• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Naval Battle - v1.39d

This map is protected

TKF Presents:

-Naval Battle-

fedc742bfcc85c0a082cf924c4a67ace_13132.jpg

Featuring manual based cannon combat like in Sid Meyer Pirates and Corsairs! A nice alternative to standard battleships maps.

Short Description: This is an intense AOS ship game that requires skills to sink your opponents. Unlike other Battleships maps with autofire with weapons, this map do purely have 100% manual cannon fire in this fun cannonball game. The map also feature ship boarding.

Features:
AOS/RPG Style: While fighting the enemy empire, you have the option to open the supply route from motherland, travelling outside the main area to search for treasures in the west in the forbidden waters or to the east on the open ocean. Fighting the neutral hostile pirates might give you some extra gold you need to win the game.


AI:
Practice against AI computers or just play for fun. A complex AI which can provide some challenge, higher difficulty will give them more one time "bonus gold". However AI can't match up with the best players.

7c85439ad5139fd84ebfd12e02485847_2913.jpg

Information:
This map has a unique cannon combat system makes this map unique from other ships AoS/Battleships maps you have played where you trigger the shots by your hand and feel the joy when you make a lot of hits. The maps cannon system that makes this kind of a "snowball" game you can enjoy many hours of fun gameplay along with other players.

You can try out numerous of tactics such as doing short range tactic for successful hits, long range combat, fire based cannons to make enemy ships burn, boarding tactics, capture empire ships, ramming, trading, exploring hidden areas of the map etc... or you can just focus where the action happens.

This map has similar terrain to the battleships maps. Although it has shocking similarity to the battleships when you start the game, most items are remade and all weapon based items is replaced. My main intent with this map is to give battleships a more realistic cannon system which makes this more fun multiplayer game with a slower pace and a much different gameplay from the normal battleships maps

For new players, they can practice against computers, as they learn how to play the game by watching the computer.


full



Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: ENT Gaming - User Control Panel - Login

Load code for ENT is
d1lpr for the 1.39d version



Terrain and Triggers:
Credits to Sked, original maker of battleships 3.0 for the original terrain
and for using some of maps initial triggers by Sked (repair and respawn etc)


Ship Boarding Arena:
Credits to Thrax- (hive) for the ship boarding arena terrain

Icons:
Credits to CRAZYRUSSIAN (hive) for the hook icon
Credits to Kitabatake (hive) for the cannon icons
Credits to WILLTHEALLMIGHTY (hive) for the missile icon
Credits to Infinitynexus (hive) for the Hellfire icon
Credits to Tyrlop (hive) for the Merchantship icon
Credits to RED_BARON (hive) for the grapeshot icon
Credits to Blizzard for some wc2 icons


Models:
Credits to Illidan(Evil)X (hive) for the merchantship model
Credits to Bloody_Turds (hive) for the grapeshot model
Credits to RightField (hive) for the woodelf ship model
Credits to ViralHatred (hive) for the pirate battleship model
Credits to Mr.Bob (hive) for the Carrack model
Credits to Blizzard for the beta human transportship
Credits to AnemicRoyalty (wc3c) for the wc2 elven destroyer
Credits to HandCLAW (hive) for the wc2 troll destroyer
Credits to Infrisios for the chain head and chain link model
Credits to the rest i forgot to mention


Doodads:
Credits to Mechanical Man (hive) for the cannon doodad
Credits to Olomoleman (wc3c) for various ship doodads


Moreover, all weapons is remade and turned into several classes:

Weapon Classes:
Ordinary Cannons: Standard cannons does good damage against ships and structures
Shell Cannons: Effective against ships, but is ineffective against structures
Missile Cannons: Like standard cannons, but do have extreme long range.
Anti-Crew Cannons: Does little damage, but kills much crew on each hit
Sail Ripper Cannons: Does medium damage and slows enemy ships
Fire Cannons: Direct hits causes the ship to ignite and cause burning damage over time
Siege Cannons: This weapon does bonus damage against structures.
Acid Cannon: This weapon does reduce the armor. It does only exist 1 acid cannon type weapon in the game.
Frost Cannons: This weapon has a chance to freeze a ship for 3 seconds.
Seeker Cannons: This weapon does have a proximity homing ability which follow its enemies.
Lightning Cannons: This weapon does have chain lightning ability upon impact.
Critical Cannons: This weapon does cause quadruple damage upon critical hits.
Shockwave Cannons: This weapon damage several units in a line and ignores obstacles and cliffs. Expensive but useful.
Torpedo: The submarines main weapon and it's only available for the submarine. It has a chance of ripping apart the hull of the enemy ship.


Items:
Repair wood: Limited to 5 charges, and does now replenish health over time instead of instant heal.
Hulls: Adds slightly more hp and damage reduction, but also reduces speed
Hull Reinforcements: Adds more armor to the ship.
Sails: Increases the speed of your ship. (doesn't consume inventory slots.)
Crews: Gives a certain stat bonus to the ship crew
Boarding Hook: Gives you the abilities to board ships and capture them.
Structure Kits: Builds a tower or a cannon fortress
Bomb: Places a high explosive bomb which does 7200 damage, but be careful so you don't blow yourself
Repair kit: Allows you to repair selected tower of friendly ship
+++

New abilities:
Naval Mines: The lugger may lay mines, so unfortunate ships can trigger it
Infiltration: With the infiltrator you can steal enemy techs
Barrages: Some ships does have a barrage ability, which allows them to fire lots of cannons in selected area
Captain Cannon: Improves the ships front cannon. Bigger ship classes has more powerful front cannon.
Ramming: (Interceptor and ram hull item) Causes the ship to ram into another ship for damage. This damages both ships.
Boarding: (Destroyer, Pirate ships and grappling hook item) This causes your ship to do an attempt on capturing the enemy ship (hero ships are sunk).

Systems:
Kill Assist System (New): Gives your teammates a percental share sinking enemy heros ship
Critical hit system: Gives you a chance of inflicting double damage
Multikill system: Gives you bonus gold for multikills and streaks.
Capture Abandoned Ships: Just move close up to the ship.
Burning System: Your ships might burn down if they are hit by a fire cannon. Using water item will remove the flames quickly.
Crew System: Mana shows how much crew your ship has.
Boarding System: Explained above
Damage System: Shows how much damage your ship has suffered in red numbers
Keyboard Movement System: Allows you to steer your ship with your keys, if you enter -move command
Cannonball System: That's a basic movement engine for the cannons

Ships:
Different abilities: I've added a lot of new ships. All the ships have various abilities. There is over 21 ships to choose from.

New Hero Stats:
Carpenter Skill: Increases the effectiveness of lumber usage, constant ship repairs and slighly makes your ship stronger. Decreases the chance of making the enemy land a critical hit on you.
Accuracy: Makes your cannonballs spread less and make you aim better. Also increases the chance of landing critical hits by 0.5%.
Crew Strength: You loses less crew when hit by weapons and attacked, also it makes your chances for boarding more successful, also if you're boarded, you will more likely to surive the boarding

Trainer:
Boosts hero stats: The lumber is replaced with ability points. You get ability points when you level and when you kill enemy ships. This trainer look like an old paladin.

Leveling:
Stats increase: You gain 2 random stat increases for each level and the ship gets 1% increase of base hp (in strongmode it only gets 0.5% pr level). At level 26, you gain land crew ability, but you can always use -ul command.

Terrain:
Average: I know this isn't the best terrain, but it's playable for an AOS. It's very similar to the skeds original bs terrain. I have slightly changed the mainbase terrain.


Screenshots from Naval Battle in my Album

_________

-Youtube link -
Thanks Vidya Only (Youtube)

1.00:
No changelog written for beta versions

1.01:
Fixed a bug with the music
Fixed a bug with the seamonster event music
Fixed a vision bug when you got revived
Removed an accientally added autofire weapon
Fixed the unlimited flagship range
Fixed a waypoint bug with the motherland supplies, causing it sometimes to suicide on our enemies
Increases the 5 minutes gold a little - just to give a slighly faster start
Fixed a bug with the pirate ships to give 20 crew instead of killing 20 crew
Bounty increased a little to decrease the extreme long games
Added crewnumber advantage in the boarding system, meaning having more crew is a great advantage
Fixed lots of minor bugs

1.01b
Fixed a bug which causes the bomb to not stack
Fixed a bug which causes the french ships to not follow the new waypoint system

1.02
Fixed a bug that caused the magic cannon to do full damage against structures.
Replaced the Battle Ship name in leaderboards with Naval Battle.
Barrages have twice as much spread at max accuracy.
Fixed a bug with the prototype weapon quest.
Nerfed the bigger trader awards to reasonable amounts.
Added 1 new weapon. Grapple Cannon.
Also added a new ship on a dock on mid left of mid.
Fixed the music command

1.03
Fixed more allegiance bugs with the pirates.
Increases the spread rate of Flashship.
Fixed the hotkey for caravels ward ability.
Fixed a text bug with motherland supplies.
Fixed a bug the caused the captain to shield off cannonballs.
Mystic pearl will now randomly appear.
Nerfed the grapeshot weapon a little.
Increased the crew's hp with 50% and increased the guard towers damage.
2 new pirate ships added (only available at pirate harbor).
1 new trade contract added, more will come...
Minor bugs fixed...

1.04
Fixed a victory condition bug.
Fixed a pearl bug which caused it to be spawned by neutral passive.
Fixed a pirate contract bug.
Fixed the Pirate Gate bug.
Wards no longer act as a path blockers.
Change multiple bugs when changing into a pirate.
Given crew a 1 slot inventory in case items is out of reach for ships.
Added a gate in the pirate base.
Added 2 new pirate ships.
Minor changes and bugfixes...

1.04b
Fixed a bug that caused crew not able to use switches
Fixed a fatal bug with hookshot (hopefully)
Fixed some other bugs

1.05
Fixed a bug that caused the cannon towers unable to hit sea monsters.
Fixed a bug that caused the dreadnoughts ability to not reduce crew loss.
Fixed a bug that caused caravel to be only sold for 100 gold.
Fixed a bug with the flamethrower buff.
Added speed mode (-sm).
Added enforced trader share as a way to nerf the trader.
Added 2 more trade missions.
Dreadnought is now immune to slowing weapons cuz it simply don't have sails.
Also added 1 more frigate - war galleon.
Minor tweaks and fixes...

1.06
Fixed a caravel death bug.
Fixed the steel hull description of dreadnought.
Fixed the Sail Cloth Contract bug for trader.
Fixed a bug that caused the mystic pearl to never appear.
Hopefully fixed the hookshot bug permanently now
Buffed the war galleons barrage skill. Reduced the cannon reload skill cooldown.
Added a gametimer.
Ships spawns occur slightly more often now.
Increased the bounty of empire ships.
Slightly increased the XP gain. Reduced the hp of the towers with 16%.
Crew can now pick up gold chests on land.
Increased the sell rate from 50% to 75%.
Changed the neutral pirate ships attack type and nerfed them.
Added a new creep: Pirate Cruiser.
Added a new hero ship: Elven Destroyer

1.07
Fixed a cooldown abuse bug with the boarding skills.
Fixed a critical pirate allegiance bug.
Fixed a teamkill bug.
Removed a bugged waypoint bug that caused respawned ships to move on their own.
Fixed the multiboard bug.
Decreased the gold given by the empire.
Increased starting gold to 1500.
Corrected the flamethrower tooltip.
Reduced the cooldown of repair equipment.
Different repair woods do no longer have shared cooldown.
Fixed the Send Spy hotkey.
Drydock can now be permanently destroyed without getting reconstruced.
Fixed a pirate joining glitch.
Added 2 gateways in forbidden waters
Added 2 new weapons.
Added 5 new items and a new shop in base.
Also added a hero ship: Goblin Annihilator
Done some minor balancing and adjustments.

1.07b
Fixed a fatal trader bug which was abusable (hopefully)
Increased the cost of the goblin ship to 9100 gold

1.08
Fixed a bug with the deaths on the multiboard.
Fixed a drydock repair bug (hopefully).
Fixed the never ending boss music bug.
Fixed a bug with the afk function when entering/exiting forbidden waters.
The recent added gateways should now work properly.
Slightly increased the force gold.
Corrected the Super Siege cannon description.
Captains Level training does now cost 6 ability points instead of 5.
Buffed black pearls boarding crew.
Added 1 new weapon.

1.09
Removed the TK kick system due to fatal bugs.
Fixed a bug with the rocket barrage level requirements.
Fixed a minor accuracy system bug.
Fixed a leveling bug for the trader which allowed it to suddenly gain extra level points.
Fixed a bug that caused a gateway to be owned by the empire.
Fixed a low crew issue regarding the acid cannon.
The trader repair mission do now have correct info.
Due to complaints, french empire is now renamed to spanish empire.
Some of the crew items do now have land crew abilities.
Added 4 more crew types:
Cannon Crew: Ranged Attacker
Veteran Cannon Crew: Siege Attacker
Carpenter Crew: Repairer
Engineer Crew: Repairer and Builder

1.10
Fixed a fatal bug which fucked up allegiance settings when the pirate base died before the empires did.
Fixed a fatal bug with the sea beast gate, which did take control over your ship.
Fixed a bug that causes the workers to go berserk and die.
Fixed a bug with the crew effect when it dies.
Fixed a gateway bug. It does work 100% now.
Fixed a bug with the pirate gate.
Fixed a ton of other minor bugs... (to many to list)
The goblin ship does now cost 11500 gold and the abilities is still the same.
Nerfed fire weapons by 10% (Despite higher dps, the burning duration is reduced.)
Added new naga shops at the great ocean.
5 new items added for sale in naga shop.
2 new crew units added.
Naga Crew: Amphibious
Naga Royal Crew: Amphibious

1.10b
Fixed a fatal error issue with the pirate gate.
Nerfed the nage crew.
Set the custom crew limit to 12. (15 for standard crews)
Main harbor does now 3 times more damage against crew

1.11
Removed the repair mission due to major bug (yeah, that means 1 more trade mission will be added soon, so creative suggestions welcome)
New game rule: All game modes must now be entered within 2 minutes
Fixed a bug with crew killing ship which gave 0 bounty
Fixed the voting bug (hopefully it works)
Fixed a cooldown bug with the naga crew
Fixed a couple of typos in item description
Mode Removed: No Pearl and No trade mode
Mode Added: Rush Mode (7000 gold start, level 10, No pearl, no trade)
Added new host command: -noup; disables ship upgrades for players
Ship only weapons nerfed: Constant changed from 1.45 to 1.35 (7.4% nerf)
Fire weapons nerfed: Constant changed from 1.80 to 1.75 (2.8% nerf)
Carpenter skill does now give 8 hp <acronym title="Google Page Ranking"><acronym title="Google Page Ranking">pr</acronym></acronym> point instead of 5
Balance Changes;
Grapeshot Cannon: Price changed from 8200 to 6000
Royal Cruiser: Hp changed from 8000 to 9000
Pirate Battleship: Hp changed from 7500 to 8400
Flagship: Hp changed from 6500 to 7500
Dreadnought: Hp changed from 12000 to 13500
Annihilator: Price changed from 11500 to 13000
War Galleon: Price changed from 4200 to 4300
Interceptor: Price changed from 1800 to 2000
Interceptor: Speed changed from 210 to 220
Other minor balance changes...

1.12
Fixed a bug with the gold message for the spanish empire
Basic Cannon cost increased with 200 gold - Damage increased accordingly
Basic Culverine cost increased with 200 gold - Damage increased accordingly
Slightly buffed shell weapons again: 1.35 -> 1.40 (3.7% buff)
Buffed Cannon Crew ability with 20%
Added a -angle command (angle -270; -angle 90)
Sail Ripper weapon is slightly nerfed
Crew does now again provide bounty (bug in 1.11)
The single cannon ability of all ships has 33% less cooldown
Buffed all sails items, except the perfect sails
Precisor And Destroyer has slighly more crew and speed
Brig has 10 more crew capacity
Starting ship has 5 more crew capacity
+And a lot of other minor balance changes
... and some other changes
Added a new ship: Infiltrator (1300): A nimble ship which specilazed in stealth and getting intel. It's ability gives various results depending on the target.

1.13
Fixed the share bug
Fixed a bug with the infiltrator ability
Culverine cannon does now have correct tooltip
Buffed the speed slightly of all ships
Sails ability increased from 6% <acronym title="Google Page Ranking"><acronym title="Google Page Ranking">pr</acronym></acronym> level to 7%
Crew Quarter item buffed, but does cost 700 now
The ships front cannons is buffed (not captains cannon)
Reduced the overall bounty with 33%, but increased the initial bounty with 75 gold
Towers owned by players do now provide bounty
Crew weapons effect buffed
Added a new mode: -stm (doubles the hero ships hp and crew)
Added a new system: Critical hit system

1.13b
Fixed infiltrators hide ability
Fixed some bugs in the capture system
Fixed a -stats bug which caused the speed to display 0
Capturing ships does now provide loot and some xp
Nerfed the anti crew weapons a little
Harpoon has longer range now
Glaive cannon is buffed
Sail ripper slighly buffed
Some minor balancing...

1.13c
added a new mode: -sg; Limits the map borders.
Fixed the infiltrators invisibility skill
Sailripper cannons does now deal 50% damage against stuctures (it was 10%)
You will now receive empire gold every 3 minutes
Ship upgrades does now apply every 3 minutes if the empire has sufficient gold for the upgrades.
Slightly decreased the bounty on the empire ships (not the rowboat)
The drydock does now repair 50% faster
Elved destroyer does now have a powerful magic cannon which replaced phantom speed
Reduced the cost of current Heavy Rocket Cannon to (4800), the damage also reduced to according the price.
Added Super Rocket Cannon (12000)
Some minor balancing...

1.14
Fixed the gold sharing bug, allowing you to share gold in nopool mode.
Fixed a fatal error issue when you did buy tomes with non-hero ships
Added a new cmd: -ula; Unloads all crew.
Added Imperial Heavy Cruiser (creep ship, capturable)
Increased the cost of fireball cannon
Increased the of basic siege cannon
Decreased the cost of heavy shell cannon
Gold and upgrade frequency increased to 4 min (was 3 min)
Increased the level limit to 200 from 100
Increased the tech limit to 30 from 20
Killing spree system added!
Added a new ship: Elven Carrack (2100)
Added a new ship: Elven Destroyer (4500)
Added a new shop: Magic Weapon Merchant
Sails no longer use inventory slots
Added 9 new weapons:
Frost Cannons (3)
Seeker Cannons (3)
Lightning Cannons (3)
Minor balancing...

1.14b
Added a new neutral ship shop: Goblin Dock
Added a new ship: Troop Transport
Changed Elven Carrack into Goblin Carrack
Added explosion effects on hero ships when taking high damage
Fixed the hide skill bug for the infiltrator ship
Improved the damage stacking of seeker weapon
Fixed a bug with seeker weapon causing it to sometimes disappear and not doing damage
Frost weapons does now have slightly bigger chance to freeze, but somewhat less damage
Nerfed all lighting weapons by 20%
Black Pearl does now cost 20000, and has 1000 hp more than before
Pirates players do now spawn much closer, until that base is destroyed
The pirates get 1 pirate ship every 50 seconds now
Added a new neutral ship shop: Goblin Dock
Added a new ship: Troop Transport
Changed Elven Carrack into Goblin Carrack
Fixed some minor bugs

1.15
Slightly readjusted the critical hit system. Bigger ships have slightly more resistance of being critically hit.
Added Flare ability to Goblin Carrack and removed bugged ability
Fixed a bug with the slow effect of Super Frost Cannon
Nerfed the Elven Destroyer seeker barrage ability
Removed a spree bug which did occur when players leaves
The Hide ability buff does now disappear when using abilties
Increased the projectile size of Super Rocket Cannon
Increased the projectile size of Heavy Siege Cannon
Reduced the cannon cooldown on lv1 from 9 sec to 7 sec
Reduced the cannon cooldown on lv2 from 7 sec to 6 sec
Nerfed the Napalm duration to 15 sec down from 20 sec
Heavy Cruisers do no longer spawn when the harbor is destroyed
Carpenter Stat is slightly buffed.
Carpenter hp bonus increased from 8 to 10 pr stat
Carpenter regeneration increased from 0.4 hp to 0.5 hp pr sec
Improved retreat AI a bit
Increased the cost of Transport from 2600 to 2900
Added a new secret shop with exotic weapons and items (3)
Added Critical Cannons (2) in the secret shop
Minor bugs fixed...

1.15b
Added a custom modes selection with buttons for the host
Everyone do notice now when you changes your team name
Fixed an lagging animation bug with the crew tomes
Fixed a bug with pirates losing permanent cannon weapons when dying.
Fixed a classification bug with boarding ships, it was counted as air unit earlier
Reduced the winning wait delay to 5 seconds
Added 5 gold income for every 10 seconds
Added high income mode for increased gold income
Added a gate hint after 30 mins

1.16
Cannon reload cooldown at level 5 is increased from 3 seconds to 3.5 seconds
Infiltrators infiltrade ability does now also steal tower tech
Remade the kick system to be more reliable
Sinking empire gold transports no longer resets leaderboard
Player 3 does now get to see the multiboard when finished choosing modes
Fixed a bug where the pirates didn't benefit from periodic small gold income
Fixed tooltip on starboard cannons decription
Increased the kill spree max limit from 25 to 70
Fixed a bug which allowed you to buy from enemy magic shop
Nerfed Hull Reinforcement items
Item sell value is reduced from 75% to 50%
Increased the cost of Basic Cannon
Increased the cost of Infernal Cannon
Shock Wave cannons added (2)
Dreadlord has a new ability: Multi Bombardment, which replaced deck cannon ability
Added a new mode: Weak Structures
Added a new ship: Goblin Destroyer
Fixed minor bugs...

1.16b
Reduced turn rate of all cheaper ships to balance turn evasion
Fixed a ability bug with multi bombardment ability
Fixed the custom mode closedown bug when you did choose double ship hp
Reversed No Black Pearl -> Black Pearl Mode, thus making it not available in other modes
Fixed a bug with the shockwave cannons which made them not working sometimes
Attempted to fix the hookshot fatal error issue (I'm not sure fix works)
Fixed no fog mode. The map is no longer revealed in no fog mode
All trade location is revealed for the merchantman
Increased the range of Demolisher to 1800

1.17
Implemented a new system: Advanced Boarding Simulation (ABS)
ABS supports: Boarding Assistance System, AI support, Only 1 event at the time
New terrain imported: Wood
Harbor mainbase terrain changed
Added a new game mode: Simple Boarding (same as old boarding)
Hook items does now depend on your ship stats to succeed boarding
Super Grappling hook nerfed from 100% to 75% boarding chance
Added a new player command: -autofire (good in laggy games)
Players can now purchase additional ships at harbors
Created new captain units with the boarding system
Added a basic cannon to all ships at start + 1 charge of weak wood
Destroyed harbors gives the opposite team a bonus of 2000 gold for every 4 minutes
Added incremental bounty system for empire ships, increasing bounty according to tech level
Changed the bounty to:
Heavy cruiser: 400 (+5% pr tech level)
Cruiser: 160 (+5% pr tech level)
Battle Ship: 70 (+5% pr tech level)
Rowboat: 25 (+5% pr tech level)
Reduced the anti drop cooldown duration after firing your guns by 2 seconds
Swapped the location of goblin dock and ale brewery to make trading easier at start
Slightly buffed Dreadlord hp and crew (7000)
Fixed the Undead Crew item from not working
Increased the bounty of cannon tower from 500 to 600
Increased the base hp of watch tower from 2500 to 3000
Increased the crew in imperial battle ships from 40 to 45
Increased the crew in imperial cruisers from 100 to 120
Increased the crew in pirate ships from 100 to 120
Hit points healed does now show display in green numbers
Added stun delay when recently captured a ship
Harbor crew regeneration changed from 5% rate to 10 crew pr sec
Ships do now gain 1% increase of their base hp pr level now
Fire cannons direct damage reduced by 25%
Fixed some typos
Some minor balancing

1.17b
Fixed the boarding camera bug which did make the player lose vision of the game
Removed the goblin destroyers hookshot ability and replaced it with disrupt beacon ability
Cleaned a few trigger bugs of the Advanced Boarding System
Fixed a trigger bug when the boarding ship was sunk, causing it to not work again ingame
Fixed a bug with sometimes gaining insane amount of xp from being hit by cannons
Fixed a double bounty bug, caused you to gain to much gold when sinking gold supply
Fixed a bug with the afk command allowing players to drop your items while in AFK mode
Added a AFK dialog back button if the player types -afk
Autofire is enabled by deafult for the afk player
Increased the xp and gold reward for barrel of ale trade good
Empire Ships don't get increased bounty for sail upgrades
Ice cannons does now have 20% more range and does cost 20% more
Frost Nova cannon does cost the same but causes 200 less damage instead
Freezing damage bonus of Frost Nova cannon increased from 400 to 500 damage
Increased the drydocks strength by 40%
Increased base hit points of following ships:
Brig: 700 hp -> 800 hp
Interceptor: 750 hp -> 800 hp
Merchantman (Trader): 600 hp -> 650 hp
Goblin Carrack: 950 hp -> 1050 hp
Transport: 1200 hp -> 1400 hp
Precisor: 1650 hp -> 1850 hp
Destroyer: 1750 hp -> 1900 hp
Goblin Destroyer: 1600 hp -> 1750 hp
Elven Destroyer: 1400 hp -> 1600 hp
War Galleon: 2100 hp -> 2400 hp
Pirates Pride: 2900 hp -> 3300 hp
Corsair: 3400 -> 3800 hp
Elven Cruiser: 3000 hp -> 3400 hp
Dreadlord: 4000 hp -> 4500 hp
Juggernaught: 4700 hp -> 5200 hp
Goblin Warmachine: 4200 hp -> 4600 hp
Pirate Battleship: 8400 hp -> 9500 hp
Royal Cruiser: 9000 hp -> 10000 hp
Black Pearl: 7500 hp -> 9000 hp
Royal Flagship: 7500 hp -> 8500 hp
Dreadnought: 16000 hp -> 18000 hp (Fixed typo)
Firing sounds is now pitched with 10 different pitches
Some minor adjustments...

1.17c
You can now sell items again (I accidentally did a mistake in the editor)
Fixed a critical afk bug (Given the wrong variable)
Fixed cannon drop cooldown bug which caused you cannons to be undroppable permanently
Fixed undead crew abilities
Reduced the anti item drop cooldown to 3 seconds
Ships which participates in boarding arena combat can now get hit by cannons

1.18
Added a new feature to advanced boarding: Jumping lianes
Added a new shop: Structure Merchant (near the carpenter shop)
Added a new structure: Cannon Fortress
Fixed a bug with boarding system which caused ships to lose all crew upon win
You can now choose from 4 different starting weapons
Fixed the multideath bug
Removed the random explosions
Fixed a limit map borders boarding combat bug
Ships does now always spawn with full crew
Decorated the base and shops with some doodads
Added animated repair capstan when you repair at the drydock
Swedish repair crew does repair 40 pr sec now, but costs 900 more
Added repair crew (150)
Added maintenance crew (1850)
Added Cannon Fortress Kit
Moved the structure items to the Structure Merchant
Changed the gold chest to look like a gold coin now
Fixed some wrong tooltips
Minor changes...


1.18b
New hero bounty formula: 200 + 2% of total item value + 4% of ship value
Added new mode: -fortressmode. Allows the team to start with 2 cannon fortresses
Added a new player command: -gold team ; shows how much gold your teammates have
Buffed the bomb and increased the cost of the bomb
Increased the bomb radius from 500 to 575
Increased the bombs max radius from 250 to 300
Increased the cooldown of goblin warmachines bomb ability
Nuke cannon does now deal twice as much damage
Increased the cost of nuke cannon from 25000 to 44000
All anti crew weapons have 100 more range
Slightly increase the aoe of shockwave cannon
Fixed a bug when you won which caused the hero to unpause
Respawn trigger is now disabled when you win
Fixed a bug with a boarding system
You can no longer purchase ships at enemy harbor
Fixed the seeker damage bug
Carracks Flare ability is buffed
High Explosives is buffed
Player ships cannot be slowed below 75 speed
Minor bugs fixes...

1.19
Added new ship: Submarine (6000)
Added a rebuild drydock feature to the structure merchant
Changed the goblin carracks flare ability to goblin scout
Implemented KDR to the bounty
New bounty formula: ((175 + 4% of ship value + 2% of item value) * ((2 + kills*0.02) - (1 + deaths*0.02)))
Empires does now get ability points from killing hero ships
You do now get ability points from the empire along with the gold
Added ability point bonuses to the multikill system
Leaver gold reduced by 50% (But not in share gold mode)
Crew's Pillage ability reduced by 50%
Buffed all shockwave weapons with 20% more damage
Buffed all siege weapons with 25% more damage
Siege weapons does now only double damage against structures
Cannon fortress cost increased from 6750 to 7500
Cannon fortress bounty increased from 2000 to 2500
Cannon fortress is automatically created near the east gate when opened
Fixed a pause bug when you did leave the ship
Fixed a multi captain bug when you used leave shore
Fixed a bug causing the -kick command to work only once
Simplified the multiboard when there is less players to make it less confusing

1.19b
Added a new item: Scout Crew
Submarine cost increased from 6000 to 6400
Reduced the cooldown of all repair wood to 20 (Not the goblin wood)
Ward moved to carpenter shop
Added some starting delay on non-weapons items
Your ship type is shown on the multiboard now
Attempted to remove multikill bug
Fixed some advanced boarding bugs
Fixed a bug which didn't make the ships you captured count towards corsair award
Fixed an invulnerability issue when you got repaired by the drydock
Fixed the price and correct numbers on the creep ships at harbor now
Fixed a seeker bug
Fixed a spree ending bug when you did sink one of the empires trade ships
Heavy Cruisers now stops spawning when you lost your harbor
Fixed some minor bugs...


1.19c
Added a new vote mode: Ramming Party
Added explosive barrels near the west gates
Multiple trader rewards does now stack
Heavy Cruiser Rockets no longer targets heroes
Demon gate does now have a deadly boss unit
Fixed a major bug causing handy-man to not be invulnerable
Fixed a bug which allowed you to move the ship when you had handy-man
Fixed a bug causing the jumping crew to sometimes become untargetable
Fixed a bug causing the empire to sometimes give 0 ability points
Attempted to fix advanced boarding ending bug
Slightly buffed the scout crew ability of goblin carrack
Fixed some minor bugs...


1.20
Reworked the entire cannon system
The new cannon system exceeds the old limit of 3 cannons pr side
The cannons are now stacked upon purchase, saving inventory slots
Better ships have higher numbers of cannon ports
Added 1 new ship: Elven Thunder Ship
Added a new feature: Rebuilding harbors
Fixed a 0 ability point bug given from the empire
Buffed the siege equipments damage by 66%
Demolisher no longer consume 4 food
Fireball cannon cost increases from 1200 to 1500
Fireball cannon damage is increased accordingly to price
All fire weapons is nerfed about 10~15% to balance the game
Infernal cannon cost increased from 17000 to 20000
Infernal cannon damage increased from 2500 to 3000 (slight buff)
Stone hull does now provide 5% damage reduction, but costs 50 more
Bronze hull damage reduction reduced from 20% to 15%
Bronze hull costs reduced from 1000 to 800
Added a pirate merchant shop for the pirate base
Added a cannon fortress for the pirate base
Fixed the wrong tooltip for the Dreadlord ship
Increased the cost of Dreadlord from 7000 to 7500
Increased the cost of Juggernaught from 8500 to 9000
Fixing drydock does now cost 4000, reduced from 4500
Fixed a kick bug
Fixed a bug with the extended sensor triggers
Minor changes...


1.20b
Fixed a critical bug which caused cannons to not work at all
Added a new mode: Unlimited Cannons mode
Expensive Ship award is now fixed according to the new cannon system
Added a leaver condition in the empire ability distribution system

1.20c
Fixed a countbug with the new cannon system, causing you to fire to few magical cannons
Fixed a bug causing the empire ability points to not being reduced
Fixed a small boarding bug
Nerfed the mortar teams damage to 2/3 of original damage
Added 40 hit points to the mortar team
Changed the mortar teams attack speed from 3.2 to 2.7
Nerfed the Monsoon Storm greatly

1.21
Remade the cannon system stacking rules
Cannon system is now more noobfriendly
Enforced a stacking limit system for weapons
Each ship does now have a stack limit pr slot instead of pr side
Fixed a bug with Black Pearl not changing it's cannon limit
Added an intelligent cannon fortress aiming system which retargets heroes
Changed the icon of the goblin transport ship

1.21b
Fixed some more boarding bugs
Fixed a bug with the multitrading
Player ships does now get the boarding chaos buff when boarding
Corvettes does now only have 2 cannon slot limit
Added more spread for increased number of cannons
Chance to do critical is halved from 1% to 0.5% pr accuracy
Crew Drilling ability point cost reduced from 19 to 18
Multi Bombardment damage reduced from 120 to 100 pr level

1.22
Added a new tower: Arcane Tower (1200)
Added a new item: Arcane Tower Kit (1500)
Added 1 strategic circle to each lane which can be captured for additional income
Strategic circles gives the owning empire a bonus gold income of 100 every 30 seconds
Added Ability Training to the Old Captains ability shop
Fixed a severe unload crew bug that made you not able to unload special crews
Fixed a bug that caused the infiltrate ability to reveal everything
Fixed a bug that caused the chaos buff sometimes to not disappear
Fixed a bug that caused pirates to board pirates
Fixed some boarding bugs (hopefully them all)
Fixed a small bug with right click auto attack feature
Renamed Imperial Heavy Cruiser to Imperial Battleship
Increased the ability point income cap from empire from 3 to 5

(I found the 1.22 version, so I continued from that version)

1.23
Fixed a voting bug that prevented rush mode from being voted
Slightly nerfed gold hull
Increased armor bonus of all hull reinforcements
Buffed Catapult damage by 50% and reduced it's cost
Empire does now gain 2 ability points for killing player ships
Super cannon does now correct damage (1200 -> 1100)
Buffed the attack speed of arcane tower
Critical cannons are now 18% cheaper (because of reduced crit chance)
Fire weapons buffed by 6%
Fixed a couple boarding bugs
Fire weapons buffed by 6%
Changed the shell cannons into piercing cannons


1.24
Removed the harpoon from starting weapon selection
Changed the auto simulated boarding duration from 10 to 15 seconds
Most weapons do 25% of full damage on splashes
Weapons with medium explosion radius does now 50% of full damage on splashes
Tome of ability training costs decreased from 7 to 6
Changed the auto simulated boarding duration from 10 to 15 seconds
Increased the cost of precisor from 3200 to 3500
1 new structure added: Captain's Hut
Squished large models
Crew killer weapons do now have accuracy minimum requirement before you can buy them
Harpoon now requires 5 accuracy to buy
Sharp blade now requires 10 accuracy to buy
Grapeshot now requires 15 accuracy to buy
Changed the Precisor cannon crew skill a little


1.25
Fixed a bug with north trader which didn't give the empire gold
Disabled the boarding scene by default due to bugs (it can be enabled in custom mode)
Removed captains hut added in 1.24
Fire weapons buffed by 20% from 1.22 version, mostly increased base damage
Rebalanced the spread formular again. Maximum miss angle is 25 with 1 acc
Increased the repair costs of heroes if you use deployed repair crew
Changed the respawn formula, 5 + shipvalue/60 -> 7 + shipvalue/80
Reduced the bounty on all empire ships by about ~20%
Also reduced the bounty on empire towers
Increased the cost of empire ships a little
Nerfed the lighting weapon damage by 10%

1.26
Changed the cannon fortress cooldown from 20 sec to 6.5 sec
The fortress only fire 1 barrage at the time instead of 3
Greatly increased the costs of hired ships
Ships attack and hull upgrade increased from 1250 to 1500 gold cost
towers attack and hull upgrade decreased from 1250 to 1000 gold cost
Show correct level for spanish team when a player research team upgrade
Fire based cannons do now less damage vs structures
Slight readjustment to the cannon system
Balanced the repair woods, so they are consistant with their value
Readjusted repair over time items
Increased the costs and hp bonus of stone, bronze and gold hulls
Electric cannons sligtly tweaked
Your starting ship do now have 20 more hp
Increased the speed buffer for boarding
Building under construction should now be hit by cannonballs
Minor things changed...

1.27
Given more variation of ships at main harbor (3 ships from elven dock)
Added 1 more main harbor to pick ships at main base
Removed the ability training tome to prevent unbalanced stats at end games
Cannonballs should now fly by each other and not collide collectively
Slight cost reduction of spawn ships costs
Changed the Intercept and Wind sails skill
Readjusted some of other ship abilties
Readjusted the speed of some hero ships
Readjusted the hero ship costs, given them more round costs
Removed the wards ability from Explorer and replaced it with mines
Renamed Explorer to Lugger
Bought sails provide 20% less speed bonus
Improved cannon skill description
Buffed ballista and captains cannon damage from 45 to 55 dmg pr level
Slightly buffed the damage of basic culverine, but reduced range by 100
Changed the empire upgrade settings if to little gold is available
Changed the ship speed upgrade costs from 1250 to 1500
Changed the maintenace upgrade costs from 1250 to 1000
Slightly buffed the effect of ship speed upgrade
Fixed a bug which didn't turn off Boarding options when game modes was locked
Fixed a dice bug which caused the Spanish empire to only upgrade 75% of the time
Fixed a bug that caused neutral ships to be captured by cannonballs
Minor changes

1.28
Added KILL ASSIST SYSTEM
Added assist points on multiboard
Removed the treasure master end game award
Added assistant end game award
Changed the luggers naval mine ability a bit
Mines are now vulnerable to cannon splash damage
A "mine" floating text will now appear above detonating mines
Nerfed the sailors net ability from 2/3/4/5/6 to 1/2/3/4/5
Reduced the XP gain when being hit by cannonballs
Buffed the speed of glaive cannon (750)
Reduced the cost of sail ripper cannon from 2200 to 2000
Reduced the costs and damage of acid cannon by 33%
You must now have pirate allegiance paper to enter pirate base
Fixed a bug which made the mines without vision
Fixed a bug with the 2nd main harbor
Fixed a small bug with cannon system
Fixed a bug that prevented you from landing naga on water
Fixed a bug which allowed the infiltrate skill reveal the entire map
Fixed a bug that allowed infiltrator to steal gold from arcane tower

1.29
Most trader contracts does now vanish when you have the trade good
Added shop floating texts
Added cooldown info on most hero abilities
Changed cannon reload cooldown from 7/6/5/4/3.5 to 5.5/5/4.5/4/3.5
Changed trader cannon reload cooldown from 14/12/10/8/6 to 11/10/9/8/7
Replaced the Send Spy ability with Enforced hull (Pinnace 450)
Halved the barrage casting delay
Buffed the ship speed upgrade from 0.05% to 0.07% pr level
Also added ship sails upgrade into bounty calculation
Changed the empire upgrade settings a bit
Increased the assist timer for assists
Fixed a purchase bug that did allow you to get a free item
Fixed a bug that could make the ship invulnerable
Fixed a assist kill bug that caused selfkill bounty award
Fixed a bug which didn't allow you to get the ships at 2nd harbor
Fixed some minor bugs


1.30
Set a negative selection scale on projectiles to remove hp bars
Slightly increased the cannon collision size according to ships size
Added heal buff to drydock repairs
Empire team upgrade is performed only once first 20 mins
Removed imperial rowboat from harbors to buy
Changed the freeze chance for ice cannons from 20/35/50 to 20/30/40
Increased the frost damage of frost cannon (6000) from 200 to 250
Reduced the freezing duration of freeze water skill
Increased the cost of shell cannon from 1600 to 1850
Increased the damage of shell cannon from 390 to 450
Projectiles no longer damage other projectiles which caused leak
Improved the damage display system using variable
Fixed a bug with the naval mines which conflicted with the crew system
Fixed a cooldown bug with cannon fortress which made it fire more slower
Fixed an info bug to Hull repair skill

1.31
Reenabled the Advanced Boarding arena
Added one more boarding arena on the map
Added a new ship: Troll Destroyer (6000)
Troll Destroyer abilties: Deck Cannon, Shadow Image and Dual Barrage
Added AFK detection system
Reduced cooldown of hooks and boarding abilities from 80 to 70 sec
Readded the loading screen
Readjusted most cannon item damages, both nerfs and buffs
Buffed basic missile cannon weapons damage
Buffed all magic cannons damage a little
Changed the acid cannon armor reduction from 4 to 3
Fixed some wrong tooltip infos
Fixed a bug that interupted a players barrage if he had a cannon fort
Fixed a crew killing bug for empire cannon fortresses
Fixed a bug that allowed you to board sea behemoths
Fixed a bug which sometimes showed that you was respawned in 0 sec
Fixed a damage system bug which an explosion effect when changing ships
Fixed several bugs with advanced boarding, including pause bugs

1.31b
Fixed a terrain glitch which prevented the spanish to reach the switch
Added 50 more hp bonus on stone hull
Increased the crew quarters capacity from 70 to 90
Increased the crew quarters cost from 750 to 1200
Added HandCLAW into credit list

1.32
Added -giveup command, which allows a team to giveup if everyone agrees
Changed the secondary skill hotkey from V to C
Kicking an AFK player using kickvote will now be easier
Replaced the Elven Cruiser Elven Crew with Engineer Crew
Replaced the War Galleons Engineer Crew with Hull Reinforcement
Hull Reinforcement (War Galleon) reduce the crew killer effect by 10% pr level
Dwarf Hull reinforcement does now have crew killer weapon reduction: 25%
Elven Hull reinforcement does now have crew killer weapon reduction: 25%
Increased the cost of dwarf hull reinforcement from 2100 to 2650
Increased the tower gold costs a bit, except tower kits
Made the terrain behind pirate base unbuildable by tower tactic
Veteran Cannon Crew is now targetable by cannon towers (Mechanical)
Slightly increased the cost of buyable crews
Reduced treasure map mission awards from 1200g/300xp to 900g/200xp
Increased the pig/goblin potion mission awards from 900g to 1200g
Fixed some wrong tooltips
Fixed a bug that allowed you to select collision dummy from boarding sequence
Fixed a bug that didn't remove hide buff when being directly hit by cannons
Fixed a bug that allowed you to move your ship when boarding

1.32b
Hero Bounty change: 175 + 2% of value -> 250 + 1.5% of value
Kills/Deaths bounty change modifier reduced from 2% to 1%
Increased minumum bounty from 50% to 75%
Enforced kill credit on pinnace High explosives usage
Slight price changes on Pinnace and infiltrator
Slightly reduced the speed on spawn empire ships
Fixed a bug with -giveup Command not working
Fixed a bug with shortgame mode which didn't include top area
Minor changes

1.33
Readded captains hut, with 3 different upgrades to choose from
Captains hut has an ability which allows you to focus stats when leveling
Decreased the bounty by 25% when the pinnace is using high explosives
Setting High Explosives to autocast will now toggle explosion on death
Removed the restriction of buying tomes with crew
Assist bounty for single assist has been raised from 25% to 30%
Base bounty of killing heroes reduced by 25 gold
Added cannon fortress mode command (-fm) in quests
Increased the cost of acid cannon from 4000 to 5000
Increased crew protection of dwarf hull reinforcement from 25% to 35%
Increased crew protection of elven hull reinforcement from 25% to 45%
Buffed the sinking chance for submarine torpedoes from 15% to 20%
Fixed luggers description
Removed right click attack bug
Fixed a bug that could cause double victory texts
Fixed a bug that caused items when you changed ship to never be dropable
Small changes

1.34
Added new ship: Elven Shock Cruiser (10000) at elven dock
Added a new ability on captain hut: Ship Hull Skill
Added -rclick command to enable right click attacking
Nerfed sailors fish net skill from 1/2/3/4/5 to 1/1.5/2/2.5/3
Destroyers sail ripper skill damage is reduced
Rebuild spawn harbor costs reduced from 10000 to 8000 gold
Rebuilding repair drydock reduced from 4000 to 3000 gold
Reduced the imperial rowboats hp from 150 to 140
Increased the hp of Battleship class ships by about ~20%
Crew protection percentage is now shown on dreadnoughts steel hull
Changed the costs and damage of many ordinary cannons
Fixed a bug that could cause pinnace to do double explosion damage
Fixed a bug that didn't trigger victory

1.34b
Reduced the engineers teleport range from 600 to 500
The engineer should now be prevented to jump to gate switch
The pirate cruiser should no longer trigger the switch
Fixed the wrong dmg from picking starting cannon

-After almost a year pause, updates resume-

1.34c
Hero ship speed will now impact on damage system
Having more than 300 ship speed will now make your ship take extra damage
The "Stats" command will now also show your damage reductions
Ram ability will now cause spell damage instead of normal damage
Rebuilding destroyed spawning harbors is decreased from 8k to 5k
Increased the Assist Timer so it should be easier to get assists
Decreased bounty received from killing pirate creeps
Fixed a bug with captains hut upgrade causing fatal error
Minor changes

1.35
Changed the speeds of projectiles
Increased the speed of slow cannons by 33% (600 -> 800)
Increased ths speed of medium cannons by 11% (900 -> 1000)
Increased the cost of shell cannon from 1850 to 2400
Gold coins now only provide 100 gold instead of 150 gold
Doubled the cooldown of caravels naval mines ability
Nerfed lightning effect damage caused by lightning weapons by 25%
Surpassing 275 speed will now gradually increase damage taken
Fixed a bug that should remove boarding freeze after boarding

1.35b
Damage increase when surpassing 300 speed instead of 275 speed
Traders only take additional damage when surpassing 400 speed
Increased the base costs of critical cannons by 16%
Increased the damage of ice based weapons by 10%
Increased the damage of fire based weapons by 20%
Goblin flamethrower receives 20% more range instead of dmg change
Mortar teams should no longer be able to trigger the gate switches
Fixed a bug that allowed you to select enemy/allied towers and use sell ability

1.35c
Fixed a bug with Naval Mine item, it will now create real mines
Demolisher should no longer have homing shots against hero ships
Speeded up the basic rocket cannons initial birth animations
Changed the standard cannons damage to crew a bit lower
Clearly indicated what does spell damage in cannons descriptions
Added a new stats award: Sea Warrior (includes all creep kills)
Winning in boarding combat will give additional 1+ ability points reward
Reduced the empire ship spawns bounties with about 10% overall

1.35d
Siege equipment should no longer be able to shoot on gateswitches
Put a tower near the ocean treasure gate to prevent treasure theft
You should no longer be able to open gates unless taking out the pirates

1.35e
Damage increase when surpassing 285 speed instead of 300 speed
Fixed a gate opening bug

1.35f
Made counters to prevent naga looting
Fixed a bug that allowed attack ground to trigger gate switch
Changed the damage and armor names in the map
Also change the damage modifier values and some ships armors
Trees near the naga treasure will now regrow
Reduced the range of demolisher from 1750 to 1550
Increased the attack cooldown of mortar crew
Closing both gates will now properly cut off supplies from homelands
Deploying crew will now cost you 20 gold each
Deploying special crew will now cost you 50 gold each
Loading back crew will return you the gold
Added -la command (Load all nearby crew)

1.36
Created a hashtable based cannon creation system
Changed the damage types in the game and damage modifiers
Cannons do now consist of 7 damage types, instead of only 2
-> Crude, Normal, Arrow, Magical, Siege, Spells and Legend
Introduced a new armor type: Sturdy
Readjusted damage reduction of all Hulls
Added new reduction features on hull reinforcements
Nerfed armor bonuses of all Reinforced Hhull items
Submarine is slightly buffed and does now cost less 6400 -> 5000 gold
Buffed the siege weapons damage by 10%, removing splash damage
Buffed the rocket weapons damage by 5% (basic rocket 5% cheaper instead)
Repair woods do now have 50% less charges; thus halving costs
Reduced the large splash damage from Thunder Cannon, it do now cost less

1.37
Added Hookshot ability on Dreadlord Cruiser (Removed Ghost storm)
Added a custom mode: No betrayal mode (Players cannot become pirate)
Remade the seeker homing system
Changed seeker cannons damage type from spell to magic
Changed some weapons damage types settings
When pinnace is using high explosives, it will no longer nullify spree count
Remade repair items, repair bonus will instead adds to repair over time
Repair items will show total repair over time when used
Added armor type to ship descriptions
Slightly buffed glaive cannons
Increased the damage done by Harpoon, Sharp Knifes and Grapeshot
Floating damage text should no longer be visible under fog for enemies
Reduced carpentry (strength) attribute passive repair from 0.5 to 0.35
It should be easier to kick unwanted feeders now
All repair wood items do now have the correct 5 charges
Repair kits set from 10 charges to 5 charges
Added 3 new hull items, in secret shops
Empire ships bounty will now increase by 8% every 4 min, not 5% pr upgrade
Using -autofire, you can now stop firing using hold position
Fixed a bug that easily cancelled ships barrage abilities
Fixed a damage bug with heavy seeker cannon dealing to low damage
Fixed a bug that caused hulls you tried to pick up, to vanish
Fixed a bug that made AFK shared control removed
Fixed a bug with additional cannon skill not working at all
Fixed a bug with crew stats upgrades
Fixed a bug with -stats damage display
Fixed a bug that removed critical precision upgrade when changing ship
Fixed a bug when capturing ships, that made ships way to slow
Minor bugfixes

1.37b
Remade the boarding system, multiple parts can join now
Each level do now increase base max hp by 2% instead if 1%
Slightly increased base hp of all hero ships
Merchantman is now restricted to 1 cannon pr slot
Decreased the traders base hp from 650 to 550
Changed damage type of super rocket from legend to normal
Buffed the repair bonus of repair woods a bit
Changed the damage types and armor types of different crew
Fixed a bug with shockwave cannons not working at all
Fixed a bug that caused the ship to not respawn
Fixed a damage bug with destroyers/Precisors ballista cannon

1.37c
Minimum hero bounty is now 150 gold
Rebalanced the hp and price settings of hero ships slightly
Random kill by High Explosives no longer adds spree count to enemy
Using High Explove ability is now always visible with explosion effect
High Explosives will now only yield 50% of bounty to enemy
Fixed a bug which caused never ending spree bonus if sinking a pinnace
Fixed a severe bug which multiplied the damage done by forward cannons

1.37d
Starting gold set to 1800 gold now in normal modes
Starting gold set to 8000 gold in rush mode
Max crew capacity will be increased by 2% for each level now
Reduced the max base crew on the bigger ships to compensate a bit
Overall nerf of all weapons by about 12,5% for balancing
Extended the range of starting culverine cannon
Lowered the range of starting ballista cannon
Autofire trigger should no longer interrupt movement
Corrected the damage value on cruiser cannon now
The 3 first empire incomes should now provide somewhat better income
Empire tech level is now displayed for each income
Cannon barrage abilities will now also trigger the bought cannons once as well
Empire buildings no longer have a fixed bounty
Fixed a hashtable scaling bug with big ships front cannons
Fixed a bug that allowed you to easily abort barrages
Fixed a damage bug on Lightning Cannon's chain lightning
Fixed a spree kill bug
Fixed a bug with boarding timer to blink at 0 permanently

1.38
Added a new Battleship class ship (14000) at main harbor
Added Ranged Combat skill at captains hut
Added Volley Cliff skill at captains hut
Added Faster Cannon Speed skill at captains hut
Initially, cannons do now have a 5% chance to pass cliffs
Empire Cannon fortress cannons can now pass cliffs 50% of the times
Added new item which can block freeze effect
Added a new legendary item which can increase range (30%)
2 shops outside map center will be available in short mode now
Naga shops will be available where the switch is in short mode
Dwarven Tech crew boost range by 15% (Dwarven Merhcant)
Increased the costs of permanent repair items
Merchantman will not receive shared ability points from empire
Traders ability point rewards will be given to the empire
Traders will receive 50% of their ability from trades each income
Players can also receive bonus ability points from empire now
Special bonuses is received for empire assists and building kills
Made a terrain trade shortcut passage for north trader on east
Added a afk debugger, in case the shared control is removed
Items owned by afk player should no longer be droppable
Slightly increased the pull range of Meathook
Buffed critical hit skill in captains hut from 4% to 5% pr level
Nerfed traders barrier armor bonus
Empire will now give players all the ability points for each income
Moved goblin carrack to main harbor and renamed it to hunter carrack
Reduced the speed disadvantage of having to large stack of cannons
Reduced passive heal by carpentry skill from 0.35 to 0.25
Reduced the range of sensor item and sensor skill to submarine
Suicide mission do now give empire 50% of the gold, was bugged
First Barrage wave will now always shoot at pointed location
Fixed a bug that allowed critical cannons to do more than 4x dmg
Fixed a trader bug that allowed selfkill gold for suicide mission
Fixed a projectile bug that allowed seekers to ignore cliffs
Fixed Cruiser Cannon for troll destroyer and juggernaught
Fixed a fatal error bug with seekers going off map edge
Fixed a bug with lightning cannon abilities not firing
Fixed a triggered angle bug with barrage abilities
Fixed a bug that didn't reset vertex color after respawn
Corrected a few tooltips

1.38b
Added Murloc Crew at Naga Shop
Changed the Carrack Hunters Homing Rocket ability
Added a new secret item which boosts cannonball speed
Frost Nova Cannon no longer causes damage to allies
Frost Nova Cannon price slightly increased
Deck Cannon ability do now splash damage
Slightly increased the costs of crews
Nerfed destroyers sail ripper skill slow amount
Attempted to fix death when buying new ship bug
Added temporary range bonus with Cannon Fury ability
Spell based cannons should no longer be reduced by armor
Fixed a bug that drained your ability points when repair empire ships
Fixed a bug with neutral hostile boarding doing nothing
Fixed a bug with submarines starboard cannon skill
Fixed a bug that allowed you to change ship using a crew or hut
Fixed a fatal forward cannons unlimited range bug
Fixed a boarding bug which allowed you to board sea demon
Fixed some minor bugs

1.38c
Added a new corvette class ship (2000) at main harbor
New Abilities: Defence Field, Structure Repair and Build Tower
Changed the building system so you can speed up with repair items
Changed primary attribute icon with a cannon
Changed all secondary abilities hotkeys from [C] to [V]
Structure Mechanic item do now benefit from your carpentry skill
Corrected some cannon abilities descriptions
Decreased Cannon Tower attack cooldown from 2.4 to 2.1
You will now start with 5 charges of weak repair wood
Buffed Ballista Front Cannon damage from 65 to 75 pr level
Moved frigates to 2nd harbor page
Remade Phantom Speed ability
Researching counts as activity for afk detection system
Removed fake ability point message for trader
Removed the trader from empire gold share equation for balancing
Added a debugger for building owner change bug
Fixed a boarding related fatal error bug
Fixed a bug that made boarding not happen
Fixed ability point bug that gave it players that left the game
Fixed a bug with ocean gates
Fixed a bug that caused torpedo to jump over cliffs

1.39
Added AI for players
Nerfed the direct impact damage of fire based cannons
Slightly decreased the cost of electic cannon weapons
Fixed a bug speed with medium speed cannons
Fixed a bug with Frost armor item not resisting freeze effect

1.39b
AI will now control afk players (bugfix)
Fixed a bug that caused the AI to randomly fire to often
Fire resistance item will now also reduce fire damages
Fixed an AI waypoint bug
Smaller bug fixes


Latest Changelog

1.39d

All players starts with captains hut
Traders hide ability should no longer block fires and such
Submerged submarine can now be hit by cannons
Submarine torpedo does now arrow damage, no splash
At level 5 submerge, you can dive into shallow waters
Nerfed freezing chance of higher tier frost cannons
Nerfed Brigs repair hull skill
Increased the cost of purchasing imperial ships from harbors
Naval Mine cost increased to 1500 gold
Elven Destroyer should now correctly fire front seeker cannon
Fixed thunder ships lightning front cannon from not working
Fixed some severe bugs with homing missile skill
Fixed bug with dead buildings under consctruction killing projectiles
Fixed a permastun bug for boarding
Minor changes and bugfixes


1.39c
Added a spellbook button for spending ability points
Removed the Patrol Command button for heroes
Delayed the first starting wave by 8 seconds
Some small adjustments
Fixed a bug with shield spell not working
Fixed a bug with afk AI not working properly
Fixed some minor bugs


1.39b
AI will now control afk players (bugfix)
Fixed a bug that caused the AI to randomly fire to often
Fire resistance item will now also reduce fire damages
Fixed an AI waypoint bug
Smaller bug fixes


1.39
Added AI for players
Nerfed the direct impact damage of fire based cannons
Slightly decreased the cost of electic cannon weapons
Fixed a bug speed with medium speed cannons
Fixed a bug with Frost armor item not resisting freeze effect



132929-albums387-picture97200.jpg



Bug reports and feedback appreciated!

Keywords:
Naval Battle, Naval Combat, Sea Battle, Battleships, Battle ships, Naval Conquest, Ocean, Naval, Sea, Waters, Boarding, Battle, Cannon, Skill, Pirates
Contents

Naval Battle - v1.39d (Map)

Reviews
This map had been examined by Alexis Septimus. If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under...
Level 3
Joined
Mar 19, 2010
Messages
32
You are awesome.
Could it be that the ability itself ended before one of the ships ran out of mana?

EDIT:
Found a bug. South gate switch doesn't work, the gate doesn't open.
We played a third game, neither of the gates opened.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
You are awesome.
Could it be that the ability itself ended before one of the ships ran out of mana?

EDIT:
Found a bug. South gate switch doesn't work, the gate doesn't open.
We played a third game, neither of the gates opened.

Does the boarding ability end by itself every time? It shouldn't do that in simple boarding mode.

Naval Battle 1.35e
Damage increase when surpassing 285 speed instead of 300 speed
Fixed a gate opening bug

I did test it now and it should work now.
 
Level 3
Joined
Mar 19, 2010
Messages
32
The gate is still buggy.
Had no trouble opening it, however, once my opponent managed to close it (and place 2 towers in front of the switch) I couldn't get it open again. I broke the towers and used an undead crew to hit the lever, but the gate didn't move and the game displayed
"Gate opened
Gate locked"
every time I tried. If I can suggest something, wouldn't it be easier to go back to the "No special conditions lever" and put it somewhere where you can't/it's-not-worth-to reach with demolisher/mortars?

Also, the duration of the boarding spell is still too short, fights above 350 crew or so take longer than the duration of the channeling of the spell, thus releasing your opponent alive, albeit with less crew, ready to blast you into oblivion at point blank range.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
The gate is still buggy.
Had no trouble opening it, however, once my opponent managed to close it (and place 2 towers in front of the switch) I couldn't get it open again. I broke the towers and used an undead crew to hit the lever, but the gate didn't move and the game displayed
"Gate opened
Gate locked"
every time I tried. If I can suggest something, wouldn't it be easier to go back to the "No special conditions lever" and put it somewhere where you can't/it's-not-worth-to reach with demolisher/mortars?
There's no special conditions, the gate should close and open according to triggers. Just removed the ability to target debris from siege equipments and mortars.

I can change it to a crew entering near the switch instead of hitting, but afaik it shouldn't bug off totally as the trigger open/closes the gate. The trigger responds to a event when the lever dies, so there's no conditions.

Ayraclus said:
Also, the duration of the boarding spell is still too short, fights above 350 crew or so take longer than the duration of the channeling of the spell, thus releasing your opponent alive, albeit with less crew, ready to blast you into oblivion at point blank range.
Well in simple boarding mode the boarding duration only lasts for 15 seconds. The boarding ends also there.
 
Level 3
Joined
Mar 19, 2010
Messages
32
There's no special conditions, the gate should close and open according to triggers. Just removed the ability to target debris from siege equipments and mortars.

I can change it to a crew entering near the switch instead of hitting, but afaik it shouldn't bug off totally as the trigger open/closes the gate. The trigger responds to a event when the lever dies, so there's no conditions.

I'm not sure what's up with the gate. in the games where the gate bugged in 1.35e, someone managed to hit the switch with a demolisher using the Attack ground feature. One game I did it while breaking a cannon tower someone placed right besides the switch, the second game a friend did it trying to glitch the game open.
EDIT: Could it be that only Crew can open the gate? I tried with Pirate crew and Undead crew and couldn't get it open.

Well in simple boarding mode the boarding duration only lasts for 15 seconds. The boarding ends also there.

I see. it makes it kinda ineffective late game.

Nevertheless, the updates are awesome. I hope we can see more!

EDIIT 2:
The game crashed, I think it was related to the critical cannon's chain lighting, but I'm not really sure. I shot at a bunch of towers, the lighting started, game crashed.

The naga trasure can still be looted too early in the game:
http://puu.sh/2bCIa/5a282ae36c
 
Last edited:
Level 4
Joined
May 24, 2008
Messages
72
I think the best thing will be a detailed bug report. I will play some more games with Ayraclus and we will try to list them down. That way we won't forget to report some little but annoying issues, and also you won't get shot with random bugs every day.

edit: by any chance do you use Google Docs/Drive? If so, we can share that list also with you. We work that way with our project and it really makes it easier.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
I'm not sure what's up with the gate. in the games where the gate bugged in 1.35e, someone managed to hit the switch with a demolisher using the Attack ground feature. One game I did it while breaking a cannon tower someone placed right besides the switch, the second game a friend did it trying to glitch the game open.
EDIT: Could it be that only Crew can open the gate? I tried with Pirate crew and Undead crew and couldn't get it open.


I can fix the ground fire with siege equipment, but still, I cannot see why the gate switches fails, It never happened to me. Does it repeat in every game? You need no special crew to flip the switch as long as something is hitting it.

I think the best thing will be a detailed bug report. I will play some more games with Ayraclus and we will try to list them down. That way we won't forget to report some little but annoying issues, and also you won't get shot with random bugs every day.

edit: by any chance do you use Google Docs/Drive? If so, we can share that list also with you. We work that way with our project and it really makes it easier.

No, but just make a list of bugs and abuses, then I will try fix them all.

Idea:
In next version I plan to perhaps make you pay gold when deploying crew, since they are kinda "free" to deploy. At least that will make massive crew landing not a unfair raiding tactic with high crew levels they are good at tearing down towers and main harbor. What do you think about it? 40 gold pr deployed normal crew? Special crews (item deployed) 60 gold each? But they are quite easy to kill off with ships and they give off bounty.
 
Last edited:
Level 3
Joined
Mar 19, 2010
Messages
32
To be honest, crews are already weak enough as it is. The upgrade cap at 100 really doesn't make mass-deploying a viable strategy. One cannon barrage late game can mow down everything you deploy. Also, the terrain of the map doesn't help either: in order to deploy crew at something you need to be at the harbor (expect for the naga one) and as soon as you deploy, the cannon towers firing at you will kill the crew due to splash.
About the switch thing: I never had any issue again with the gates, but also didn't try to open them with special crews anymore (Undead for example).
 
  • Like
Reactions: TKF

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
To be honest, crews are already weak enough as it is. The upgrade cap at 100 really doesn't make mass-deploying a viable strategy. One cannon barrage late game can mow down everything you deploy. Also, the terrain of the map doesn't help either: in order to deploy crew at something you need to be at the harbor (expect for the naga one) and as soon as you deploy, the cannon towers firing at you will kill the crew due to splash.
About the switch thing: I never had any issue again with the gates, but also didn't try to open them with special crews anymore (Undead for example).
Well, I can remove the splash damage cannon towers do to crew, but its quite deadly to kills a bunch of crew with players cannons so you got a point. But I will most likely apply this on the custom crew items which as quite useful and can do many things. Mortar teams is good at taking down towers etc... Also you don't need to unload the crew near the harbor where the cannons focus on your ship, there's a landing area a bit left to the base so the crew can run around and attack the harbor from the west side (on both bases).

Can perhaps set a even lower gold costs on fighting crews maybe (20 each and 50 for specials) and set the crew upgrade cap limit to 200, although just doing this will extend loading time.


I plan to redesign the cannon system so it has more variation than just 2 types of cannon damage types (Cannon and Spell damage), but that will take a lot of time and testings. Before that I may release yet another bugfix version. Maybe I get some little time tomorrow to make a minor bugfix update related to getting the naga treasure to early.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Since I got no more bugreports until now, I'm going to release the current bugfix version

Naval Battle 1.35f
Made counters to prevent naga looting
Fixed a bug that allowed attack ground to trigger gate switch
Changed the damage and armor names in the map
Also change the damage modifier values and some ships armors
Trees near the naga treasure will now regrow
Reduced the range of demolisher from 1750 to 1550
Increased the attack cooldown of mortar crew
Closing both gates will now properly cut off supplies from homelands
Deploying crew will now cost you 20 gold each
Deploying special crew will now cost you 50 gold each
Loading back crew will return you the gold
Added -la command (Load all nearby crew)

Attack changes
  • Crude, Arrow, Normal, Magical, Siege

Armors changes
  • Light, Elven, Heavy, Fortified

Description of Siege attack type
200% vs Fortified, 50% vs Light


You will notice that some units have a new type of attack called crude. Also made it quite clear how much armor takes damage from what types of attacks. Maybe I will add 1 more armor type, so far its 4 armor types and 5 attack types. This will be more important when I add attack types to the cannons. So far item cannons do Spell or Crude damage (mostly crude). Crude it poorest kind of attack since it get reduced by armor and spell damage reducing items, but it 100% damage vs all armor types.
 
Additional damage for being fast? Sounds stupid to me... Considering that armors reduce speed and faster ships are weaker ships, you'd already be weaker by being faster. Additionally, while there are wonderful big ships for 20,000 gold, anyone who wants a fast ship would have to be satisfied with a weak one from early-game. Adding a handicap to faster ships just makes them absolutely defenseless, and advocates using a giant slow ship with no skill instead, especially when there are seekers, splash damage, barrages and such which would still kill faster ships.

As always, noobs complain until skillful playstyles are made useless until it's just a game of no skill.

Using a ship with 2,000 hull and skillfully dodging cannon shots is overpowered, so let's make them take double damage. Meanwhile, there's nothing wrong with having a ship with 20,000 hull and being slow. Let's make everybody giant tanks with no skill involved instead.

While you're at it, you might as well bring back the auto-aim.

There's a reason snipers have long range and shotguns have short range in most games, even though in real life a shotgun can shoot quite far. It's for balance. A shotgun doesn't require much skill to use in-game, and it would be overpowered if it could kill targets from 100 meters like it can in real life. Meanwhile, a sniper is harder to hit people with in-game, but with a skilled user can be deadly.

Slow and fast ships are the same way. A big, slow ship doesn't take much skill to use. You won't be dodging, anyway, so there's no skill in maneuvering. You'll just be sitting around sponging all the shots. A small, fast ship with such low hull that it gets 1-shot by any volley late-game is harder to use, and relies on the user being skilled at maneuvering and aiming. A noob in a small, fast ship would simply get ripped apart. By making the faster ships even weaker, when they were already very weak, you are supporting the removal of skill from the game.
 
Level 3
Joined
Mar 19, 2010
Messages
32
Shock cruiser -> 4 cannons, relatively small frame, kick ass speed, above average hull.

The bigger ships are sitting ducks. It's not about killing fast ships but about giving big ships some sort of utility. Even with the speed penalty, fast ships kick the crap out of the bigger ones because, by the point you can get them, everyone is armed to the teeth and can oneshot the other most of the time.
 
Shock cruiser -> 4 cannons, relatively small frame, kick ass speed, above average hull.

The bigger ships are sitting ducks. It's not about killing fast ships but about giving big ships some sort of utility. Even with the speed penalty, fast ships kick the crap out of the bigger ones because, by the point you can get them, everyone is armed to the teeth and can oneshot the other most of the time.

I believe doubling the hull of all ships balances it out a bit more. I always play with double hull mode, so that larger ships' hull bonus has a better chance of lengthening their survival.

However penalizing smaller ships makes them so weak that a person would be best off filling with weak cannons and leaving their accuracy at a low level for scattershots, since a penalized small ship would need only to be scraped.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
The damage high speed penalty system was intended to partly counter the great reductions of armors, hull and reinforced plating and slightly reduce the advantage of getting speed upgrades and buffs. I didn't change the current hp settings as I wanna see how its going with current ships hp and speeds and await feedback reponses.

About damage high speed penalty I may consider these options:
  • Leaving it as it is
  • Removing it
  • Removing it and reduce initial starting armors of fast ships (small nerf)
  • Removing it and reduce hp of fast ships
  • Increase the hp of fast ships, damage penalty stands
  • Rebalance the ships starting speed and hp, damage penalty stands


I'm planning to make a new damage/counter system, so I may remove this system as well. I'm planning to rework the damage types cannons does so you can actually buy cannons to counter certain ship types. For example sail ripper cannons would do 2x damage vs elven ships because it does Normal damage, which is strong vs elven armor. But I'm working on a Item Index system, so I'm still at testing stage and had very little time this month to progress to a new version.



As for the current ships hp and cannons damages, feel free to suggest wheat you think about it. I know by playing this that getting hull + hull reinforcement can make you a lot stronger and perhaps multiplying your actual hp by 2-3 times, so its hard to balance this as well against much more expensive weapons, a hull can drastically change the toughness of your ship. While hull reinforcement reduces non-spell damages, The hulls reduce spell and cannon damages. I plan to make hull only effective against some types of cannons so I will remove some of its advantages and perhaps reconsider the role of hull reinforcements as it adds armor and perhaps add speed penalties to those.



NEW VERSION

Naval Battle 1.36
Created a hashtable based cannon creation system
Changed the damage types in the game and damage modifiers
Cannons do now consist of 7 damage types, instead of only 2
-> Crude, Normal, Arrow, Magical, Siege, Spells and Legend
Introduced a new armor type: Sturdy
Readjusted damage reduction of all Hulls
Added new reduction features on hull reinforcements
Nerfed armor bonuses of all Reinforced Hhull items
Submarine is slightly buffed and does now cost less 6400 -> 5000 gold
Buffed the siege weapons damage by 10%, removing splash damage
Buffed the rocket weapons damage by 5% (basic rocket 5% cheaper instead)
Repair woods do now have 50% less charges; thus halving costs
Reduced the large splash damage from Thunder Cannon, it do now cost less

Test the new version. I've checked most weapons, it should be correct values, but if something is doing wrong damage, report it.

I've also removed the damage increment for high speeds, in order to balance the new counters and attack types.
 
Last edited:
Level 2
Joined
Feb 16, 2011
Messages
24
So... the map is really good, i really like it, but... why are there no more updates? Has the project been dropped?
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
So... the map is really good, i really like it, but... why are there no more updates? Has the project been dropped?
Kinda, but I still have the map.

I have no plans of updating it, but I may do bugfixes. I have no overview of any bugs that might exist, I need a report for that.

______________________

132929-albums387-picture97200.jpg

1.37 Changelog
Added Hookshot ability on Dreadlord Cruiser (Removed Ghost storm)
Added a custom mode: No betrayal mode (Players cannot become pirate)
Remade the seeker homing system
Changed seeker cannons damage type from spell to magic
Changed some weapons damage types settings
When pinnace is using high explosives, it will no longer nullify spree count
Remade repair items, repair bonus will instead adds to repair over time
Repair items will show total repair over time when used
Added armor type to ship descriptions
Slightly buffed glaive cannons
Increased the damage done by Harpoon, Sharp Knifes and Grapeshot
Floating damage text should no longer be visible under fog for enemies
Reduced carpentry (strength) attribute passive repair from 0.5 to 0.35
It should be easier to kick unwanted feeders now
All repair wood items do now have the correct 5 charges
Repair kits set from 10 charges to 5 charges
Using -autofire, you can now stop firing using hold position
Added some new items, in secret shops
Empire ships bounty will now increase by 8% every 4 min, not 5% pr upgrade
Fixed a damage bug with heavy seeker cannon dealing to low damage
Fixed a bug that caused hulls you tried to pick up, to vanish
Fixed a bug that made AFK shared control removed
Fixed a bug with additional cannon skill not working at all
Fixed a bug with crew stats upgrades
Fixed a bug with -stats damage display
Fixed a bug that removed critical precision upgrade when changing ship
Fixed a bug when capturing ships, that made ships way to slow
Minor bugfixes


I've done a lot of bugfixing, There is still some more, I haven't resolved the boarding bugs in this release, because I haven't found the source of the bug yet. I need a lot of time if I plan to redo the system, but I'll see if I got the motivation for it. Also done a lot of minor changes and some text corrections I found. Map uploaded on mmh.
 
Last edited:
Level 4
Joined
Oct 22, 2013
Messages
73
Been playing it some time now, IMO it's so much funnier than battleships.
Very nice it's being bugfixed!

I'll perhaps test it and report some bugs.
I think I still remember you could deny a kill in the game... not confirmed how it happens, but i've seen it 10/10.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
1.37b Changelog
Remade the boarding system, multiple parts can join now
Each level do now increase base max hp by 2% instead if 1%
Slightly increased base hp of all hero ships
Merchantman is now restricted to 1 cannon pr slot
Decreased the traders base hp from 650 to 550
Changed damage type of super rocket from legend to normal
Buffed the repair bonus of repair woods a bit
Changed the damage types and armor types of different crew
Fixed a bug with shockwave cannons not working at all
Fixed a bug that caused the ship to not respawn
Fixed a damage bug with destroyers/Precisors ballista cannon


1.37c Changelog
Minimum hero bounty is now 150 gold
Removed bomb barrel at both lanes
Rebalanced the hp and price settings of hero ships slightly
Random kill by High Explosives no longer adds spree count to enemy
Using High Explove ability is now always visible with explosion effect
High Explosives will now only yield 50% of bounty to enemy
Fixed a bug which caused never ending spree bonus if sinking a pinnace
Fixed a severe bug which multiplied the damage done by forward cannons

Fixed some critical bugs. The shockwave cannons didn't work at all since I remade the projectile system long time ago, so they do work now since they are not projectile based but just a dummy spell.

Also some hero based abilities didn't get stronger with levels, so I fixed that too with the Frigates ballista ability.

Also remade the boarding system so its similar to the boarding of Corsairs PC game where ships can clutter together in boarding, but I couldn't test a 3 part boarding, so hopefully it works as it should. The new boarding system should be much more stable now.

I think I still remember you could deny a kill in the game... not confirmed how it happens, but i've seen it 10/10.
The Barque - Pinnace (aka Crusader in BS) could deny you a kill in older versions if you meant that. That tactic now does now yield the opponent 50% of his value now even when suiciding with explosives skill. Bounty is shown if an enemy kills you, not allies or suicide.

____________

Also added a 2nd bugfix
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
It's possible to play it alone and check out different things by yourself.

Is there AI?
There is no AI.

Making a good AI instinct would prove a challenge. I haven't bothered making one since it would be quite a challenge for this map type since cannonballs goes +90/-90 of the ships facing direction. Also I'm starting summer work and I don't have sufficient time for making it atm since I spent over a month in total for the partial AI support in Cruiser Command including testing the map 50+ times for correcting the AI which is the most difficult "system" I have ever made in WC3 since you must "program" the response for the AI to kinda act in a place for a human.

Making an AI requires a lot of work and effort so its not in my todo list atm.
 
Level 2
Joined
Apr 22, 2014
Messages
7
I'm so happy to see this map is still being updated.

I've been playing it with some guys from Diplomunion com and Clan BotR, but we are very few and it's hard to get a full game on MMH. Atleast games where people don't leave after getting sunk 5 times.

Is there some place to play this and meet other good NB AoS players?
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
I'm so happy to see this map is still being updated.

I've been playing it with some guys from Diplomunion com and Clan BotR, but we are very few and it's hard to get a full game on MMH. Atleast games where people don't leave after getting sunk 5 times.
Nice to hear that you got some of your clan with you :)


Unfortunately much less players plays wc3 nowadays. People aren't that patient unless they are are prepared to wait for the game to fill. However its still possible to get a good game with 3v3 or 4v4. You are most likely to get most people around 7pm to 11pm UTC +01:00 mid european time.

Due to the fact that this map is pretty much unknown, its look like battleships in the terrain and some confuses it with the Naval Combat its a map where you have to wait for people to join.

People tend to stick with older maps they have played before and prefer those and only some do try new maps from time to time

_________________

1.37d
Starting gold set to 1800 gold now in normal modes
Starting gold set to 8000 gold in rush mode
Max crew capacity will be increased by 2% for each level now
Reduced the max base crew on the bigger ships to compensate a bit
Overall nerf of all weapons by about 12,5% for balancing
Extended the range of starting culverine cannon
Lowered the range of starting ballista cannon
Autofire trigger should no longer interrupt movement
Corrected the damage value on cruiser cannon now
The first empire incomes should now provide somewhat better income
Empire tech level is now displayed for each income
Cannon barrage abilities will now also trigger the bought cannons once as well
Empire buildings no longer have a fixed bounty
Fixed a income bug that made gold disappear to non-existing players
Fixed a hashtable scaling bug with big ships front cannons
Fixed a bug that allowed you to easily abort barrages
Fixed a damage bug on Lightning Cannon's chain lightning
Fixed a spree kill bug
Fixed a bug with boarding timer to blink at 0 permanently
Fixed minor bugs

Another fix and some balancing. Also slightly buffed lightning cannons as their damage was a bit low, nerfed rocket based weapons as they did a bit much damage compared to the long range capability

Also fixed barrage, so it no longer bugs out so you can order freely after using barrage ability now which prevents you to be a sitting duck when using barrage ability in endgames.

As the ballista cannon is a favorite due to its damage bonus vs the starting ship the sailor, i decreased its range to 850 so it should hopefully decrease its as a favorite choice.

Sailor now have 400 initial hp, which i forgot to mention in changelog.

Also some minor adjustments and fixing some bugs.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
I decided to work on an update now and extending the projectile system to allow range and speed modification ingame. Rest will be revealed on version release.

These are the bugs I know of

  • Projectile bug that allowes seekers to ignore cliffs
  • Cruiser Cannon for troll destroyer and juggernaught not working
  • A bug with lightning cannon abilities not firing chain lightning when killing
  • Triggered angle bug with barrage abilities
  • Vertex coloring after boarding stay dark sometimes

____

1.38
Added a new Battleship class ship (14000) at main harbor
Added Ranged Combat skill at captains hut
Added Volley Cliff skill at captains hut
Added Faster Cannon Speed skill at captains hut
Initially, cannons do now have a 5% chance to pass cliffs
Empire Cannon fortress cannons can now pass cliffs 50% of the times
Added new item which can block freeze effect
Added a new legendary item which can increase range (30%)
2 shops outside map center will be available in short mode now
Naga shops will be available where the switch is in short mode
Dwarven Tech crew boost range by 15% (Dwarven Merhcant)
Increased the costs of permanent repair items
Merchantman will not receive shared ability points from empire
Traders ability point rewards will be given to the empire
Traders will receive 50% of their ability from trades each income
Players can also receive bonus ability points from empire now
Special bonuses is received for empire assists and building kills
Made a terrain trade shortcut passage for north trader on east
Added a afk debugger, in case the shared control is removed
Items owned by afk player should no longer be droppable
Slightly increased the pull range of Meathook
Buffed critical hit skill in captains hut from 4% to 5% pr level
Nerfed traders barrier armor bonus
Empire will now give players all the ability points for each income
Moved goblin carrack to main harbor and renamed it to hunter carrack
Reduced the speed disadvantage of having to large stack of cannons
Reduced passive heal by carpentry skill from 0.35 to 0.25
Reduced the range of sensor item and sensor skill to submarine
Suicide mission do now give empire 50% of the gold, was bugged
First Barrage wave will now always shoot at pointed location
Fixed a bug that allowed critical cannons to do more than 4x dmg
Fixed a trader bug that allowed selfkill gold for suicide mission
Fixed a projectile bug that allowed seekers to ignore cliffs
Fixed Cruiser Cannon for troll destroyer and juggernaught
Fixed a fatal error bug with seekers going off map edge
Fixed a bug with lightning cannon abilities not firing
Fixed a triggered angle bug with barrage abilities
Fixed a bug that didn't reset vertex color after respawn
Corrected a few tooltips

New version:
This includes the fix of electro cannon which didn't fire chain lightning, Cruiser Cannon do now work, a cheatful bug with seeker that ignored cliffs, and a bug with barrage abilities.

I added a new high end ship and also added new upgrades which allows you more freedom you pick what to spend your abilties points on. The new version includes heavy nerf on the trader regarding ability points rewards since it was insanely high. Gold rewards is atm not changed.

The new thing is the volley shot upgrade, that should allow cannons to sometimes volley over cliffs. This might change much of the gameplay. Also range increase and bullet speed increase.


Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: website https://entgaming.net/link/host.php

ENT BNet: Load code for ENT is
7vdhg for the 1.38 version, you need to type "Naval Battle v1.38" at least to load it at bnet (More info here about using ENT bot on bnet)
 
Last edited:
Level 6
Joined
Jul 19, 2008
Messages
183
Hey TK Long time no see. Since im temporarily back felt like checking in on this game since its been a long time. Found a couple of bugs:

-Submarine always loses its starboard cannon
-Traders can build a captains hut and then just buy a new trader ship after getting their trade item and basically for the cost of 800 teleport back to harbor with the trade item
-boarding sometimes just seems to make units get stunned for a while and nothing happens
-Ballista cannon in man of war when using cannon fury loses half its range unless its in the 5th item slot, tested with a couple other weapons and it didnt happen but it always happened with ballista cannon//edit : it seems to just be cannon speed in general messing up the length of gun. Cause the ship upgrade also had the same effect it wa juts harder to notice as its not as drastic as a change in speed. Only slot that works correctly is the 5th slot cannons
 
Level 5
Joined
Apr 19, 2009
Messages
165
May a mode be added where all gold/stat point incomes are shared equally among the team, no matter which player earned them? Eg. Communist mode :)
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
May a mode be added where all gold/stat point incomes are shared equally among the team, no matter which player earned them? Eg. Communist mode :)
I don't think so, I have to edit everything in order to add such a mode and I don't feel its a good idea. To much edit so its not a thing I will consider right now. But feel free by coming with creative suggestions.

Hey TK Long time no see. Since im temporarily back felt like checking in on this game since its been a long time. Found a couple of bugs:

-Submarine always loses its starboard cannon
-Traders can build a captains hut and then just buy a new trader ship after getting their trade item and basically for the cost of 800 teleport back to harbor with the trade item
-boarding sometimes just seems to make units get stunned for a while and nothing happens
-Ballista cannon in man of war when using cannon fury loses half its range unless its in the 5th item slot, tested with a couple other weapons and it didnt happen but it always happened with ballista cannon//edit : it seems to just be cannon speed in general messing up the length of gun. Cause the ship upgrade also had the same effect it wa juts harder to notice as its not as drastic as a change in speed. Only slot that works correctly is the 5th slot cannons

Thanks for your feedback, now I feel forced to release a bugfix very soon when I got some sparetime. These are bugs I didn't know about, except for boarding.


Cannon fury doesn't extend range, but speed only so lifetime duration of cannonballs is reduced accordingly and still have same range, so it looks like it has shorter range but feels like short because of optical illusion which I wasn't aware of until I tested it myself. The 5th slot is a bug in fact so I will fix it. I might also add a temporary range a little when using ability to remove the feeling of short range.

The boarding thing I struggle to fix recently because its related to neutral hostile somehow, especially when neutral hostile do the boarding. I will make a few more attempts.

I will fix the submarine and trader abuse bug.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,097
The Cannon Fortress in the southwest can't fire broédsides correctly (when it died, the cannonballs were still there waiting in midair, are selectable and can be attacked by battleship rockets).
The shore captain can't seem to build the hut, is that normal?
Battleships don't seem affected by speed upgrades.

The Sea Demon can be boarded. Now THAT'd be a battle...
 
  • Like
Reactions: TKF

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
The Cannon Fortress in the southwest can't fire broédsides correctly (when it died, the cannonballs were still there waiting in midair, are selectable and can be attacked by battleship rockets).
The shore captain can't seem to build the hut, is that normal?
Battleships don't seem affected by speed upgrades.

The Sea Demon can be boarded. Now THAT'd be a battle...
I couldn't reproduce that bug with cannonfort. Hut is sold at elf shop, if the captain can't build captains hut.

1.38b
Added Murloc Crew at Naga Shop
Changed the Carrack Hunters Homing Rocket ability
Added a new secret item which boosts cannonball speed
Frost Nova Cannon no longer causes damage to allies
Frost Nova Cannon price slightly increased
Deck Cannon ability do now splash damage
Slightly increased the costs of crews
Nerfed destroyers sail ripper skill slow amount
Attempted to fix death when buying new ship bug
Added temporary range bonus with Cannon Fury ability
Spell based cannons should no longer be reduced by armor
Fixed a bug that drained your ability points when repair empire ships
Fixed a bug with neutral hostile boarding doing nothing
Fixed a bug with submarines starboard cannon skill
Fixed a bug that allowed you to change ship using a crew or hut
Fixed a fatal forward cannons unlimited range bug
Fixed a boarding bug which allowed you to board sea demon
Fixed some minor bugs

Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
7m1vn for the 1.38b version


Okey here is a bugfix version. Everything should now be fixed now hopefully.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
As in, whenever I clicked on the hut item in the captain's inventory, it didn't respond, but it worked when I gave it to the ship.
Oh that is what you meant? Well handy-man offshore captain cannot use items, for bug reasons. All structure items is primarily meant for boats and can be put in shallow water. The handy-man offshore captain can build them inland. Alternatively you can use crew to use building items for you on land.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
You should put that in the tooltip or the menu somewhere.

Buying upgrades from the hut doesn't count as activity, still gets you the afk popup.

Pirates boarding never seems to go to the boarding map. On occasion it does, however, and seems to cause a game crash soon after.
Had an amusing bug where flipping the north's seagate switch for them caused the ships and fortress to appear, but not the gate to open. Meaning they were trying to squeeze their gold ships through several layers of base defenses and ships.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
You should put that in the tooltip or the menu somewhere.

Buying upgrades from the hut doesn't count as activity, still gets you the afk popup.

Pirates boarding never seems to go to the boarding map. On occasion it does, however, and seems to cause a game crash soon after.
Had an amusing bug where flipping the north's seagate switch for them caused the ships and fortress to appear, but not the gate to open. Meaning they were trying to squeeze their gold ships through several layers of base defenses and ships.
It's shown at harbor when you point the mouse over handy-man icon that he cannot use items.


If you played the latest version its weird it doesn't work. I cannot identify the cause yet. If this happens often and leads to crashes, let me know. Finding an solution to this is difficult. If it happens instantly during boarding process I know where to focus, but if it happens "soon after" it can be anything else than boarding.

Btw does this happen to players, or is it only neutral hostile related?



I cannot reproduce the gate switch bug, however will add a fix for the ocean gates, so it will debug ingame.

I'm working on another update, but will wait a bit first for more feedback as I plan to add another ship using this model.

Current bugs I'm aware of:
  • Fake ability point message for trader, trader don't get any [ok]
  • Ability point empire share bug that gives it players that left the game [ok]
  • Bug with trade supply and ocean gate [unknown, adding debugger]
  • Bug that causes torpedo to jump over cliffs, due to new upgrade [ok]
  • Bug with afk on upgrades [ok]
  • Wrong info on some cannon related abilities [ok]
  • Bug with boarding [unsolved]
  • More?
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Gate: If it helps, I got past the north gate via the Elven Shock Cruiser's blink.

Boarding: What usually happens is the ship gets boarded (which deselects your ship no matter the outcome: failure, boarded, go to boarding screen), if it works the camera goes to the boarding arena, there's just enough time to order the crew to attack, then usually one side explodes (or the game hangs and crashes). I don't know if it can happen with other players though.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Boarding: What usually happens is the ship gets boarded (which deselects your ship no matter the outcome: failure, boarded, go to boarding screen), if it works the camera goes to the boarding arena, there's just enough time to order the crew to attack, then usually one side explodes (or the game hangs and crashes). I don't know if it can happen with other players though.
Ok I found one boarding fatal error bug. It happens when neutral hostile uses lian, so if the neutral hostile captain get stuck at that, it will cause a fatal error almost always for some odd reason.

I didn't have time to finish it tonight, I release a fix as soon i get it fixed until i get a test run without crashing the game...

______

Edit_

I finally found a fix to it.


1.38c
Added a new corvette class ship (2000) at main harbor
New Abilities: Defence Field, Structure Repair and Build Tower
Changed the building system so you can speed up with repair items
Changed primary attribute icon with a cannon
Changed all secondary abilities hotkeys from C to V
Structure Mechanic item do now benefit from your carpentry skill
Corrected some cannon abilities descriptions
Decreased Cannon Tower attack cooldown from 2.4 to 2.1
You will now start with 5 charges of weak repair wood
Buffed Ballista Front Cannon damage from 65 to 75 pr level
Moved frigates to 2nd harbor page
Remade Phantom Speed ability
Researching counts as activity for afk detection system
Removed fake ability point message for trader
Removed the trader from empire gold share equation for balancing
Added a debugger for building owner change bug
Fixed a boarding related fatal error bug
Fixed a bug that made boarding not happen
Fixed ability point bug that gave it players that left the game
Fixed a bug with ocean gates
Fixed a bug that caused torpedo to jump over cliffs

Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
qx84k for the 1.38c version

models_7001_screenshot_tnb.jpg

The boarding should now be working well now. Hopefully there is no more fatal errors to it.

I added a new ship which purpose is building towers and defend. Its abilities is shield defense skill. tower building and building repairs. Repairing building under construction will speed up the build rate. Trader will no longer receive gold from the empire, this is an attempt to balance it since it have a tendency to earn to much gold.

________________

Edit_

I'm working hard the last weeks to implement an AI, I'm not sure I get it done before the 1.27 patch. At the moment I've made several builds and a combat AI system. Due to the way the map works, the AI is much harder to make that I anticipated.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
n00ua for the 1.39 version

Ok, I released another update. This is a major update since I spent weeks developing an AI in this map. It cannot match with the best players, but new players might struggle against the computer controlled heroes.

It should provide players who wants a map to play alone now, any number of computers they want. The AI has an APM of 240 equivalent human players, but filling all slots up with computers would reduce it to about 135.

1.39
Added AI for players (computer)
Nerfed the direct impact damage of fire based cannons
Slightly decreased the cost of electic cannon weapons
Fixed a bug speed with medium speed cannons
Fixed a bug with Frost armor item not resisting freeze effect

Difficulty will add one instance of bonus gold to the AI at 8 minutes.

The AI is able to pick a certain weapon kit category, but doesn't pick random within that category. So far its 6 kits.

The AI is also able to buy ships, but its pretty much locked within its weapon kit category, except it might pick a random ship at start.

The AI will also pick a tech from captains hut.

The AI can also retreat from battle to repair itself and can use wood.


AI cannot take off out of centre or open any gates

AI cannot build towers

AI cannot deploy crew

AI can't pick up items

AI cannot board atm


When a player goes afk, the AI should also control that player. His teammates can lock it down by using hold position. However I haven't tested everything to extend, so I might not be surprised if i missed anything.


132929-albums387-picture106556.jpg
 
Last edited:
Level 15
Joined
Dec 21, 2013
Messages
910
Wow cool!
Battleship with AI. I rrally like to play this map with my brother, but its kinda boring to play without more players. Now it has AI, yay!!
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Sometimes the AI doesn't have any guns at all but still joins the battle (maybe it had combat abilities, it was a low-level Lugger).
At some point shared vision was turned off (the damage numbers and projectiles were still visible through fog of war). And then it was restored, either dying or opening the demon gate did that.
A pirate Battleship tried to use Barrage near a cliff, it was sunk soon after but the cannonballs were still there.
Once the demons are released, the music plays over instead of replacing the standard music.
When the demons are released, you should have the spawned ships attack them as well, usually the demon ends up just in front of the north's main harbor, completely ignored by the spawns unless you lure him towards one of the side harbors.
Had a bug where sending the ship (merchantman) in the dock didn't start repairs. Typing -out didn't work immediately, but it got the ship out.


Imperial Battleship's tooltip reads Heavy Cruiser.
The bomb barrels can't be attacked by mercenary ships (it says "can't attack crew"), though the battleship's rocket attack targeted it automatically.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Sometimes the AI doesn't have any guns at all but still joins the battle (maybe it had combat abilities, it was a low-level Lugger).
At some point shared vision was turned off (the damage numbers and projectiles were still visible through fog of war). And then it was restored, either dying or opening the demon gate did that.
A pirate Battleship tried to use Barrage near a cliff, it was sunk soon after but the cannonballs were still there.
Once the demons are released, the music plays over instead of replacing the standard music.
When the demons are released, you should have the spawned ships attack them as well, usually the demon ends up just in front of the north's main harbor, completely ignored by the spawns unless you lure him towards one of the side harbors.
Had a bug where sending the ship (merchantman) in the dock didn't start repairs. Typing -out didn't work immediately, but it got the ship out.


Imperial Battleship's tooltip reads Heavy Cruiser.
The bomb barrels can't be attacked by mercenary ships (it says "can't attack crew"), though the battleship's rocket attack targeted it automatically.
When you enter forbidden waters, you lose sight of your allies. The normal attack of units I can't do anything with since its kinda hardcoded.

The Imperial Battleship cannot attack bomb barrels or crew, but its second attack can.

I couldn't reproduce the pirate barrage cannon bug. I'd like to see a screenshot of it.

Rest is simple fixes. I haven't tested the music turn off but it should work now.


Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
knybv for the 1.39b version
New version!
1.39b
AI will now control afk players as intended (bugfix)
Fixed a bug that caused the AI to randomly fire to often
Fire resistance item will now also reduce fire damages
Fixed an AI waypoint bug
Smaller bug fixes

I have fixed some AI stuff and the afk thing didn't work when you were playing against human players only. Now it should work. When you don't want to let AI control one of your afk players ships "Hold Position" order should pause the AI temporary.

The AI can still miss, but that is because it turns right after firing or by some instances there's still minor bugs with AI system.


I might add a few more AI function later, but I got tired of developing AI for now, its been 3 boring and tiresome weeks.
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
I've tested this in a 5v5 with all AI ships.

First of all the new AI is very good, they manage to actually compete with you (at least in some cases).

Here's a list of issues I found:

* There are hundreds of spammy AI debug commands that pop up, even though I selected normal play modes. These should be removed unless enabled.
* Right at the beginning of the match, the AI ships move directly into battle. Humans can't really reasonably compete with this. Maybe make a 15-30 second timer before netural ships start spawning?
* When the "on fire" status effect is applied to you, the visual effect is very minor. This is particularly influential in the early stages of the game. I suggest adding a custom fire effect, maybe using dummy units, to help distinguish this effect during the game.
* One of my AI team mates stopped playing at some point and just sat in base. It had items and was level 5.
* I still think the "Old Captain (Trainer)" design is unintuitive. Maybe something better would be that you could go to him to select your stat upgrade preferences, and the upgrades would happen automatically. What do you think?
* AI players simply ignore gold coins and other pirate items on the ground.
* When you have been boarded by pirates, your captain has an ability called like "Leave Combat". The icon for this is very misleading (looks like a combat ability). I clicked it without reading it.
* "The British Empire is on a PWNING RUN!" doesn't even make sense...
* "Boarding Chaos" effect from fighting pirates is a super unintuitive effect with poor visual indication.
* After about 60 minutes of gameplay, wc3 crashed. This happened when I was using the goblin super ship's cluster rockets ability on a few targets. I suggest not using cluster rockets which is known to cause bugs.
 
  • Like
Reactions: TKF

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
I've tested this in a 5v5 with all AI ships.

First of all the new AI is very good, they manage to actually compete with you (at least in some cases).

Here's a list of issues I found:

* There are hundreds of spammy AI debug commands that pop up, even though I selected normal play modes. These should be removed unless enabled.
The AI does get some handicap, AI specific gold bonus at min 8 depending on difficulty. Its difficult to make them play well in very close combat though.

About debug messages I guessed you played as WorldEdit? You get the debugmessages all the time, you must type "-admincheck" to remove or to get debugmessages. (This is a secret command to get debugmessages)
Cokemonkey11 said:
* Right at the beginning of the match, the AI ships move directly into battle. Humans can't really reasonably compete with this. Maybe make a 15-30 second timer before netural ships start spawning?
Well this is intentional to keep them at somewhat high level, so they already do nothing the first 10 sec or so. Its timed to get them at the first ships wave encounter.
Cokemonkey11 said:
* When the "on fire" status effect is applied to you, the visual effect is very minor. This is particularly influential in the early stages of the game. I suggest adding a custom fire effect, maybe using dummy units, to help distinguish this effect during the game.
I'm not sure when you mean here. You mean the fire from fire weapons? You can see the damage taken. The the buff is using building damage under buffs. I notice when I'm on fire or not.
Cokemonkey11 said:
* One of my AI team mates stopped playing at some point and just sat in base. It had items and was level 5.
I've added a few instances the AI shouldn't pause the entire game, did it do nothing the entire game? This is bad and I have check this.
Cokemonkey11 said:
* I still think the "Old Captain (Trainer)" design is unintuitive. Maybe something better would be that you could go to him to select your stat upgrade preferences, and the upgrades would happen automatically. What do you think?
Curently stats preferences when you level is set at captains hut and random by default, but I might change that so its more easily accessible. Adding that to the trainer is a good idea.

Currently trainer is the same as from beta and unchanged. I don't feel its unintuitive but its sometimes annoying to go back to base or wait until respawn to pick your stats. Another thing is that you can also spend your ability points on special abilities at the captains hut. The ability point notice ingame make new players aware of the trainer, but most overlook the captains hut if they are unfamiliar with the game.

I have considered to remove patrol button and add a stat preference button/spell book with several prefs instead and pick your preferences there, but that would also affect normal ships too.
Cokemonkey11 said:
* AI players simply ignore gold coins and other pirate items on the ground.
Its not implemented yet, making the AI pick up weapons would mess up with the kit system, but I may perhaps make them able to get coins and repair lumber and such. AI system is quite heavy already (on my old computer it is), but I may add a few more stuff for it the the future.
Cokemonkey11 said:
* When you have been boarded by pirates, your captain has an ability called like "Leave Combat". The icon for this is very misleading (looks like a combat ability). I clicked it without reading it.
That can be fixed
Cokemonkey11 said:
* "The British Empire is on a PWNING RUN!" doesn't even make sense...
Well the empire pwn the AI.

Yeah I see your point. The empires kills heroes also get sprees. I will look on that. I guess that would happen quite often as the AI tend to get killed by the empire to often...
Cokemonkey11 said:
* "Boarding Chaos" effect from fighting pirates is a super unintuitive effect with poor visual indication.
Maybe
Cokemonkey11 said:
* After about 60 minutes of gameplay, wc3 crashed. This happened when I was using the goblin super ship's cluster rockets ability on a few targets. I suggest not using cluster rockets which is known to cause bugs.

That is not good, did that happen immediately when they died or after using it sometimes? I never experienced error with using those projectiles with the basic rocket cannon.

Also I don't understand how a model can cause fatal error bugs. Perhaps I need to import a new one


Thanks for your feedback, I will add some to "todo list".
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
> About debug messages I guessed you played as WorldEdit?

Yes, I suggest removing this since a high concentration of first-time players on THW will be named WorldEdit.

> Well this is intentional to keep them at somewhat high level, so they already do nothing the first 10 sec or so. Its timed to get them at the first ships wave encounter.

I suggest removing it and instead focusing on keeping the experience for human players feeling "fair". That's why I suggested instead changing the first ship wave to be a bit more delayed.

> I notice when I'm on fire or not.

It's not really interesting if you're personally aware of the buff. Basically it's better game design if the visual indication is made clear.

> did it do nothing the entire game?

Do they start at level 5 with an item? Then yes it did nothing the whole time. I didn't notice otherwise. Unfortunately I don't have a replay since the game crashed.

> Curently stats preferences when you level is set at captains hut and random by default, but I might change that so its more easily accessible. Adding that to the trainer is a good idea.

> Currently trainer is the same as from beta and unchanged. I don't feel its unintuitive but its sometimes annoying to go back to base or wait until respawn to pick your stats. Another thing is that you can also spend your ability points on special abilities at the captains hut. The ability point notice ingame make new players aware of the trainer, but most overlook the captains hut if they are unfamiliar with the game.

> I have considered to remove patrol button and add a stat preference button/spell book with several prefs instead and pick your preferences there, but that would also affect normal ships too.

I didn't even know there was a captain's hut. Maybe you can find a way to make them the same unit, and perhaps default the stat bonus automatic-ness to be "on"?

> That is not good, did that happen immediately when they died or after using it sometimes? I never experienced error with using those projectiles with the basic rocket cannon.

I was raping a few of them at once. It's possible that one of them was dying, but hard to say. Basically a huge number of triggers were definitely firing around the same time.

> Also I don't understand how a model can cause fatal error bugs. Perhaps I need to import a new one

I think the ability causes problems, not the model.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
I haven't found of fatal error yet. The repair dock bug I might lookup later. The AI will be fixed via debug if the dock hangs up. The AI shouldn't hangup permanently in the dock.

I haven't found a good solution for checking items on the ground for the AI yet as there is limited ways of checking them.

1.39c
Added a spellbook button for spending ability points
Removed the Patrol Command button for heroes
Removed automatic debug messages for WorldEdit
Delayed the first starting wave by 8 seconds
Some small adjustments
"-afkai" command let you ai control you without dialog popup
Fixed a bug with shield spell not working
Fixed a bug with afk AI not working properly
Fixed some minor bugs

I've removed the patrol button from the game, the empire ships still have patrol (A dummy version of it). I added 5 skills into the ability selection button available for everyone. You can buff your attribute from there (I still kept the trainer for now). I'm not sure if it complicates or simplifies the game, but its a start.

"Some small adjustments" is actually a lot of changes based on your feedback, but not everything. However I haven't done anything more to the AI atm.


I might work further on fixing stuff...
 
Level 1
Joined
Jan 4, 2013
Messages
1
Hello. I like this map a lot, so when i found out that new version has AI in it, I started playing immediately. First game I played alone 5x5 with bots. After an hour of playing I had more than 100 kills. Then, when I killed one of bots again, I had fatal error. At first I thought that it's because of big number of bots(I also had some lags during game), so I started next game 1x5. After playing for near same time as previous game, this one also crashed on kill. I was using only Hellfire and Frost nova cannons, so I think problem is not in weapons but maybe in killing too much or playing for too long. I really hope you'll fix it because it's great map and killing bots is so fun)
Also, I remembered several times when one of bots without any reasons had over 50k hp on it's ship, so i could only kill his crew. What is it?
 
Last edited:
Top