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Heroes and Empires v4.0 Advanced

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Starting Information

This is usually an all versus the ai type game but leaves room for pvp to. You start out by choosing your hero via dialog buttons. You may repick if you make a mistake by typing -repick (only available during Vote Time). You work, depending on your choice as you can choose to be either a hero or an empire, to achieve great strength. There are random events that occur around the map and creeps get harder over time. Destroy Power Obelisks when they are spawned or you will regret it! race against time! build roads and make your people love you, or drive them into the ground with nuclear war. build many units from the dark ages to the highest technological advances as you live, conquer, and eradicate any and all opposition at your own choice. as a hero you can choose a path of loneliness, or team up with an empire that will hire you for protection. In the end Kalendan is the common enemy that you must beat, but what's wrong with dispersing a few... adversaries, in the meantime?

The original map is not by me but by Lord_Squad and finallegacy.

Please give me ideas on more updates!
if it's very detailed i prefer email to messaging: [email protected]

This map is protected if mods would like an unprotected version plz email me and i'll mail you it.

New Version Released! 8/21/09


Changelog


-fixed a hole in kalendan's fortress for flying units to go through.
-fixed a leak in script regarding quest items making warcraft fatal.
-fixed a glitch regarding lumber harvesting.
-if you want to get rid of items around your gate to close it there is now an ability on the gate to remove local items.
-necromancers skeletons collision size reduced by 1/2
-house fire is now stronger based on difficulty.
-empires now lose 20 seconds after their last town hall is destroyed if they do not build another one
-some empire units/buildings cost more
-cargo wagon quest unit hp slightly increased
-if you attack an ally it will now set alliance status to enemy
-changed house models (most likely the lag issue late game)
-added a dialog confirmation when you want to do a quest that tells you the category of the quest.
-you no longer recieve income if your people are starving or they hate you.
-ally all now tries to ally people even if you have a truce with them. (didn't before)
-kalendan can now attack more enemies at once
-temple ability summon devil ability initial damage greatly reduced
-as the game progresses more "events" will take place.
-no map update required for warcraft update all previous versions still work

-added a new anti-theft system for items
-added new command -itemcheck <on/off> it is initially on but you may turn it off if you wish to give someone items that you own. Warning: ALL players are allowed to take your items while this is on.
-added new command -commands which gives you a relatively detailed list of most of the available commands.
-added new command -lives which tells you the remaining lives of all heroes
-added new command -sweatshop <color> which tells you the total number of trade points someone has recieved from the sweatshop.
-added new command -save <color> which can give another hero 1 life if they have 0 at the cost of 2 of yours
-workshops can now be built multiple times but will be unable to be upgraded into sweatshops if you already have one
-sweatshops are now rebuildable if your first is destroyed
-map name shortened in warcraft view
-made kalendens fortress walls unable to be flown over further balancing empires
-fixed host override being glitched out by other commands
-changed sweatshop random interval to change with difficulty
-the command -rename has been disabled due to possible server splits. if you would like to risk it the host (red) can type the command -enable rename
-made it so that if a player leaves all items owned by them are able to be picked up
-Rebalanced empires making workers and huts cost more and farms to produce less per farm

-added new skin for trader
-added new skin for warrior
-fixed many typos

-added new skin for wizard
-added new skin for monk
-added new skin for necromancer
-added new skin for ranger
-set wizard starting range to 400
-set necromancer starting range to 200
-created a new building for hero builder: workshop
-Workshop can be upgraded into Sweatshop which gives trade points
-Increased Vote Time
-Made a host override vote in case host wants to dictate difficulty
-Made a -repick if you accidently pick wrong button at start. -repick only works during vote time.
-Took units sold at camp leader and created a new mercenary man at the camps that sell them.
-Camp leaders now sell some new potions and campfires for people that didn't choose builder as their hero type.
-Increased kalendans HP
-Someone's vote is now announced to all players.



Keywords:
heroes and empires, heroes and empires, heroes and empires, heroes and empires advanced, heroes, heroes empires, empires, pvp, pve, custom, revolution
Contents

Heroes and Empires v4.0 Advanced (Map)

Reviews
ap0: Approved 15:12, 11th Jul 2009 PurplePoot: Rejected until you can provide written proof that you have the original author's permission to edit this (PM it to me). EDIT: Permission proven--reset to pending.

Moderator

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Moderator

ap0: Approved

15:12, 11th Jul 2009
PurplePoot: Rejected until you can provide written proof that you have the original author's permission to edit this (PM it to me).

EDIT: Permission proven--reset to pending.
 
Level 4
Joined
Feb 12, 2007
Messages
99
Loved the override for host ^^ waited for it so long. Anyway can you also change these few things ?
-Make heroes in high difficulties (specially undefeatable and God Play) start to lvl 2/3/4 because else it's unplayable (can't exp) and empire totally dependent.
-Reduce Workshop size (a little to big from me point compared to other Builder's Building)
-Change the spell of sweatshop to a fixed income of tp... that'd be a lot better.
-Increase this income, a trader give 2/3 times more with only his skill tp/min lvl 1.
-Make starvation a LOT harder for empire, to avoid the "technique" of mass gold, consisting of massing tax & rations and no farm, that way you can have Hundred of thousand gold and go to future age in 20 min (i've personnaly done it). About that my idea would be to increase the people dying in house more and more each time the player has 0 food so that no-one can use this imba bug.
(if you wonder how player survive, i'll remind you that towers doesn't die neither rebel from starvation/unhappiness)

And THANK YOU a lot for updating this map which i consider as the best of WC3 !
 
Level 5
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Jun 25, 2009
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50
-Make heroes in high difficulties (specially undefeatable and God Play) start to lvl 2/3/4 because else it's unplayable (can't exp) and empire totally dependent.

that makes no sense... the point of a higher difficulty is to be harder, not easier. thanks for the other comments though i'll look into it ^-^
i do realize however that harder difficulties almost do nothing to empires and almost entirely to heroes. so i'll be changing a few things for that in the next update. also just heard about a bug when you grab the potion for the quest that crashes the game. so expect an update in 2-3 days
 
Level 4
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Messages
99
Originally Posted by ArnaudB
-Make heroes in high difficulties (specially undefeatable and God Play) start to lvl 2/3/4 because else it's unplayable (can't exp) and empire totally dependent.

I aggree with you, the problem (you said it) is that empire aren't at all affected by the difficulty at start but heroes does and can't even exp alone, that's why i think it's do being a little problem.
Either way i am more an empire player so i can't confirm the bug.
A few others thing :
-Increase the chariot hp (event in camp) while the game progress, 100 hp, even with fortified armor is way too less later and generally players that know it stop taking quest in camp because they are so hard and can increase Kalendren strenght.
-Add a cannon tower for empire, i have wondered why does empire don't have cannon tower when at industrial age you have a AOE tower anti-ground unit and when you have the right model in WC3.
-Reduce mortar power, ultimate infantry unit they are completly imba compared to other ultimate unit with the profile, i'd recommand a little down in projectile speed and attack speed.
-Add a second attack to the destroyer and tank with "magic" attack so they can down obelisk and camp, it's seem always really stupid when 12 ultimate unit tank, destroyer in fact, doesn't damage at all those building (same with infantry anyway, i always use priest to take down building).
-Add a tooltips in the cavalery building to precise with profile affect the cavalery, it's confusing because cavalery aren't infantry, are often close of tank (ex : Rise of Nations) but their building is airplanes so...
-I think we should do something about lich spell building-killer, it's just so fine against empire because it often beat uncomplete empire defence but for heros builder it completly destroy their tower easily, may be a little troublesome (not really sure if we should change that, but have to keep it in mind).
-Reduce mercenaries evolution for general heroes so that mercenary aren't at lvl of heroes 20-30 two or three times stronger that the heros, it make absolutly no sense (i never take general anymore since it's impossible to lose as long as you know how to use a few units, not even mentionning "God Horn".)
-And finally i'd like you to fix something which i don't considerer very fair, when you are empire and an heros that you helped (cause they can't survive alone at start etc.....) betray you they can teleport in your own town and often down everything. I just think that when heroes become ennemy with you they should be throw out of your city, it'd specially make less people annoyed, i have saw already 4 people who stopped H&E in public because of that kind of trachery. Tought i precise it's easy to counter, since Anti-Heroes tower are so strong, just 2-3 in your city 100% protect you... except if you hired the heros for 50% of your income ofc.

(Sorry for my bad habit of writting tons of things at once, i can never make short comments)
Anyway good luke and if you need my help (testing or in the world editor to make something) just call me.
 
Level 1
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Aug 13, 2008
Messages
1
Rant rant rant rant rant

:spell_breaker: :spell_breaker: Sick of people assuming that if you take someones map and edit it that the original creator has any say so in the matter. I hate to(lies I love it) be the one to tell you all this but anything you put on the internet is going to be taken, broken down, copied, then defiled with some large round object. Just be glad that the legend of what it is lives on rather then who made it. 1/2 the time people don't even care who made it unless it sucks. Also stop trying to defend the "original" creator by saying things like "do you have permission" because no one cares about permission. The world would be a far different place if we actually gave a damn about what other people think. That being said please feel free to ignore this, I know you will. :spell_breaker: :spell_breaker:
 
Level 2
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Aug 4, 2008
Messages
24
I dont know if its only when i host but the quest for magical potion causes wc3 to experiecne fatal error and does it to multiple ppl (some times 2 or 3 ppl stay in game) and i got a fatal error after saying not to get the magical potion (dont know what caused it may be the magical potion from some idiot who ignored me) but besides that I LOVE THE MAP:thumbs_up: (not really good at map balancing so i can only report bugs :cry:)
 
Level 5
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Jun 25, 2009
Messages
50
yea, i haven't been able to update the map as fast as i wanted to. been busy playing other games... but those are 1 shot games i'll finish them in about 2-3 days and i'll go back to working on map.
game i'm playing: overlord 2
try it it's pretty fun.
 
Level 4
Joined
Feb 12, 2007
Messages
99
I finished Overlord 1, way too easy and the mobs are too stupiddd (well the whole game is, not always a bad point tought).
About H&E :
-Could you make heroes choose whether they gain exp or trade points tought the pay of empire, it's a bit annoying to never know what you'll get and it's often a problem in late game when the heros want to buy a strong item (God Horn 75% of the time rox^^).

-If that is possible, i said "IF", can you make the possiblity 3x3 house aside of 1x1 actual house (comparing to house size). Only for the mansion, last stage for house.
The point of that is to reduce lag, in other world i want that we can pick 9 houses, destroy them all, and replace with another big house which have the addition of mana of the other old.
This would ofc cost a bit of resource, the objective is to reduce lag in late game, because when you have 60 houses x 5 empires it's increase the chance of fatal error and lag (fatal error happens when to many houses + when one empire ran power out)
 

Dr Super Good

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Messages
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-Rebalanced empires making workers and huts cost more and farms to produce less per farm
-Added new skin for X

Something tells me you have little idea of what you are doing...
Empires are weak enough already as they are, atleast in the last offical Heroes and Empires versions I played.
A hero is easilly able to kill an empire before he can establish himself. Also farms produced too little as it was and needed insane tech levels to achieve anything.

Instead of wrapping heroes in new skins and stuff like that, more pressing ballence issues should have been addressed.

The rangers multishot makes her extreemly powerful and godly late game. It would be advisable to reduce the number of targets or her range.

As for empires stat exploits, rations should be rationalized to solve this. People are only able to eat so much, thus logically there should be a cap on rations, probably in the range of 15 to 20. Equally well with tax there should be a cap on it as people only earn so much at around about 10 or 12.

Empires payout to hired heroes should be based on their income and stuff. Thus late game the hero with low pay should be getting hefty EXP and more trade points than even a high payoff early on. Currently tradepoints are related to pay rate levels, thus low pay levels give no tradepoints. (in 7.3)

To reduce lag, there are two options. Firstly simply boot everyone with a shit PC as this game is demanding. Secondly optimize the pop system further. You may wish to try a less accurate threaded update over time approach with only the calulations run every interval rather than the full update each interval. Doing this would mean that the load could remain near constant no matter the empire size.

Also for empires a "pop shair" system would be nice. Whereby new buildings automatically are filled by draining pop from nearby or random houses to speed up development and make it more realistic.

An research que system would be nice as well to help reduce wasted time.

Also the one enemy hero with the AoE stun (lich I think) needs a nerf. The stun lasts horendiously long late game during which time you are totally ususless. Maybe a hero reduction would be advisable. Like wise the curse from the dreadlord should at high levels lower accuracy more but have a hero duration reduction.

However you really just need to focus on optimizing the triggers so that it lag less. Ofcourse I take it you are highly skilled with JASS, as it would be silly for someone without that skill to even consider taking on such a high quality map as this.
 
Level 4
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Something tells me you have little idea of what you are doing...
Empires are weak enough already as they are, atleast in the last offical Heroes and Empires versions I played.
-> Yeah because the farm are so big in official version,with mini-farm of hacked version it does be a lot easier because in fact farm cost lower. However with big farm i think they should not cost more but instead give more food, or at least we should being able to upgrade farm so that we don't have to spam 1/4 of the map with farm...

A hero is easilly able to kill an empire before he can establish himself. Also farms produced too little as it was and needed insane tech levels to achieve anything.
->Not fully aggred, an empire can easily take down heroes if he do it quickly, specially if you play in high difficulty (which i always do), 2-3 anti heroes towers INSIDE your base and you can down anyone coming in.

Instead of wrapping heroes in new skins and stuff like that, more pressing ballence issues should have been addressed.
-> 100% aggred (and i hate new trader skin)

The rangers multishot makes her extreemly powerful and godly late game. It would be advisable to reduce the number of targets or her range.
->agreed, specially on ranger which is way too strong with multishoot, anyone knowing the game almost always take him since multishoort & nova make him so overpower (nova is very usefull in low lvl)

As for empires stat exploits, rations should be rationalized to solve this. People are only able to eat so much, thus logically there should be a cap on rations, probably in the range of 15 to 20. Equally well with tax there should be a cap on it as people only earn so much at around about 10 or 12.
->May be interesting, but from my point of view, rations could also be confort, i mean Rations could also be related to the lvl of life, not only food, then it'd make more sense to wave 50 rations.

Empires payout to hired heroes should be based on their income and stuff. Thus late game the hero with low pay should be getting hefty EXP and more trade points than even a high payoff early on. Currently tradepoints are related to pay rate levels, thus low pay levels give no tradepoints. (in 7.3)
->True, Tradepoints are way too hard to gain if you aren't a trader in the actual game (except in those H&E maps with the 1000 tp wood...)

To reduce lag, there are two options. Firstly simply boot everyone with a shit PC as this game is demanding. Secondly optimize the pop system further. You may wish to try a less accurate threaded update over time approach with only the calulations run every interval rather than the full update each interval. Doing this would mean that the load could remain near constant no matter the empire size.
->Actually a Dual Core is highly recommanded, it's the only way to avoid crash when an empire ran power off, i tested with 2 computer, the one with simple Core crashed, no the one with Dual Core.

Also for empires a "pop shair" system would be nice. Whereby new buildings automatically are filled by draining pop from nearby or random houses to speed up development and make it more realistic.
->Not bad if it doesn't make everything lagger, however i keep the idea of 3x3 house first.

An research que system would be nice as well to help reduce wasted time.
-> TOTALLY AGGRED, the one to do that would be praised by me for life !

Also the one enemy hero with the AoE stun (lich I think) needs a nerf. The stun lasts horendiously long late game during which time you are totally ususless. Maybe a hero reduction would be advisable. Like wise the curse from the dreadlord should at high levels lower accuracy more but have a hero duration reduction.
->i said something like that too

However you really just need to focus on optimizing the triggers so that it lag less. Ofcourse I take it you are highly skilled with JASS, as it would be silly for someone without that skill to even consider taking on such a high quality map as this.
->True, i saw the trigger of a hacked map of H&E one time, it really need a skilled one

Well good luke
 

Dr Super Good

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->Actually a Dual Core is highly recommanded, it's the only way to avoid crash when an empire ran power off, i tested with 2 computer, the one with simple Core crashed, no the one with Dual Core.
Sorry but this is hard to believe. Why? Because WC3 has nerly no multi threading at all. This means the triggers and gameplay are run on the same thread so it will only ever use 1 core. Some of the sound threads and stuff however may spill over to another core allowing over 55% use but it will never be able to reach 100% even if it is lagging like hell on a dual core. Also I used to be able to run the game fine on my 3 GHz P4 and simlarly with my bros non HT 2.2 GHz. I can not run it all due to some major slowdown which occured on my PC since but it does run. However really this is no issue for most as nearly everyone who games uses dual + core systems now.

->Not fully aggred, an empire can easily take down heroes if he do it quickly, specially if you play in high difficulty (which i always do), 2-3 anti heroes towers INSIDE your base and you can down anyone coming in.
Well yes with most heroes, but for ranger. The ranger not only has 1000 range at the end but also shoots 3 shots which occasionally ignore enemy armor. This means that it can outrange most empire units and overall devistate the empire. Also I am a bit rusty with this as I normlay played low difficulties and have not been able to play heroes and empires for half a year.
 
Level 4
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well i don't know, but i really tested like that and my portable with Dual Core didn't crash while the one with Simple Core crashed, and they have the same amount of ram, maybe the Video Card can affect this but idk.

And about the archer, yeah archers has 1000 range, in high level... however anti heroes tower have 1000 range and precision so..., beside when the heroes have 1000 range you should have some mesures against them, like Air unit or... assassin, those guys always beat heroes that doesn't have gem. You can also use sniper, really there is bunch of way to counter heroes with empire, never one has been a treath to me.
Beside in high difficulty a heros alone can't exp really easily and is easily down by kalendren army, even if ranger have the imba skill nova that help him a lot.

In the end i say this, a skilled (and that assume that heroes'll attack him ofc) empire can't NEVER lose against a heros.
 
Level 4
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Antomarc : Yes and no, you have an ennemy IA to fight and to kill to win, however empires & heroes can't be played by IA. Tought the IA ennemy is enough to have good games.

ShadowDemonLord : Having others races'd be a problem because of the size, H&E is already quite big and currently it's impossible to create more empire as developped as the actual empire.
 
Level 4
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well, i tought about something ressembling where the humanity focus in the magic path and lost technology so they can't create high tech units but strong magics units and invocations. That'd be possible but that'd need furiously a lot of work.

Well, whatever we want to add the fact is that, to add a race or a "branch" matching the actual empire is pretty hard.
 

Dr Super Good

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Inorder to help in a constructive way you have to be an extreemly good map maker, if you do not know jass you should probably scrap the idea of even asking.

Yes other races may be possiable, however there is no real point when so much existing content needs to be tuned and adjusted to function. Ballence it the key point to focus on I believe, and after that has been done a while, only then should adding new content like more empires or heros be approched.
 
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Oh, see I thought less relaxing people only meant that population wouldn't grow as much, not start to drop.

EDIT: Think you could add a no PvP mode? Also get rid of Hero lives so they are unlimited, it's kinda... gay ^^
 
Last edited:
Level 5
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178
just finished a game, end of game is so hilariously imbalanced. xD
Black hole device needs buffing, I had 10 and used them all at once on kalendan and barely left a scratch.
Some serious memory leaks aswell towards the end of the game aswell, I get better frames with Crysis maxed out.
 
Level 1
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The "advanced" versions of Heroes and Empires that deth_lord is... modifying are based on broken versions of Heroes and Empires that were never meant to be played regularly (or, in fact, at all, as is the case with v85.6, which I personally believe is the foundation that deth_lord used.) 7.3 continues to be the most balanced version, and also happens to be the last official version by the original creators. Also, deth_lord has NOT received the "OK" from both creators of the original map; only one of them has responded, and it was with a noncommittal acquiesence.

Also, people complaining about not being able to solo God's Play are mistaken. You are not supposed to be able to solo God's Play with either heroes or empires. It is supposed to take a TEAM of skilled players to accomplish. People that have done God's Play solo have either cheated, used a broken version, or got exceedingly lucky (and I can't imagine the latter being possible. One Lich attack on God's Play would destroy all fortifications for an empire (the meteor strike deals Death & Decay type damage, dealing a % of max life per second), after which a single attack by the Time Splitter should demolish all infrastructure (he brings creatures 2 levels ahead of the current one with him). Soloing God's Play means having this situation occur repeatedly, not to mention events causing the enemy to have more numbers or have stronger creatures.) You would have to spam Workers in order to keep up with wall repairs, in which case you wouldn't have enough resources to upgrade to the next tech level (at least in the early stages, where wall upkeep is the hardest anyway.)
 
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No it is not. Bugs are perfectly fine aspects of the game and are intentional unless fixed (which is what advanced did). Even blizzard says so with their D2 tombvipers which deal 30K DPS (most damaging bady in the game which is stronger than any boss).

Unintended side effects are not intentional. That's like saying a medicine whose main effect is to reduce retinal pain but has had cases where they lead to death means the deaths are intentional.

May be an extreme example, but I expect people to play fairly and up front to be able to claim they achieved something. Screwing around is one thing, but abusing bugs removes any claim of accomplishment.

You don't see people getting away with abusing bugs in First Person Shooters; if something is deemed a bug, then exploiting the bug will get you banned. Same thing with most RPGs, potentially leaving Diablo 2 as the only notable exception (and, seeing as D2 is older than dirt, it might not even be an exception; maybe Blizzard just doesn't want to spend that much time on an old game fixing a potentially hard to track down bug when they could be making Diablo 3.)

Heck, most hacks abuse bugs and extra data in the code to achieve things that aren't supposed to be possible. That's what the standalone hacks like maphack used to be, actually; extra programs that use information that the game sends and superimposes it onto the screen. You didn't even have to modify the game code itself, just send erroneous details and benefit. Using your logic of the bugs having been left in the game can be extended to say that these hacks which give one player an unfair advantage are intended.
 

Dr Super Good

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Only retarded companies ban people for using bugs which they never fix. Bugs may be unintentional, but they still become part of the gameplay once they are found. Yes you can punish users if the bug is major (eg game breaking) but only as long as it is being fixed. If the bug is not being fixed then the bug becomes part of normal gameplay and so is ok for everyone to use.

Look at WC3, the return bug has been known about for ages, only when blizzard found it was open for major abuse did they clamp it (stoped the abuse on battlenet) and then they fixed it. Until the abuse most maps used the return bug including heroes and empires 2 and DotA. Thus in the end a bug is only wrong to use if the company agknowledges it as a bug and is working on fixing it. Cheapskate companies which deem something as a bug and punish people for using it without fixing it are in the wrong, as it was obviously itentional that the bug is still ingame and has never been fixed.

Consol games for old or Wii consols are exempt from this as they allow little oppotunity for makers to fix bugs, thus in all fairness in competitive events, bugs may be made ilegal as they just can not be removed (as apposed to PC games where the company just can not bother removing them).
 
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Only retarded companies ban people for using bugs which they never fix. Bugs may be unintentional, but they still become part of the gameplay once they are found. Yes you can punish users if the bug is major (eg game breaking) but only as long as it is being fixed. If the bug is not being fixed then the bug becomes part of normal gameplay and so is ok for everyone to use.

Look at WC3, the return bug has been known about for ages, only when blizzard found it was open for major abuse did they clamp it (stoped the abuse on battlenet) and then they fixed it. Until the abuse most maps used the return bug including heroes and empires 2 and DotA. Thus in the end a bug is only wrong to use if the company agknowledges it as a bug and is working on fixing it. Cheapskate companies which deem something as a bug and punish people for using it without fixing it are in the wrong, as it was obviously itentional that the bug is still ingame and has never been fixed.

Consol games for old or Wii consols are exempt from this as they allow little oppotunity for makers to fix bugs, thus in all fairness in competitive events, bugs may be made ilegal as they just can not be removed (as apposed to PC games where the company just can not bother removing them).

I'm sure we could argue this point ad hominem, but I see no reason to at this point. It's clear we're both on opposite ends of a... rather unexpected fence. Suffice to say that all of my comments assume that you did not abuse bugs to beat God's Play, and to solo God's Play without abusing bugs should be impossible.

Also, it's communities that ban people for abusing bugs in FPS games. In Team Fortress 2, long before ValVe removed the bugs, you could get underneath maps but still be able to damage players within the map. Most servers banned this whenever they saw it being abused.
 
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Indeed.

2/5

I give this a 2 rather than a 1, because its a step in the right direction compared to previous versions, however the imbalances are still not fixed.

My reasons are numerous, and many are previously stated here or in the official Clan GoED forums.

Here's a link to the offical HAE Advanced topic on the map http://heroesandempire.proboards.com/index.cgi?board=hae2new&action=display&thread=282&page=5 which shows Final giving his permission for this to be made.

And an entirely clan based topic which Dethlord decided to turn to an off-topic topic of his map. http://heroesandempire.proboards.com/index.cgi?board=clangoed&action=display&thread=269&page=4

All Dethlord has to do is remove the changes presented in the version that this map was based on (small farms is an unsupported, unoffical mod of HAE) and he'd have a decent mod with him full of small but useful changes. He needs to reset the farms back to their original size, or charge them a cost of gold/wood and food production in relation to the original version. (1/8 the food, with 1/8 the cost and 1/8 the size. I'd do 1/4 myself). and reset the worker cost back to 50 gold and whatever the wood was instead of 10 good and whatever wood.

This modification is extremely unbalanced to the point where the only way a Hero can get past an Empire in development is if an Empire pays him up that far beforehand. An unpaid hero can get to about level 30 before a GOOD empire like myself has the capability to finish the game. This is much less than half the time the original HAE game takes.

And you know, Dethlord acted like the Hive supproted his version 100% on Clan GoED forums, but this is clearly not the case from what I've read above.
 
Level 5
Joined
Jun 25, 2009
Messages
50
Indeed.

2/5

I give this a 2 rather than a 1, because its a step in the right direction compared to previous versions, however the imbalances are still not fixed.

My reasons are numerous, and many are previously stated here or in the official Clan GoED forums.

Here's a link to the offical HAE Advanced topic on the map http://heroesandempire.proboards.com/index.cgi?board=hae2new&action=display&thread=282&page=5 which shows Final giving his permission for this to be made.

And an entirely clan based topic which Dethlord decided to turn to an off-topic topic of his map. http://heroesandempire.proboards.com/index.cgi?board=clangoed&action=display&thread=269&page=4

All Dethlord has to do is remove the changes presented in the version that this map was based on (small farms is an unsupported, unoffical mod of HAE) and he'd have a decent mod with him full of small but useful changes. He needs to reset the farms back to their original size, or charge them a cost of gold/wood and food production in relation to the original version. (1/8 the food, with 1/8 the cost and 1/8 the size. I'd do 1/4 myself). and reset the worker cost back to 50 gold and whatever the wood was instead of 10 good and whatever wood.

This modification is extremely unbalanced to the point where the only way a Hero can get past an Empire in development is if an Empire pays him up that far beforehand. An unpaid hero can get to about level 30 before a GOOD empire like myself has the capability to finish the game. This is much less than half the time the original HAE game takes.

And you know, Dethlord acted like the Hive supproted his version 100% on Clan GoED forums, but this is clearly not the case from what I've read above.

If you read previously to where we are currently you will know that i wanted to prevent that from happening, as well as TLI-Inferno, in the GoED forums.
 
Level 1
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Feb 17, 2009
Messages
4
If you read previously to where we are currently you will know that i wanted to prevent that from happening, as well as TLI-Inferno, in the GoED forums.

I'm not here on Hive to argue with you, and I doubt the mods or admins here want that sort of thing place on their forums. I'm merely informing those that read Hive of what the map creator's Clan thinks of this map as well as my own opinion. I've given enough proof that my rating to your map is a valid rating, and I'm not completely against you, every time I tell you exactly whats wrong, I also tell you how you can improve upon it and in more areas than the ones you refuse to change. You CAN make a good map, you just haven't yet.

EDIT: Also, it seems at least one moderator around here already pays attention to Clan GoED forum's, that is good to know, HAE still holds some reputation :). Fyi though according to my understanding, progress on HAE 2 stopped with the patch as it used the return bug and needs to be rewritten. A lack of progress I'm working towards getting fixed.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,188
Heroes and Empires 2 is fixed, I fixed it myself for 1.24 and it is fully playble, still needs work though and I am waiting for feedback from deth_lord about how the fixed verison preforms. Infact it is even more efficent now than it was before thanks to come code rewrites, leaking less and doing more.
 
Level 5
Joined
Jun 25, 2009
Messages
50
Oh you said this was only a quick fix which is why i haven't really tried it, but keep in mind i'm still working on advanced, if you ask finallegacy if you can that's fine, and i'm fine with it as long as you just put me in as gave the map to or something small like that. I'd also be willing to help with it but my work on advanced keeps me from it :(
 
Well deth_lord heres the review i was supposed to give you^^
My Review:(In my Opinion)

My Ratings Value:
5/5 for Perfect
4/5 for Really Good
3/5 for Good
2/5 for Fair
1/5 for Bad
0/5 for Horrible
For Overall Rating:
15 - 20 for Perfect
10 - 15 for Really Good
05 - 10 for Bad
00 - 05 for Horrble

Story:-
Quests:-
Combat:3.5/5,The Combat is fine,there are triggered spells etc.
Sounds/effects/skills:4/5,Well you didnt predifine the music,but thats not so important.
Terrain:2/5,The terrain is somehow too basic and a bit ugly(no offense),but if u find a terrainer or fix it urself,then ill make it 3.5/5.
Gameplay/Funfactor:4/5,Well u have many choices,like be a freelancer and etc. and i especially liked the hero models.
Overall:13.5/20,Well overall is the map "fun",but the terrain needs alot of improvements.But im sure it will turn out good.Good luck:thumbs_up:
 
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