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Conqueror 9.0

Conqueror9.0
Created by Urbase

Map Info:

In this map, you may rule your kingdom by any way, you can become a good lord or a bad lord you want. Build and design your city by your lord, and lead your army to victory, to defeat hostile kingdom or strong AI kingdom.

This map is a translation of map from urbase.net, the map's language is based on traditional chinese. If you meet any problem, you may mail to this mail [email protected], we will try to fix that problem as soon as possible.

Features:

In this map, players can not control most the units, all player can do is give the order for your lord to design your kingdom, and give the order for your army to fight with hostile kingdoms.

  • SIM- Build your own kingdom, let the new people join your nation.
  • RTS- Command your army to destroy the enemies, and after you defeat the enemy, the enemy will become your ally and help you to attack other hostile kingdoms.
  • Support Computer AI- In every Mode, it will support some basic AI kingdom when you open a seat for compuer AI.
  • Collaboration/Against Mode- In Collaboration Mode, players should stand together to defeat the powerful hostile kingdom(Undead Earl or Knights Templar), and enemies will increase the strength every wave; In Against Mode, players should defeat every hostile kingdoms, and force them to join your kingdom.
  • Name of King- In this game, you may own a name for your lord, the reason is based on what you do.(For example: You lead your people hungry, you will get the name is called Tyrant.)

Some tips about map:

1. "Attack Command" of your hero can arm your citizens to the army.
2. Buildings will be on fire when no any nearby citizens there.
3. Children should be educated.
4. No really loser in this map.


Screenshots:



Your own kingdom:

p1_zps549bcc9b.png


Mobilization:

p2_zps6c9e20de.png


Battle:

p3_zps2443c234.png




Change Log:





fixed:
  • Fix the problem of renaming kingdom grammar
  • Fix the bug of ally can control units
  • Fix the problem that clicking units quickly causing the unit cap is not able to release
  • And so on
Added:
  • New natural camp: Ranger Camp
  • New setting for the wall, after finish the building will not give any special buff when the enemy appear near that wall
  • New setting for income limit, kingdom will not gain more than limits (gold:1000, food: 500) every turn (might be 7 sec)
  • And so on
tuning:
  • Increase game tempo, reduce most of buildings constructing speed.



fixed:
  • Every kingdom can own only one military school
  • Remove some suspect trigger to reduce the computing requirement
  • Set the attack damage point of most of units to constant to reduce the computing
    requirement
  • Fix the bug of skills of Treasure House



fixed:
  • Increase the time of children for growing up
  • Increase the difficult for Collaboration Mode (Nomral、Hard and Nirvana)
  • And so on
Added:
  • New education system, citizens are able to be get skill and level up the skill
  • New building Treasure House, it can be built by Vast Public Works Construction Point
  • And so on



fixed:
  • Every kingdom can own only one military school
  • The mana cost and cd time of military school reduce
  • Citizens appear on house-style buildings nearby
  • The difficulty of Knights Templar increases
  • Children will grow up by time
  • The time cost of house-style's upgrade reduces
  • The time cost of college's upgrade reduces



fixed:
  • resize the map to 244*244 due to that whole map (256*256) might cause the game crash



fixed:
  • upload the correct version



fixed:
  • fix a endless loop when the AI is actived.



fixed:
  • fix the bug which will cause the game crashed.



fixed:
  • fix the bug that when build the kingdom on corner of map, then the game will be crashed.
  • add Yearning skill to Steles (wise lord only)



tuning:
  • higher hostile camps appear
  • the research of Barrack time speed up
  • the construction time of Barrack time speed up
  • the construction time of Castle time speed up
  • each Barrack only can summon one ranger
  • AI's defense strategy is more sensitive
  • the increasing's speed of resource of farmer and merchant is faster
  • increase range of Sale tax of market and Food tax of farm
  • increase the movement speed to the highest unitil the townhall is finished
add:
  • resize the map size in game from 170*170 to 256*256
  • player can let AI play player's kingdom by typing "-aion", and type "-aioff" to cancel AI.
  • In collaboration mode of knights templar, knights templar will release Dwarf Warriors join the battle to attack your kingdom.
  • archers will not crowded together
  • add Drunk skill to Tavern (madman lord only)
  • add Repair skill to Captain (wise lord only)
  • add Flag Presentation to Barrack
  • add new building Field Hospital in Vast Public Works Construction Point (warlord lord only)



fixed:
  • add new mechanism "Induce to Capitulate" in Against Mode
  • AI will try to use Induce to Capitulate for other hostile kingdom
  • increase the limit of resources of farmer and merchant
  • fix some bugs



fixed:
  • add new mechanism for citizen's increasing (when your satisfaction of people more than 50%, than +1 citizen as the bonus, more than 95% +2 citizens)
  • fix some bugs



fixed:
  • fix the display problem of Satisfaction
  • fix the display problem of victory
  • fix the problem of Barrack, it can be used to break the limit of population
  • relax the penalty of threshold when people are too close
  • adjust the condition of common king (get it difficulty )
  • add some new hostile camp in game (such as: camp of bandit, strange mine, huge spider nest, manor)



fixed:
  • fix bug on trigger (in addition player1, all players will not increase resource)



fixed:
  • add new controllable unit Captain
  • add information box for balance of gold and food
  • fix the problem of translation on Warlord (Dash)
  • and so on



fixed:
  • fix the problem of translation on trigger (Surrender of townhall)
  • fix the problem of translation on trigger (Common King)
  • fix the problem of translation on unit (Training Field of Beasts)



Added:
  • Translate from Traditional Chinese to English



Credits:

Resources:
Author's notes:

First time to upload and translate the map here, if I did something wrong or some mistakes, please let me know.
Thanks for your download or reading. ;)

Offical Web site of this map
If you want to leave some comments there, you may sign up or using template ID traveler(PW: traveler) there.

Keywords:
sim,rts,kingdom
Contents

Conqueror 9.0 (Map)

Reviews
Moderator: StoPCampinGn00b Conqueror by General / Urbase RATINGS Scores[/COLOR]] Gameplay: 27/30 Terrain & Aesthetics: 13/20 Total Score: 40/50 Explanation[/COLOR]]5 Stars: 47+ 4 Stars: 40-47 3 Stars: 25-39 2 Stars: 10-24 1 Stars: 1-9...

Moderator

M

Moderator

[TD]
Moderator:
StoPCampinGn00b
user_offline.gif
user_offline.gif
Conqueror
by General / Urbase
navbits_start.gif
RATINGS

[COLOR=white

[COLOR=white

Scores[/COLOR]] Gameplay: 27/30
Terrain & Aesthetics: 13/20
Total Score: 40/50

Explanation[/COLOR]]5 Stars: 47+
4 Stars: 40-47
3 Stars: 25-39
2 Stars: 10-24
1 Stars: 1-9

navbits_start.gif
CRITIQUE
Gameplay:
The gameplay isn't just another strategy builder map, it's quite different, creative, and innovative. Players build their towns/cities and manage their economy, but the combat system is different. It's not fast speed micro, the leader (the hero/builder) must command troops with a set of abilities, but how well depends on the economy and techtree of the bases. The map works well and is neatly polished. It's Chinese to English translations are easily understandable, despite a few minor grammar mistakes present. The variation of modes and difficulties makes this map flexible for many players. The AI is a major step up in a map like this as maps with AI are usually arenas and offense genres.

The camera options are very useless, they are all way to close to the ground level, sometimes even in the ground. I suggest you fix them by zooming them out more. Also, it is a little annoying for soldiers to get stuck behind buildings, perhaps an unstuck would help solve this issue. That's all the problems/bugs I've experienced, nice gameplay that suits well for competitive or cooperative play, single player or multiplayer!

27/30
Terrain & Aesthetics:
The terrain is sub-par, around 5 tiles are used moderately across the map. The map isn't flat, the cliffs make up for it and they actually look nice and fitting to the type of map this is.

There is a lacking amount of doodads. A few trees, and items like barrels and hay are to be found, but there really isn't enough of it. What makes up for it though is how the cities look when you build them. Some buildings are faced randomly which makes it give a cozy feeling with villagers wandering about. Walls add a fun military feeling with it if you put some soldiers near them, I can imagine a few people making sim cities with this map.

13/20
navbits_start.gif
VERDICT
The only way a map can be approved is if it follows the map submission rules that apply to the map type.
- All rules followed, map approved!
navbits_start.gif
NOTES
Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.
user_offline.gif
user_offline.gif
[/TD] [/TD][/tr]
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Review finished!

[TD]
Moderator:
StoPCampinGn00b
user_offline.gif
user_offline.gif
Conqueror
by General / Urbase
navbits_start.gif
RATINGS

Scores

Explanation

Gameplay: 27/30
Terrain & Aesthetics: 13/20
Total Score: 40/50

5 Stars: 47+
4 Stars: 40-47
3 Stars: 25-39
2 Stars: 10-24
1 Stars: 1-9

navbits_start.gif
CRITIQUE
Gameplay:
The gameplay isn't just another strategy builder map, it's quite different, creative, and innovative. Players build their towns/cities and manage their economy, but the combat system is different. It's not fast speed micro, the leader (the hero/builder) must command troops with a set of abilities, but how well depends on the economy and techtree of the bases. The map works well and is neatly polished. It's Chinese to English translations are easily understandable, despite a few minor grammar mistakes present. The variation of modes and difficulties makes this map flexible for many players. The AI is a major step up in a map like this as maps with AI are usually arenas and offense genres.

The camera options are very useless, they are all way to close to the ground level, sometimes even in the ground. I suggest you fix them by zooming them out more. Also, it is a little annoying for soldiers to get stuck behind buildings, perhaps an unstuck would help solve this issue. That's all the problems/bugs I've experienced, nice gameplay that suits well for competitive or cooperative play, single player or multiplayer!

27/30
Terrain & Aesthetics:
The terrain is sub-par, around 5 tiles are used moderately across the map. The map isn't flat, the cliffs make up for it and they actually look nice and fitting to the type of map this is.

There is a lacking amount of doodads. A few trees, and items like barrels and hay are to be found, but there really isn't enough of it. What makes up for it though is how the cities look when you build them. Some buildings are faced randomly which makes it give a cozy feeling with villagers wandering about. Walls add a fun military feeling with it if you put some soldiers near them, I can imagine a few people making sim cities with this map.

13/20
navbits_start.gif
VERDICT
The only way a map can be approved is if it follows the map submission rules that apply to the map type.
- All rules followed, map approved!
navbits_start.gif
NOTES
Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.
user_offline.gif
user_offline.gif
[/TD] [/TD][/tr]
 
Last edited:
Level 1
Joined
Apr 23, 2014
Messages
475
I think i found a bug... When io induct the village, i could control the villagers there and let them go around,

also pls don't let villagers wander off too far, it's annoying sand sometimes they go into enemy territory and get killed!
 
Level 4
Joined
May 17, 2014
Messages
25
I think i found a bug... When io induct the village, i could control the villagers there and let them go around,

also pls don't let villagers wander off too far, it's annoying sand sometimes they go into enemy territory and get killed!

Thanks for your comment, but I think that might not a bug, because you may control your army(people) in that way is correct, however it will spend some mana point of your leader, after your mana point is running low, you may not declare the new war anymore.

You may use this way to control your people is ok, but that is danger too, since you have a hostile visitor, you may induct your citizens many times via that skill, therefore, the safer way is keeping the mana point to protect your kingdom anytime.

Another suggestion about control the citizen is Potted Plant (upgrade by Public Works Construction Point), Potted Plant has a skill which is called Potpourri, that skill can be used to attract citizens, I think that might be useful also.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
This needs a better tutorial, I've tried it more than three times and still have no idea how to produce troops other than occasionally use the lord's "Attack here" ability.

The AI tends to block itself into its own base, maybe you could adjust the building collision to avoid this.

You should have a scoreboard indicating gold and food income so as not to get caught by surprise when food starts getting low.

Workers are unselectable and don't repair anything. And what is the point of suicidal buildings?

Rebel units retain their color.

I defeated the Templar kingdom (playing only against them) and got a defeat message.

I would suggest switching the icons for walls and public buildings.

What do the altars and statues do?
 
Last edited:
Level 4
Joined
May 17, 2014
Messages
25
This needs a better tutorial, I've tried it more than three times and still have no idea how to produce troops other than occasionally use the lord's "Attack here" ability.

The AI tends to block itself into its own base, maybe you could adjust the building collision to avoid this.

You should have a scoreboard indicating gold and food income so as not to get caught by surprise when food starts getting low.

Workers are unselectable and don't repair anything. And what is the point of suicidal buildings?

Rebel units retain their color.

I defeated the Templar kingdom (playing only against them) and got a defeat message.

I would suggest switching the icons for walls and public buildings.

What do the altars and statues do?
Hi, thanks for your comment, about your question...

1.AI will stuck sometimes, the reason is AI will try to randomly build the building they can. Adjust the collision of the building might be a good solution, thanks.

2.Display of Food in our map, that is located on the wood slot, I think that is obvious enough, scoreboard might not be helpful.

3.Workers only try to automatically fix the building which are taken damage from enemy.

4.Every building has the skill "Destroy", that skill can be used to destroy that buildings which are built incorrectly.

5.If you defeated all AI kingdoms, and you got failed message, I think that may be bugs, thanks for report that, I will check that triggers of map.

6.Altar is a combinational building, it can summon some monsters to service you, sometimes it will cause the chaos too.

7.Statue can make the city look more beautiful, it can also increase the satisfaction of the people, then the people will pay more tax

if you mean "Statue of Juggernaut", that are special units/buildings, and it can be summoned by conditions.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Getting the defeat message every time I defeat the enemy AI.

Income: I mean something that tells you how much gold/food you're getting (i.e., gold income is (# of markets)*5 - (# of farms)*10). If you start getting lots of military units all of a sudden, your food/gold starts plummeting, so an income tab that warns you it's about to go negative would be helpful).

By suicidal buildings I meant those that take continuous damage for no reason, sorry about that. The well's field of effect seems far too small for the amount of buildings required.

I tried the Worship icon at all the altars, but nothing happened.

The Lich's revival cooldown is far too long, all the enemy needs to do is have a few units near the marker and kill it again and again.

The units you can build when the Earl controls you are far too slow to be of use.
 
Level 4
Joined
May 17, 2014
Messages
25
Getting the defeat message every time I defeat the enemy AI.

Income: I mean something that tells you how much gold/food you're getting (i.e., gold income is (# of markets)*5 - (# of farms)*10). If you start getting lots of military units all of a sudden, your food/gold starts plummeting, so an income tab that warns you it's about to go negative would be helpful).

By suicidal buildings I meant those that take continuous damage for no reason, sorry about that. The well's field of effect seems far too small for the amount of buildings required.

I tried the Worship icon at all the altars, but nothing happened.

The Lich's revival cooldown is far too long, all the enemy needs to do is have a few units near the marker and kill it again and again.

The units you can build when the Earl controls you are far too slow to be of use.
Hi, thanks for your comment again.

1. Yes, if you defeat a hostile kingdom, it should display some message about that, I think that is correct. Do I misunderstand on this problem?

2. Okay, I got your point, it's information window of income, I think that should be a good ideal, thank you.

3. Forgive me, I misunderstood your question, but I know what you mean now. Some buildings will on fire, that is because they are no people there, each citizen has some buff which can repair neighboring buildings in a range(likes well). Therefore, when you claim the war over and over, it mean you have no citizens in your kingdom(Because they are soldiers now), then your buildings might be destroyed by itself. It's also mean you should finish the war as soon as possible.

4. I guess you are talking about the skill "Worship" of "Nameless Tomb", You should bring some special item on your slots of hero, after it, you can active the "Statue of Juggernaut".

5. In this map's collaboration mode, after you become a new member of AI, I think you can do three things, one is attracting the attention of the enemy(player), two is moving the AI's castle and try to reinforce the AI's defense, and finally, give the AI a suggestion to attack the enemy(player). But I think become a normal player should be more fun than a member of AI, otherwise players will tend to "lose" at first and make other player suffering.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
As in, once the center AI falls, be it undead or templar, I get the menu saying I lost the game.

As for the buildings, you should have some way of forcing citizens to stay near them, or upgrade the well's range. Also, upgrades to farms and markets would be useful to avoid cluttering.
 
Level 4
Joined
May 17, 2014
Messages
25
As in, once the center AI falls, be it undead or templar, I get the menu saying I lost the game.

As for the buildings, you should have some way of forcing citizens to stay near them, or upgrade the well's range. Also, upgrades to farms and markets would be useful to avoid cluttering.

Thanks for your comments,

1.If that really happened, it is a text-bug, thanks for your remind. ;)

2.In my experience(because that game was released in asia first), I think the setting should be ok, but if you said that, I will recheck that again, thanks for your attention and suggestion again.
 
Level 4
Joined
May 17, 2014
Messages
25
The lord can attack it (presumably trebuchets can do so as well). I didn't say it was an effective method, just possible. This was against an AI, but I daresay the probability of human players trying to undo their defeat will be higher.

I think maybe I know your meaning now, you may type "-ntk" to prevent the new ally which is conquered by you to attack your units or buildings, if they want to use their hero/trebuchet to attack you, then that unit will die immediately as a penalty.
 
Level 4
Joined
Jul 31, 2013
Messages
50
Awesome map,but I have two questions:
-Why is the map protected? I'd love to see the code...
-I did a 19 minutes game and after that, I lost! It said "you were forgotten by your people" or something like that...WHY?! I was doing great! What happened? Please tell me!
 
Level 4
Joined
May 17, 2014
Messages
25
There needs to be some way to relocate citizens when they spawn in blocked areas. I mean, sure the "Stupid King" is funny (and should result in an uprising), but it's not very efficient.

The easiest way to prevent the citizens appear in the blocked area, it's keep buildings are located pretty close, other way is keep buildings are located not so close, that mean you should leave aisle for each building.
 
Level 4
Joined
May 17, 2014
Messages
25
Awesome map,but I have two questions:
-Why is the map protected? I'd love to see the code...
-I did a 19 minutes game and after that, I lost! It said "you were forgotten by your people" or something like that...WHY?! I was doing great! What happened? Please tell me!

Thanks for your comments,
1. If you prepare a magic show for children, you will not show how it work, right? ;)
2. In the mode of collaboration, when you become a slave kingdom of AI, and you try to attack the AI, you will receive a penalty(kicked from game). If you are not belong this case, that might be a bug, I hope you may tell the detail about that, thanks. ;)
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Yes, but sometimes they get stuck in the one or two tiles that can't be built on near cliff faces.

You should give the "Attack here" button to the altar as well, it's very annoying, if not dangerous, to interrupt construction to move your army.

Also, some way of giving move orders and selecting the type of soldier they're given to is important, several battles were lost because the melee units were trapped behind the archers.
 
Level 4
Joined
Jun 30, 2013
Messages
76
Hello,

I was fascinated by the level of automatisation that varies from the stage of beginning to the stage of conquest, never seen anything similar, except maybe for FOTN that could be competitive, but in different way. However, I find some features which I would really like to see implemented and that are contrasting with the overall level of the game. Here's the list:
1. More units: perhaps, I do not see that ideal balance that passed to the version of 8.3, but maybe at least a couple of new types of units would be cool (pikemen, light chivalry etc).
2. Again, as a newbie I could not see this feature, but would be good if one had a possibility to change everyone's food.
3. Change descriptions, as it is quite boring to read them.
4. As a test feature, to change from weapons-armor upgrades to knights-archers upgrades so the game becomes more picturesque with a bunch of new types of units in it, as stated in point 1.
5. These computers do not make gladiators, though they should to. And don't choose the specialization that would be essential to bring fun to game.
6. Here comes the most important thing. City looks cool with the stupid people hanging around, whereas farm should be crowded with horses, sheep and chicken, so the number of animals changes a little the balance of game. This can be followed by dead cow = item of meat, dead chicken => item of dead chicken (nuggets) etc. (ofc dead parrot enclosed)

Also:
1. Make different types of terrain affecting your speed (grass = faster, snow = slower etc).
2. "Fall Back!" ability.

Hope this brief review helps to develop the map. Looking forward for any responses.
 
Last edited:
Level 4
Joined
May 17, 2014
Messages
25
Hello,

I was fascinated by the level of automatisation that varies from the stage of beginning to the stage of conquest, never seen anything similar, except maybe for FOTN that could be competitive, but in different way. However, I find some features which I would really like to see implemented and that are contrasting with the overall level of the game. Here's the list:
1. More units: perhaps, I do not see that ideal balance that passed to the version of 8.3, but maybe at least a couple of new types of units would be cool (pikemen, light chivalry etc).
2. Again, as a newbie I could not see this feature, but would be good if one had a possibility to change everyone's food.
3. Change descriptions, as it is quite boring to read them.
4. As a test feature, to change from weapons-armor upgrades to knights-archers upgrades so the game becomes more picturesque with a bunch of new types of units in it, as stated in point 1.
5. These computers do not make gladiators, though they should to. And don't choose the specialization that would be essential to bring fun to game.
6. Here comes the most important thing. City looks cool with the stupid people hanging around, whereas farm should be crowded with horses, sheep and chicken, so the number of animals changes a little the balance of game. This can be followed by dead cow = item of meat, dead chicken => item of dead chicken (nuggets) etc. (ofc dead parrot enclosed)

Also:
1. Make different types of terrain affecting your speed (grass = faster, snow = slower etc).
2. "Fall Back!" ability.

Hope this brief review helps to develop the map. Looking forward for any responses.

Thanks for you comments, I am sorry that reply you late.

The descriptions are actually translation from chinese, my english level are not quite good I think, if you have any suggestion for descriptions please let me know.

In this game, I want to keep it clear to understand and easy to play, however you give me a lot of ideas, many thanks about that.
 
Level 4
Joined
May 17, 2014
Messages
25
Hmm... Nice map.

P.S. some suggestions and questions:
1) Expand the pop limit from 60 to something higher.
2) When an vessel kingdom of a master kingdom conquers Kingdom X, will the Kingdom X automatically becomes another vessel kingdom of X?

Thanks for you comments,

About your suggestion, 60 units for each player is enough I suppose, because of a lot of trigger and its condition should run in this map, i think 60 will be the maximum number.:)

And the question, if a vassal kingdom A of a master kingdom B conquers Kingdom X, the kingdom will be a vassal kingdom X of B as well, they are all the same color and ally.
 
Last edited:
Level 22
Joined
Nov 4, 2010
Messages
6,232
@urbase: however, I think that increasing the pop cap to something like at least 70 or 80 won't hurt... however, if you wish to keep the pop limit, then i respect your opinion.

P.S.
about the question again: if More Vessel Kingdom X, which is both vessel kingdoms of Vessel Kingdom A and Master Kingdom B, and suddenly either Master Kingdom B or Vessel Kingdom A falls (but other is still there), will X become independent?
 
Level 4
Joined
May 17, 2014
Messages
25
@urbase: however, I think that increasing the pop cap to something like at least 70 or 80 won't hurt... however, if you wish to keep the pop limit, then i respect your opinion.

P.S.
about the question again: if More Vessel Kingdom X, which is both vessel kingdoms of Vessel Kingdom A and Master Kingdom B, and suddenly either Master Kingdom B or Vessel Kingdom A falls (but other is still there), will X become independent?

Thanks for your understanding.

About your new question, if any master kingdom falls, all the vassal kingdoms can independent by a skill which is in that townhall. Actually, when a vassal kingdom is strong than its master kingdom, that skill will appear as well ;)
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
* Please keep vassal kingdoms a different color that your own, it gets confusing when what looks like your troops are running somewhere else.
* There should be a command to get AI vassals to attack.
* Give the town hall or other building the Move and Dismiss commands, interrupting a building sequence to give orders is very annoying.
* Not seeing the point of the neutral buildings/items summoning neutral hostiles, why not make them belong to you? Especially since the Manor building does just that.
* I would suggest making two public works bases, one big so you don't accidentally destroy your own buildings (and switch the icons for public works and walls).
 
Level 4
Joined
Nov 23, 2014
Messages
133
A second review.
The map got a lot more complex and fun than the last time I've checked.
Everything's random and the Undead Earl is still OP in single player even with full collaboration AI.
 
Level 4
Joined
May 17, 2014
Messages
25
* Please keep vassal kingdoms a different color that your own, it gets confusing when what looks like your troops are running somewhere else.
* There should be a command to get AI vassals to attack.
* Give the town hall or other building the Move and Dismiss commands, interrupting a building sequence to give orders is very annoying.
* Not seeing the point of the neutral buildings/items summoning neutral hostiles, why not make them belong to you? Especially since the Manor building does just that.
* I would suggest making two public works bases, one big so you don't accidentally destroy your own buildings (and switch the icons for public works and walls).

Thanks for you comments again,

About the color of vassal kingdoms, it is showing they are belong to you, such as you force your vassal kingdoms wear your uniform(color). That is my explain, I hope you may accept it. In this map, each kingdom only has one command order to attack, it will not hard to remember i suppose:p

The vassal kingdom of AI will follow other ally's attack order with some probability, if it is a vassal kingdom of player, I am sorry, we are not able to force player to do that. On the other hand, you should treat your vassal kingdom of player well:)

The natural camps which has some skills to summon something, if player get that, it might break the game balance totally, since the unit which we summoned are controllable, they are too danger for our game features. And also, if we want it turn to uncontrollable, it have to increase the loading of game system.

At last, thanks for your suggestion of Public Works Construction Point, I will implement it in 8.5.b
 
Level 4
Joined
May 17, 2014
Messages
25
By troop color I meant that when a vassal decides to run his troops back, it looks as though your own troops are running all over the place.

yes, it's ok, because as far as i know, the troop of the vassal kingdom, they are all belong to the same master kingdom, you may consider they are all belong to you, but they have different commanders. Do I misunderstand your meaning?
 
Level 17
Joined
Dec 11, 2014
Messages
2,004
Ok, i'll give this a short review:

At First, You had a Voting System. It lagged, But worked.
You had Tons of Grammar Mistakes.
First Good Point: The AI was Smart and hard. This is a Good point for anyone who plays WC 3 In Singleplayer.
The Terrain, Wasn't great.
Fantastic Gameplay. The Units Had Locust, so You had To Control them Strategically. Controling the Kingdom was hard and I liked it. You had many fitting Systems, That's Great. Food, Gold, Population, King Systems and etc.
Overall a Good Map, Worth the Size (500kb...), I encourage People to play this on Battle.net. So, I Give this a 4/5.
 
Level 4
Joined
May 17, 2014
Messages
25
Ok, i'll give this a short review:

At First, You had a Voting System. It lagged, But worked.
You had Tons of Grammar Mistakes.
First Good Point: The AI was Smart and hard. This is a Good point for anyone who plays WC 3 In Singleplayer.
The Terrain, Wasn't great.
Fantastic Gameplay. The Units Had Locust, so You had To Control them Strategically. Controling the Kingdom was hard and I liked it. You had many fitting Systems, That's Great. Food, Gold, Population, King Systems and etc.
Overall a Good Map, Worth the Size (500kb...), I encourage People to play this on Battle.net. So, I Give this a 4/5.

Thanks for your comments, I am sorry about my tons of grammar mistakes, I will try to check it all in the next version, because the language of this map was chinese (but I am Taiwanese ;)), and I might not take too much time to check the translation.
 
Level 5
Joined
Apr 10, 2010
Messages
224
This map is awesome, I enjoy playing this map.
A few things to say..
I have no idea why soldiers won't attack the walls, the walls were placed on this inclined path towards an elevated cliff like place and they won't attack it no matter what. had to build trebuchets to attack the walls.
Fatal error occurs frequently (2 times in my 2 games, one on me and one on my friend)
Also, satisfaction is way hard to increase (or i just don't know how because the game doesn't explain it very well) I don't know if the effect should be on the buildings/houses or the villagers themselves.
Town office regenerates mana way too slow, specially when i want to call back all the villagers when they wander too far.
The item crafting feature can still be improved (via a craft button, proper recipes)
A way to kill/suicide your villagers to free up food.

Still a very awesome map but the crash ruins all the effort in making a sim like city. xD.
 
Level 4
Joined
May 17, 2014
Messages
25
This map is awesome, I enjoy playing this map.
A few things to say..
I have no idea why soldiers won't attack the walls, the walls were placed on this inclined path towards an elevated cliff like place and they won't attack it no matter what. had to build trebuchets to attack the walls.
Fatal error occurs frequently (2 times in my 2 games, one on me and one on my friend)
Also, satisfaction is way hard to increase (or i just don't know how because the game doesn't explain it very well) I don't know if the effect should be on the buildings/houses or the villagers themselves.
Town office regenerates mana way too slow, specially when i want to call back all the villagers when they wander too far.
The item crafting feature can still be improved (via a craft button, proper recipes)
A way to kill/suicide your villagers to free up food.

Still a very awesome map but the crash ruins all the effort in making a sim like city. xD.

Thanks for your comments,

actually all the unit follow basic AI in game, for instance, the unit will attack units at first, second buildings with damage and at last building without damage. A special unit can attack building when it meet the enemy, it's called Dwarf Warrior (Dwarf lord only), which transferred by miner.

About Fatal error occurs, I got reports from asian players as well, but I have no idea where is the bug on trigger until now, however I will try to find out the problem, thanks for your information about that. If you cannot bear it, you may try the version 8.5.a, it might be the most stable version.

And the satisfaction, yes, you said is right, I should explain it well, thanks for your suggestion.

The mana of regeneration of Demilitarized buildings will increase faster when the school are located on nearby. In addition, you may control your lord (wise), use Supervise skill to increase the mana of any building.

At last, the human rights of your citizens, I just want to say, show your mercy, my lord :D
 
Last edited:
Level 5
Joined
Apr 10, 2010
Messages
224
AWESOME update, so far, i haven't had any crashes or errors in my game.
BTW, the crafting seems very difficult to understand, i keep spamming the skill of my dwarf in hopes that i might discover something haha.
Just a bit bug, sometimes the miner just stands around and it's unclickable.
 
Level 4
Joined
May 17, 2014
Messages
25
AWESOME update, so far, i haven't had any crashes or errors in my game.
BTW, the crafting seems very difficult to understand, i keep spamming the skill of my dwarf in hopes that i might discover something haha.
Just a bit bug, sometimes the miner just stands around and it's unclickable.

Thanks for your comments again, the partial of crafting detail are able to found via wise lord, it gives you a building blueprint or item blueprint.

About the miner, it should be a bug, but if I fix it like other unit which are unselectable, it might cause a new problem which about the Dwarf Warrior.:(
 
Level 4
Joined
May 17, 2014
Messages
25
Great map!
I did have one crash after i opened 12 mechanical walls at once.
Also one question how do i recruit beasts as madman?

Thanks for your comment,

I do try to open 12 mechanical walls at the same time, but nothing happens. Maybe it happened due to other reasons. However, thanks for your report, I will check the trigger again.

About the flying units, you may check a combinable building Nest. (String+Hay+Fell+Bone=Nest)
 
Level 2
Joined
Sep 23, 2014
Messages
19
I'm not sure I fully understand why getting things like the Captain or buying a base or even a tower cost you food points in addition to their own cost.

Combinable stuff seems interesting, but you're rarely in a position to do the map-searching required to get the items for it.

Every wave they get more powerful? That explains how they're getting Level 16 upgrades and so on. Frankly, I'm not sure how to match that. The AI builds these mad spawling things. I'm not ure if my tiny places with stuff mashed together, trying to get those overlapping auras is better or worse than this. I don't get much more than two or three levels of upgrade-it's so expensive. I'm missing something, but I'm not sure what.

I wonder if it's possible to somehow get nothing but knights+archers?
 
Level 2
Joined
Jun 12, 2013
Messages
6
I'm not sure I fully understand why getting things like the Captain or buying a base or even a tower cost you food points in addition to their own cost.

Combinable stuff seems interesting, but you're rarely in a position to do the map-searching required to get the items for it.

Every wave they get more powerful? That explains how they're getting Level 16 upgrades and so on. Frankly, I'm not sure how to match that. The AI builds these mad spawling things. I'm not ure if my tiny places with stuff mashed together, trying to get those overlapping auras is better or worse than this. I don't get much more than two or three levels of upgrade-it's so expensive. I'm missing something, but I'm not sure what.

I wonder if it's possible to somehow get nothing but knights+archers?

It's pretty easy to get enough gold for all the upgrades, in my opinion you should add more upgrades for troops/buildings.Since after some time you just have too much gold and there is no way to spend it all.

You could probably get knights+archers if you turned all the male peasants into nobles,you will need to have a good economy going though and probably warlord path chosen,spam castle spell too.

(Tip:Get merchants and spam buildings,there is no limit to how many income buildings you can make)
 
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