Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
The Corona encounter is incomplete, but I will try to flesh it out further soon.
Hopefully fixed all the problems with alliance, ownership and hidden states for the Antiga Shipyard encounter.
Overlord trigger is now deactivated properly.
Most turret tooltips were adjusted yesterday and are now much more informative!
The Truck Stop will indeed have Stardock-only upgrades available. Soon! You can see now that the 'hammerhead' on the front of the ship appears the first time you visit here, and the right 'fin' on the rear of the ship appears the second time. These are new areas where structures will be able to be built.
Space Worm will have spawns coming out of the Nydus Worms soon that will provide mineral income.
The button for commandeering vacant Command Centers does say in big red letters that it increases the difficulty 100% for each active Command Center... but I will probably increase the price, maybe add a prohibitive Vespene cost to further draw a distinction. A new, more unique button icon may also help.
The Medivac Bay is for landing on the enemy ship - it played (or plays) a more prominent role in 2-ship mode. It can also serve as a healer, or a bunker for infantry, on the Corona or Space Worm levels for instance. Units inside will not take damage. I am thinking of how to make this more useful for 1-ship mode, and the current idea is to allow a ship full of infantry to be launched, to become an aerial 'bunker' essentially that will attack-to your Stardrive, and then follow your currently selected Squadron route.
You can now take a loan for more resources earlier on to modify the initial game difficulty.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
All turrets now have increased range (+2).
Mega Nodes now have at least 10 additional range (Dynamo is now 25).
Price increases for squadrons per upgrade level have been reduced to offer more solo play options.
The base price for fighter squadrons may need to be increased at some point.
Right now the amount owed keeps going up if you don't repay your loan, but I was thinking about adding some gameplay effects for failing to do so. 'Booting' your BC, like what happens if you don't pay your parking tickets, or maybe Pirates will repossess some of your towers, or deactivate them for a period of time.
Maybe, if enough money was owed it could just force the ship into the Pirate destination without a vote... that may be enough reason to pay it back in a reasonable amount of time since that stage is pretty difficult (or was, and will be again).
New version is live (on NA). The 'Nuke Silo' is now the 'Missile Silo' and can autocast (or manual cast) missile salvos. 200 cast range for manual, 10 range for autocast.
Shipyard Advanced has been further updated with a number of new units.
A tutorial is now available for Stardrive on Battle.net as "Stardrive TUTORIAL". If you'd rather just watch a video instead of playing it in Starcraft you can check it out here:
Antiga Stardrive issues should now be resolved once and for all. The enemy ship Stardrive was able to have its max health exceed the maximum allowed depending on the number of destinations you visited before going to Antiga... units that have their health set past something like 424k will be removed from the game automatically.
A new end stage will be going live this week as a first playable. This is a Protoss end stage and will feature the giant Protoss capital ship I teased awhile back. The stage is called "Alamar Relic". The ship will have many hardpoints and two decks. As you destroy the upper hardpoints the interior of the ship will become visible, and destructible.
Blast from the past! Here's a pic of the first 'massive ship' map I started working on a very long time ago (even before Factory Ships). You can see that some of the same elements from the KMS Argo made their way into the final versions of the capital ships in Stardrive.
New build is up - we're getting down to the wire here for the Rock the Arcade contest - PLEASE keep the feedback coming. If you played the game a few months ago give it another try - what bugs you? What is confusing? What would you LIKE to be able to do?
Is there some kind of tips and tricks anyone can share? I find it hard to tell what I should be getting. It seems to me its always better to get a meganode or prow turret cause of cost and damage wise. Then there is a point where it feels like my stuff does nothing is it worth upgrading if so when I can only reach stage 3? Any tips and suggestions would help me greatly!
In my opinion I think the options are really cool. But I feel for the amount of minions out the costs to make things are too high. You have so much stuff to get and its hard to tell what is useful and what isnt. Though I do feel like the shield generators should have some way to heal themselves after taking damage and ways to protect the stardrive better?
I like it I feel a sense of damn this is epic. But knowing what is efficient and worth buying is hard. There is a lot of options which is cool but is it a worthwhile choice to do so. If anything I like it a lot. But I thiink there needs to be either a few more 'easy' levels before the difficulty ramps up as well to get used to the feeling and mechanics or something.
i fighting this game to finally ofter 4 weeks kicking it i win with my team and here the proof many many times losing i just cant have that and more then one hour we DID IT WE WON! so im so happy i just want to post it!
Congratulations - it can take some perseverance to win!
Mega Nodes have such a huge range (20+) that it is a very good idea to get one or more of these - they can hit most enemies that move down your lane.
I hear you about the lack of 'easy' levels, I may put in another difficulty 2 stage, or reduce the difficulty for Avernus in the next week... that should help new players a bit.
New build is live on all regions- the Hammerhead defense nodes and Hammerhead Mega Nodes are now in. These structures are only available to be constructed while at the Stardock destination.
Here's what I'm hoping to get in before the contest deadline:
-Hammerhead Shrike Nodes
-Additional ship construction options for your second Stardock visit (rear fin)
-Additional craft at the Shipyard
-Small reduction of difficulty across the board
-Vespene Nebula destination (time permitting)
The redux of difficulties makes the game more enjoyable is not that i want it easier across the board but a game should not be only for hard core gamers it should be to have fun. All my maps Always say "for player that want to have fun NOT FOR PROFESSIONALS" that the key TO HAVE FUN.
and right now the map is more fun. thank P.
I think that there are some things that lead to players feeling like the game is much harder than it actually is... first of all, DO NOT SPEND ALL YOUR INITIAL MONEY ON ECONOMY. You get far more income from kills, dumping all of your initial cash into econ is a recipe for disaster. No wonder you died, you didn't kill anything before it got to your Stardrive!
Secondly, ignoring the Bonus Objectives. Every time you kill a bonus objective it increases the bonus income that you get at the end of a stage. You get this amount at the end of every subsequent stage so it adds up very, very fast. You want to kill as many Bonus Objectives as possible, early and often. The structures on the first destination are very very easy to kill - you should aim to get as many as you can.
Ship abilities: the BC's Electric Field attack is VERY powerful, you can use it to stop bosses from attacking for a few seconds, or to slow down their march towards your Stardrive, keep them in range of your turrets for that much longer... instead of reacting to the damage they are dealing you can prevent it. Layer multiple BCs together to keep the effect up while your cooldown recharges if you like.
Your team can split up to accomplish different tasks. Getting pressed hard by the enemy? Have 1 or 2 ships stay behind and defend the Stardrive... send the other ships out to kill Bonus Structures.
The mag mine ability does not show up on the battlecruisers command card, yet the upgrade is there.
the missile barrage upgrade at the BC and the missile silo cost 2000 minerals, Bug or Feature?
you cannot upgrade this missile barrage in the level 2 silo.
the cannon turret does not do aoe
the canister rifle does not do aoe
the grenade launcher lacks slow
A line damage flamethrower would be a nice touch for a bunker weapon
on note of the bunker weapons, as you cannot remove them I would say to make them have the same cost with bonuses for different types, or 2 options per tier, ie canister rifle or gauss pistols, grenade launcher or flamethrower, canister rifle or railgun.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I removed the mag mine ability at the last minute to clean up the BC command card a little bit... it may be coming back, or given to another unit or structure.
The missile barrage upgrade cost is so high because it affects all units with that ability, it is really very good if you have a few Missile Silos active though. The level 2 and level 3 silos need some work to make them better. Flamethrowers look really bad because they don't take unit height into account when firing so they probably won't be added, or if they are, it may be through a turret that appears on the walkable areas that will attack ground units (drop pod stuff) only. Other stuff mentioned seem to be bugs that slipped through, I'll fix them, thanks for the report.
While I'm here posting anyway, I have a bit of an update on version 2.1, which will be coming out after the Rock the Cabinet contest voting period ends. There will be two new neutral destinations that will function somewhat similar to the Stardock. One will be focused on mineral collection, base building and expansion, and the other on vespene extraction and refinement. The "Bonanza Cluster", and the "Vespene Nebula", respectively. I've been building some really cool and complex new units for these destinations and I'll post some screenshots soon. Lots of visual upgrades and base expansion structures, they are going to change up the pacing and difficulty of the game quite a bit.
I'm also playing around with having a few unique encounters that will only be available if certain conditions are met (like if you manage to defeat the Zerg Cerebrate, or to take out the Protoss Warpgate).
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medevacs heal infantry near them, quite usefull
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
The Corona encounter is incomplete, but I will try to flesh it out further soon. Hopefully fixed all the problems with alliance, ownership and hidden states for the Antiga Shipyard encounter. Overlord trigger is now deactivated properly. Most turret tooltips were adjusted yesterday and are now much more informative!
The Truck Stop will indeed have Stardock-only upgrades available. Soon! You can see now that the 'hammerhead' on the front of the ship appears the first time you visit here, and the right 'fin' on the rear of the ship appears the second time. These are new areas where structures will be able to be built.
Space Worm will have spawns coming out of the Nydus Worms soon that will provide mineral income.
The button for commandeering vacant Command Centers does say in big red letters that it increases the difficulty 100% for each active Command Center... but I will probably increase the price, maybe add a prohibitive Vespene cost to further draw a distinction. A new, more unique button icon may also help.
The Medivac Bay is for landing on the enemy ship - it played (or plays) a more prominent role in 2-ship mode. It can also serve as a healer, or a bunker for infantry, on the Corona or Space Worm levels for instance. Units inside will not take damage. I am thinking of how to make this more useful for 1-ship mode, and the current idea is to allow a ship full of infantry to be launched, to become an aerial 'bunker' essentially that will attack-to your Stardrive, and then follow your currently selected Squadron route.
You can now take a loan for more resources earlier on to modify the initial game difficulty.
Could you make the medevac bay heal work on mechanical unit such as goliaths, siege tanks and warhounds
as for the siege tank, please remove the siege mode icon or remove the requirement
a sole bunker on the outcropping right in front of the stardrive would help with void rays in the shakuras level
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
New build uploaded.
-New icons for the submenus at the CC.
-Corona encounter has been updated. Environmental damage cut in half.
-Loan now available to help reduce initial difficulty.
-Mechanical infantry can now repair themselves and increase max health.
-Photon Cannon now a Structure type unit (will be autohealed).
All turrets now have increased range (+2). Mega Nodes now have at least 10 additional range (Dynamo is now 25). Price increases for squadrons per upgrade level have been reduced to offer more solo play options. The base price for fighter squadrons may need to be increased at some point.
Right now the amount owed keeps going up if you don't repay your loan, but I was thinking about adding some gameplay effects for failing to do so. 'Booting' your BC, like what happens if you don't pay your parking tickets, or maybe Pirates will repossess some of your towers, or deactivate them for a period of time.
Maybe, if enough money was owed it could just force the ship into the Pirate destination without a vote... that may be enough reason to pay it back in a reasonable amount of time since that stage is pretty difficult (or was, and will be again).
New version is live (on NA). The 'Nuke Silo' is now the 'Missile Silo' and can autocast (or manual cast) missile salvos. 200 cast range for manual, 10 range for autocast.
Shipyard Advanced has been further updated with a number of new units.
A tutorial is now available for Stardrive on Battle.net as "Stardrive TUTORIAL". If you'd rather just watch a video instead of playing it in Starcraft you can check it out here:
Antiga Stardrive issues should now be resolved once and for all. The enemy ship Stardrive was able to have its max health exceed the maximum allowed depending on the number of destinations you visited before going to Antiga... units that have their health set past something like 424k will be removed from the game automatically.
A new end stage will be going live this week as a first playable. This is a Protoss end stage and will feature the giant Protoss capital ship I teased awhile back. The stage is called "Alamar Relic". The ship will have many hardpoints and two decks. As you destroy the upper hardpoints the interior of the ship will become visible, and destructible.
Blast from the past! Here's a pic of the first 'massive ship' map I started working on a very long time ago (even before Factory Ships). You can see that some of the same elements from the KMS Argo made their way into the final versions of the capital ships in Stardrive.
New build is up - we're getting down to the wire here for the Rock the Arcade contest - PLEASE keep the feedback coming. If you played the game a few months ago give it another try - what bugs you? What is confusing? What would you LIKE to be able to do?
Thanks guys
FEEDBACK!!
Is there some kind of tips and tricks anyone can share? I find it hard to tell what I should be getting. It seems to me its always better to get a meganode or prow turret cause of cost and damage wise. Then there is a point where it feels like my stuff does nothing is it worth upgrading if so when I can only reach stage 3? Any tips and suggestions would help me greatly!
In my opinion I think the options are really cool. But I feel for the amount of minions out the costs to make things are too high. You have so much stuff to get and its hard to tell what is useful and what isnt. Though I do feel like the shield generators should have some way to heal themselves after taking damage and ways to protect the stardrive better?
I like it I feel a sense of damn this is epic. But knowing what is efficient and worth buying is hard. There is a lot of options which is cool but is it a worthwhile choice to do so. If anything I like it a lot. But I thiink there needs to be either a few more 'easy' levels before the difficulty ramps up as well to get used to the feeling and mechanics or something.
i fighting this game to finally ofter 4 weeks kicking it i win with my team and here the proof many many times losing i just cant have that and more then one hour we DID IT WE WON! so im so happy i just want to post it!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Congratulations - it can take some perseverance to win!
Mega Nodes have such a huge range (20+) that it is a very good idea to get one or more of these - they can hit most enemies that move down your lane.
I hear you about the lack of 'easy' levels, I may put in another difficulty 2 stage, or reduce the difficulty for Avernus in the next week... that should help new players a bit.
New build is live on all regions- the Hammerhead defense nodes and Hammerhead Mega Nodes are now in. These structures are only available to be constructed while at the Stardock destination.
Here's what I'm hoping to get in before the contest deadline:
-Hammerhead Shrike Nodes
-Additional ship construction options for your second Stardock visit (rear fin)
-Additional craft at the Shipyard
-Small reduction of difficulty across the board
-Vespene Nebula destination (time permitting)
The redux of difficulties makes the game more enjoyable is not that i want it easier across the board but a game should not be only for hard core gamers it should be to have fun. All my maps Always say "for player that want to have fun NOT FOR PROFESSIONALS" that the key TO HAVE FUN. and right now the map is more fun. thank P.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
I think that there are some things that lead to players feeling like the game is much harder than it actually is... first of all, DO NOT SPEND ALL YOUR INITIAL MONEY ON ECONOMY. You get far more income from kills, dumping all of your initial cash into econ is a recipe for disaster. No wonder you died, you didn't kill anything before it got to your Stardrive!
Secondly, ignoring the Bonus Objectives. Every time you kill a bonus objective it increases the bonus income that you get at the end of a stage. You get this amount at the end of every subsequent stage so it adds up very, very fast. You want to kill as many Bonus Objectives as possible, early and often. The structures on the first destination are very very easy to kill - you should aim to get as many as you can.
Ship abilities: the BC's Electric Field attack is VERY powerful, you can use it to stop bosses from attacking for a few seconds, or to slow down their march towards your Stardrive, keep them in range of your turrets for that much longer... instead of reacting to the damage they are dealing you can prevent it. Layer multiple BCs together to keep the effect up while your cooldown recharges if you like.
Your team can split up to accomplish different tasks. Getting pressed hard by the enemy? Have 1 or 2 ships stay behind and defend the Stardrive... send the other ships out to kill Bonus Structures.
The mag mine ability does not show up on the battlecruisers command card, yet the upgrade is there.
the missile barrage upgrade at the BC and the missile silo cost 2000 minerals, Bug or Feature?
you cannot upgrade this missile barrage in the level 2 silo.
the cannon turret does not do aoe the canister rifle does not do aoe the grenade launcher lacks slow
A line damage flamethrower would be a nice touch for a bunker weapon
on note of the bunker weapons, as you cannot remove them I would say to make them have the same cost with bonuses for different types, or 2 options per tier, ie canister rifle or gauss pistols, grenade launcher or flamethrower, canister rifle or railgun.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I removed the mag mine ability at the last minute to clean up the BC command card a little bit... it may be coming back, or given to another unit or structure.
The missile barrage upgrade cost is so high because it affects all units with that ability, it is really very good if you have a few Missile Silos active though. The level 2 and level 3 silos need some work to make them better. Flamethrowers look really bad because they don't take unit height into account when firing so they probably won't be added, or if they are, it may be through a turret that appears on the walkable areas that will attack ground units (drop pod stuff) only. Other stuff mentioned seem to be bugs that slipped through, I'll fix them, thanks for the report.
While I'm here posting anyway, I have a bit of an update on version 2.1, which will be coming out after the Rock the Cabinet contest voting period ends. There will be two new neutral destinations that will function somewhat similar to the Stardock. One will be focused on mineral collection, base building and expansion, and the other on vespene extraction and refinement. The "Bonanza Cluster", and the "Vespene Nebula", respectively. I've been building some really cool and complex new units for these destinations and I'll post some screenshots soon. Lots of visual upgrades and base expansion structures, they are going to change up the pacing and difficulty of the game quite a bit.
I'm also playing around with having a few unique encounters that will only be available if certain conditions are met (like if you manage to defeat the Zerg Cerebrate, or to take out the Protoss Warpgate).