Galaxia
Jan 18 2013, 10:28 am
By: Wormer  

Jan 18 2013, 10:28 am Wormer Post #1



Galaxia


Take control over one of 8 clans to seize galaxy.


Latest version: BETA 3 edition 2 (02.05.2014)
Players: 4-8 human players suggested
Game speed: Whatever
Tileset: Space Platform
Size: 256x256
Terrain picture:


Some Technical Info
Filename: Galaxia vBETA03e2c.scx
Size: 191 KB (compressed with TinyMap 2)
Triggers: 2200
Locations: 255


Game Mechanics
This is space strategic diplomay kind of game. Players start with their home world, several cruisers (scouts), and a colony ship (carrier). They capture nearby worlds by first destroying all photon cannons on their surface and then bringing their colony ship. Worlds produce gas for players and can have several special buildings. Some buildings increase strength of the air fleet by adding shields to players units. Shields work much like an armor would (thanks Gidoza for his awesome map Shields! where I borrowed this concept). On the other hand, players may choose to increase their economic strength choosing to build markets (cybernetics cores). The game features unique concept of trading where player brings his colony ship to an allied homeworld and both players get additional resources proportional to the number of markets that has the receiving side (a 'buyer'). There are special buildings scattered over the galaxy that can be captured and provide additonal benefits to their holders when landed on surface of the world. The game features a concept of so called battle platform represented as a flying building (a simplified concept of Gears from Astrogears by Tuxlar). Battle platform can produce powerful zerg units that are attached to it. The ingame Galaxipedia describes all game concepts in details. Find more on your own!


Updates
18.01.2013 - Made this thread. Version BETA 2 edition 1.
02.02.2013 - Released version BETA 2 edition 2.
02.02.2013 - Released version BETA 2 edition 3.
04.02.2013 - Released version BETA 2 edition 4.
02.05.2014 - Released version BETA 3 edition 2.


Downloads


Credits

Thanks to Tuxedo Templar (Tuxlar) @USEast for his epic map Astrogears.
Thanks to FoxWolf1 and Tank_7 @UEast for help with testing and ideas.

My standart set of tools includes:
SCMDraft 2, StarForge: Ultimate, MacroTriggers, Notepad++, Vim, TinyMap 2, DatEdit, PColor, MapStats, TortoiseSVN.

- Wormer Productions -



Post has been edited 11 time(s), last time on May 2 2014, 12:20 pm by Wormer.



Some.

Jan 18 2013, 10:41 am Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Epic! Looks good!




Feb 2 2013, 1:22 pm Wormer Post #3



Version BETA 2 edition 2

Added aggressive neturals. When player 8 slot is not occupied by a player the map starts in the aggressive neturals mode. In this mode ground defences of neutral worlds attack players' ships.

Changes list:
  • Aggressive neturals mode.
  • Players start with 5 Scouts instead of previous 3.
  • Players start with 250 gas instead of previous 100.




Version BETA 2 edition 3

Changes list:
  • Fixed (hopefully) invincibility bug for some photon cannons.


Post has been edited 8 time(s), last time on Feb 4 2013, 9:37 am by Wormer.



Some.

Feb 3 2013, 8:51 pm Moose Post #4

We live in a society.

Just a note, caught a spelling error in the help info. It was on one of the Protoss buildings and it said "custruction" instead of "construction". I forget which one it was, though.




Feb 3 2013, 11:50 pm Biophysicist Post #5



I totally ran into some invincible Cannons when I tried playing this with Moose. They ate several Cruisers. :(



None.

Feb 4 2013, 7:00 am Wormer Post #6



Thanks Moose! It was Shield Battery info. Fixed now.

Biophysicist, do you say they are still invincible? :(

I must say, the game become much more interesting since I've added cannons that attack people. I am going to make some worlds easier to conquer and others harder.

Did you guys build a Battle Platform?



Version BETA 2 edition 4

Changes list:
  • Fixed (finally) invincibility bug for some photon cannons.
  • Fixed typo in galaxipedia Shield Battery info.
  • Fixed a bug when sometimes probe displaced the position of battle platform fragment upon spawn.


Post has been edited 5 time(s), last time on Feb 4 2013, 9:38 am by Wormer.



Some.

Feb 5 2013, 12:22 am FoxWolf1 Post #7



I'm glad to see this map is still alive.

Definitely had fun playing the earlier versions.



None.

Feb 5 2013, 1:45 am Biophysicist Post #8



Yes, they were quite definitely invincible. My Scouts could not shoot at them with their guns. :( If it's fixed I'll try playing again, though.



None.

Feb 5 2013, 6:53 am Wormer Post #9



Quote from Biophysicist
Yes, they were quite definitely invincible. My Scouts could not shoot at them with their guns. :( If it's fixed I'll try playing again, though.
I'm sorry for inconvenience, I had no time to check that, but in BETA2e4 it's fixed for sure =)



Some.

Feb 23 2013, 10:16 am Veta Post #10



i think i played this a while back when it was in beta, p good stuff



None.

Feb 25 2013, 7:19 pm Wormer Post #11



The only reason it's called beta is because I'm not satisfied with the result. To be honest, usually I'm never satisfied with the result. I still have many ideas to implement, though I'm not sure if they really benefit the game. There are still some descriptions in Galaxipedia that aren't done. Besides that it is a fully playable game.

The reason it is still called beta and placed in the productions forum because it is a continous work in progress that tends to the infinity. Sometimes when I'm in mood, got time and enough motivation I'm happy to trigger something. At that day I'm taking this map and working on it a little to remember old good times =)

This is the most consistent project of mine.



Some.

Feb 27 2013, 8:27 am Wormer Post #12



I'm going to drop here a TODO list of features that I wanted to include but didn't have opportunity to do yet.

TODO list:
  • Make use of world types: worlds of the same type as your home world give more benefits from planetary buildings. Rainbow worlds are rare but give a very good benefit for everyone who owns them. (This requires to rewrite in a more complex fashion the system that controls FS-, PS- and etc. values which is potentially a source of more triggers.)
  • Add more randomness into map generation:
    • Make random precursors installations (zerg buildings). (Thanks for this goes to Tank_7, because I thought it was impossible until he said: "Hey, it was a cool to have this kind stuff!", and I was going to reply: "But it's impossible..." when I finally thought: "Damn! It *IS* possible the other way around!" lol )
    • Make random world types (designated by beacons).
  • Make a better additional use of tradeships (protoss carreirs) for people who don't have allies. Make it possible to capture empty nebulas with tradeship (which is triggered by building an interceptor) that are going to have a gas geyser in the middle of them. Captured gas geysers become assimilators and provide an additional gas income for their holders. Good nebulas now provide benefits only to the player that owns them and bad nebulas give penalties to all players except the player that owns them. Give vision of the nebula and it's environs to the owner. This change is also aimed to increase a fight between players on early stages when people doesn't have enough forces to break each other's planetary defences and everyone just *SIT* behind.
  • Make an additonal world type (Terra World) from the beacon (zerg flag beacon) that become free after change with nebulas.
  • Make the map fog revealed at start (for worlds and nebulas at least), because there anyways is a bugfeature when before the fog of war is turned on a player uses exploration platform (command center) the map fog is revealed for everyone. (A big deal, but still...)


Post has been edited 15 time(s), last time on Feb 27 2013, 8:49 am by Wormer.



Some.

Nov 28 2013, 6:10 am sethmachine Post #13



Have you taken a look at similar Spaceship diplo-esque maps?

Galactic Conquest comes to mind (there's three, all very interesting/novel maps).

Attachments:
GC3 V.Final.scx
Hits: 2 Size: 163.08kb



None.

Dec 1 2013, 10:54 pm Wormer Post #14



Oh, yes I do. I played Gallactic Conquest, don't remember which version. Was long time ago and I don't remember it well in details already, but I had some fun games with it. This is a good map. However there is a boring side: when you grind many planets it becomes hard to maintain everything. Along with other maps Gallactic Conquest generally inspired me to make this one.



Some.

May 2 2014, 12:10 pm Wormer Post #15



Version BETA 3 edition 2

I'm surprised how it develops, but it looks like I love this map so much that I cannot but make another version. This one has a pretty big list of changes. There are two major changes: addition of capturable nebulas and introdution of capture mechanics for former tradeships (carriers) that are called colonizers now. To capture a world or a nebula you need to bring a carrier and build an interceptor at destination, carrier got consumed in the process. Nebulas now have a vespene geyser in the mddle that is converted to matter collector (assimilator). Nebulas give the major part of the income in comparance to worlds. Other changes include some balance tweaks. Here is the full list of changes.
Changes list:
  • Introduced captureable nebulas.
  • To capture a nebula without matter collector (assimilator) or hostile units nearby you need to construct an interceptor on it's top.
  • 'Good' nebulas give bonuses (full shields and energy) only to their owners.
  • 'Bad' nebulas give penalties (null shields and energy) to everyone except their owners.
  • Changed the way how worlds are captured. To capture a world without photons or hostile units nearby you need to construct an interceptor on it's top.
  • Like before worlds lose their soverenity when there are hostiles and no phonons or allied units nearby.
  • Renamed tradeship into colonizer.
  • For convenience all worlds, nebulas and star gates are visible from the start under fog of war.
  • Doubled the gas income cycle.
  • Worlds generate 1 gas per cycle as before.
  • Homeworld (nexus) generates 2 gas per cycle.
  • Nebula gives 4 gas per cycle.
  • Molecular biofarm (machine shop) generates 4 gas per cycle.
  • Building a probe in homeworld (nexus) refreshes probes on all worlds. This is useful if your probe is accidentally stuck.
  • Players start with 1 less cruiser (scout) but have a colonizer (carrier).
  • Cruiser (scout) ground damage reduced from 90 to 70.
  • Cruiser (scout) build time reduced from 500 to 408.
  • Frigate (corsair) gas cost increased from 325 to 360.
  • Frigate (corsair) build time reduced from 810 to 600.
  • Bomber (arbiter) build time reduced from 1250 to 1008.
  • Colonizer (carrier) build time reduced from 1500 to 1080.
  • Explorer (wraith) build time increased from 400 to 408.
  • Science vessel (science vessel) build time reduced from 800 to 720.
  • Planetary plasma cannon (photon cannon) hit points increased from 800 to 1000.
  • Planetary barrier (gateway) hit points increased from 1600 to 2500.
  • Planetary barrier (gateway) shield points decreased from 110 to 90.
  • Planetary barrier (gateway) armor increased from 0 to 20.
  • Fixed some wrong galaxipedia info on units stats.
  • Homeworld (nexus) hit points increased from 2400 to 4000.
  • Homeworld (nexus) shield points decreased from 140 to 90.
  • Homeworld (nexus) armor increased from 0 to 40.
  • Antimatter missile cannon (turret) hit points increased from 800 to 2000.
  • Antimatter missile cannon (turret) damage increased from 75 to 100.
  • Antimatter missile cannon (turret) armor decreased from 80 to 50.


And small TODO list for the future.
TODO list:
  • Add more randomness into map generation:
    • Make random precursors installations (zerg buildings).
    • Make random world types (designated by beacons).
  • Make an additonal world type (terra world) from the beacon (zerg flag beacon) that become free after change with nebulas.
  • Make industrial ships (battlecruisers) stronger against smaller ships.
  • Maybe remove bombers (arbiter) from the game.
  • Maybe considerably reduce ships building times to make the game simpler removing an additional bottleneck related to decision of building factories versus other buildings.


Post has been edited 3 time(s), last time on May 2 2014, 12:18 pm by Wormer.



Some.

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