (Interphase tech) Sage, Nemesis and Starfury should no longer be able to land on planets Mobile Battle Stations does now require final tier tech Battlestation will now only start with 1 weapon and 1 repair module Buffed the Nightmares plasma beam damage output Ground to Space laser does now do full damage to all ship types Fixed some minor spelling mistakes
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