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Naval Tactics 2022

Naval Tactics 2022

In this map, you build a fleet and destroy your opponents by controlling trade routes and having superior ships.

Loading units into your ship will turn them into items in your ships inventory. Footmen give movement speed, riflemen give attack power, engineers give regeneration and armor, ect ect. This allows for an almost unlimited number of ship type combinations. Most unit types effects stack.

Current units:
-footman: increases movement speed by 250 (doesn't stack)
-rifleman: increases attack by 25 (does stack)
-engineer: increases ship life regeneration and armor (does stack)
-navigator: almost triples the ships sight range and gives true sight.
-Alchemist: Controls Greek fire, allowing it to light the vessels around it on fire and explodes on death.
-Brawler: gives your ship a war stomp ability. (because the brawlers men boards nearby enemy ships and occupies them with fighting on the deck) Five charges.
-Assassin: gives your ship permanent invisibility (unless attacking). The assassin knows how to create ambushes and hide your ships in coves or fog.
-Expert Sailor: Greatly enhances move speed.
-Battle Sailor: Enhances move speed and increases your attack by 25.
-Speed Rifleman: Increases attack speed and increases attack damage by 25.
-Elite Rifleman: Increases attack damage by 50.
-Supply Team: increases the armor of your ship and has a small health regeneration aura.

-Mortar Team: resistant to ship attacks, and can be deployed on land to fortify an island. Vulnerable to deployed Marines, Battle Sailors, and Brawlers.
-Marine: Soldier experienced in amphibious assaults. Loads into the ships cargo bay instead of the inventory, allowing for quick deployment.

The key to victory is the trade routes, which are your income, you can also gain income by pirating the trade routes of opposing players. You gain a trade route by capturing the trade ports scattered around the map. Some trade ports are upgradeable, and can provide support for your fleet.

There are 6 ship types. (when referring to slots, I mean inventory)
Kael Class Sloop: has three slots, is the standard inexpensive ship.
Uther Class Frigate: Has four slots, is the standard higher end ship.
Wraith Class Schooner: Has two slots, is an incredibly fast ship with a hyperactive attack speed. Low costs and high speed make this unit the ultimate hit and run attacker.
Goliath Class Galleon: has four slots, is a lumbering war ship. Trades speed and attack speed for a huge attack, range, and health.
Raynor Class Sloop: has four slots, a tier two sloop unit.
Kerrigan Class Frigate: has 5 slots, a tier two frigate unit.

Beyond this there is one hero admiral flagship that has 6 slots and is fully revivable.

You can buy special mercenaries from the center, and some trade ports are upgradeable.

Just updated to the final version.
Due to the nature of the Warcraft three community in the shadow of StarCraft 2, I don't think it would be appropriate for me to continue working on this project. If there is a game breaking bug that needs addressing i will fix it, but beyond that do not expect any major updates from this map.
Please feel free to comment and give feedback, as there will be a good chance that I will be converting this or something similar into the SC2 editor. (I'm currently playing the beta).

Thank you for all of your help, suggestions, and interest. As always it is very appreciated. If your looking to find more maps from me or my clan, please visit us at
http://lsi.comxa.com/forum/portal.php
Many Thanks, DRM.

*2022 Update*
Played some customs with friends recently and remembered that I made this. Took an afternoon to clean it up as best I could because 18 year old me was not very smart. Mostly cleaned up the tooltips and UI to make the game more intuitive and professional. Then I changed the map to 4 player, which I think will be more interactive and fun.

I've put a lot of work into updating this map recently with new features as well. I intend to playtest until I have some balance changes. Please comment or DM me if you've played the map and have balance or feature feedback. I'm particularly interested in QOL suggestions that will improve the play experience. Expect a large update in the future.

I made the file open source just in case someone is inspired enough to fight with my lazy spaghetti code from 2010.






v2022.04
Changed bounties for trade ships to be more lucrative to encourage raiding and replaced the inside joke ship names with real historical ships or famous fictional ships.

v2022.035 hotfix
-fixed a bug where a colony in the top right had no access to the sea.
-cleaned up tooltips
-reduced income across the board.
-reduced food costs for certain units
-fixed a bug where Murgul Reavers had extremely low build time.
-fixed a bug where alchemists cloak of flames ability could not target ships
-fixed several small terrain mistakes

v2022.03 ---> Major Update
-Cleaned up triggers substantially.
-Remade the entire middle portion of the map, expanding the island empires.
-Added several more key trade ports throughout the map.
-Fixed a bug where it was difficult for key ports to upgrade to colonies.
-Added five kinds of colonies key ports can upgrade into:
  • Independent Colony: Hire mercenaries from the natives with powerful magic abilities
    • Murgul Reaver: Cheap Amphibeous unit.
    • Illusionist: Casts invisibility when deployed on land and creates illusionary doubles when crewing a ship.
    • Shaman: Casts bloodlust when deployed on land and casts purge when crewed on a ship.
    • Windcharmer: Casts faerie fire when deployed on land and creates a scroll of speed effect when crewed on a ship.
  • Fortified Colony: Colony with extra HP, armor, and defensive abilities.
  • Mercantile Colony: There are three types of mercantile colony that trade with eachother; spices wine and textiles. Each colony will trade with a random colony of each other resource, giving you additional income.


v2022.02
-Changed barracks to sell units instead of items for ease of use.
-Cleaned up hotkeys more.
-Changed game to 4 players.
-Fixed a bug where player 2 was dark green for some reason.
-Made Navigators easier to access in tech tree.
-Gave sloops more inate move speed.
-Changed domestic income to a peasant goldmine system to better enable diminishing returns.
-Cleaned up terrain of map & unit ownership quite a bit.
-Bolded keywords in tooltips.

v2022.01
-lengthened turn rates for bigger ships and lowered them for smaller ones to better differentiate sloops and frigates. Increased the build time of international trade ships to 1 minute.

v2022
-Fixed bugs.
-Cleaned up UI, grid hotkeys, etc.
-Fixed tooltips
-New tech tree
-Removed problem trees from some islands that were blocking line of sight.
-Domestic Income as an alternative stable source of income to trade.
-Added the academy and revamped units to make some of the land area in the map worth contesting with units so it's not just ships all the time.
-Added about 100 HP to every ship, to make micro more manageable.
-Made open source just in case someone is inspired enough to fight with my lazy spaghetti code from 2010.

vFINAL:
fixed an income trigger for orange and added custom mini map.
added allied trading.

v2.1A:
-fixed a lot of bugs, the game is now stable.
-created an alliance trigger set with commands.
-inserted a new savage ship, the Junk. Which is permanently invisible. Players will need to use navigators in order to combat this new ship.

v2.0C:
-fixed a lot of bugs.
V2.0B:
-Added in a new Techtree and adjusted the cost of some units.
-Added in new units.
-Fixed the bug where the Key Trade Ports in the middle were not the correct version of a Key Trade Port.
-Changed the models on Key Trade Ports and Colonies.

v2.0A:
-Added in a new terrain (not technically finished, needs retouching).
-Created 8 players
-players can now ally amongst them selves.
-The item to unit transfer trigger is no longer broken. (yes, its really fixed this time)
-Added in Colonies and Key Trade Ports.
-Created 5 central savage bases instead of the past 1 and a half.
-Enabled you to purchase savage ships at high cost.
-converted the barracks into an item merchant, to smooth the players ship making process.

v1.2B:
-made schooners have 2 slots correctly
-gave admirals more HP
-scaled down brawlers
-decreased unit build times
-admiral can no longer be transported
-Slowed every unit 25 move speed.
-Gave more/stronger towers to the player. Allowed him to build a small amount of towers and (depending on how he uses his resources, 1 or 2 extra trade ports)
-Fixed the range bug
-the soundset on merchant ships was replaced from peasant to NONE.
-Upgrade gold costs have been tweeked slightly.

v1.2A:
-fixed bug with brawler.
-Items deployed from ships will now be replaced with their corresponding units to the correct owner.
-Added many tooltips.
-Balanced new ship classes.
-Altered the movement speed.

v1.2:
-Added the Brawler.
-Items deployed from ships will now be replaced with their corresponding units correctly.
-Created two new ship classes. The Goliath Class Galleon and the Wraith Class Schooner.
-Fixed the sailor tooltip and added ship names for several vessels.
-Upped the cost of the Ship inventory upgrade and made the Goliath and Wraith class researches requirements.
-added 1 inventory slot to every ship.
-Ships can now move without footman. Footman are now loaded onto a vessel for upgraded speed.

v1.1C:
-Added an improved admiral system.
-fixed many tooltips.
-differentiated the upgraded ships.
-nerfed land units.
-added in the brigand.

Keywords:
Naval Tactics ships boats sea trade warcraft
Contents

Naval Tactics (Map)

Reviews
19:14, 13th Aug 2010 ap0calypse: Approved
Level 2
Joined
Nov 24, 2008
Messages
13
I tip my hat in you're direction sir, bravo!

At first i did not excpet such a gem hiding under that awful map preview! (I played full house)
Heres some suggestions:

Gameplay
I like the idea of manning sea vessels with, but alas, i was dissapionted at my selection. I know its only beta but there need to be more.
  • Cannoneer: Changes the vessels damage to siege.
  • Cook: Keeps morale (mana) up.
  • Duelist: Adds the ability "Board ship". Wich tempoarily stuns and deals damage based on how many on board.
  • Bard: Bonuses in form of % to movement, attack and defense.
  • Necromancer: Makes mana useless as spells now costs health + plus small health gain from killing enemy ships.
  • Royalty: The crew is in a constant state of awareness thus increasing defense.

Like the vessels make units for use in trade ports, for an example:
  • Mason: Adds four towers to the port.
  • Black market: Higher income, but at a slower rate.

Visually
Change the nationality of the four players, you want to feel special

Change the models of Kerrigan and Raynolds (They look the same as my old ships! Dissapointment ensues!)

About the islands, you dont want to have people looking behind objects. Some islands have tall buildings and norther beach'es beaches you can't see!

Stick to a theme for each islands. The large orc base in the middle is a prime example. Its cluttered and seemingly random. Is it a sacrificial temple? A lumber camp? Random straw land?

Ashenvale trees with palms?

And last but not less important, rotation! Some islands has multiple tents that all points in the same direction, not pretty!

Final thought
There was two missing tooltips, the pyro and navigator (fix it immediately)
Apart from what i have already said i really liked the map, it was great! But still with a lot of room for improvements and new ideas.
Its a diamond in the rough, but you seem like the man with the tool to make a truly great map.
Will definetly check it out, and give a review, when you have it updated.
 
Last edited:
Level 3
Joined
Oct 1, 2009
Messages
48
hey how does the ships move and how do you make the units back into units instead of items ?
 
Level 8
Joined
Dec 8, 2007
Messages
312
idea is good and could turn to be a really good map but for now there are not much good points.

units as you power-ups and trade route system is grate combination.
All ships are heroes but there is no hero icons for them (awesome), how is that possible?

The worse so far are tool tips. most units/items have there default tool tips. Which are simply useless.
There's got to be more units/ships/slots. Currently combinations are not that much possible as one slot must be occupied by footman.
Also items should turn back into units if I drop them.
few rifleman are actually better than a ship! drop there hp to about 100. all units should have less hp infarct.

Both unloced ships should be different (at least in coloring).
Also good idea would be units that give better bonuses but can enter only good ships(example: Elite Rifleman-adds 50 dmg; can enter Kerrigan Frigate only)

For now I can't give rating for this map but as you will work on this map I vote for approval
 
Level 4
Joined
Dec 7, 2007
Messages
28
idea is good and could turn to be a really good map but for now there are not much good points.

units as you power-ups and trade route system is grate combination.
All ships are heroes but there is no hero icons for them (awesome), how is that possible?

The worse so far are tool tips. most units/items have there default tool tips. Which are simply useless.
There's got to be more units/ships/slots. Currently combinations are not that much possible as one slot must be occupied by footman.
Also items should turn back into units if I drop them.
few rifleman are actually better than a ship! drop there hp to about 100. all units should have less hp infarct.

Both unloced ships should be different (at least in coloring).
Also good idea would be units that give better bonuses but can enter only good ships(example: Elite Rifleman-adds 50 dmg; can enter Kerrigan Frigate only)

For now I can't give rating for this map but as you will work on this map I vote for approval

Thanks man. Im not surprised that people like the idea, since i have always been a concept man. Whether my abilities to carry out my idea will follow suit is another question altogether. I have limited time, but i vow there will be updates for this game. You are right that his game is very rough, and tooltips will get done in time.

Taking away the hero icons is possible by using the object editor.

I was really hoping that the footman speed bonus would stack, but because they dont, im thinking of scrapping the entire footman item altogether, that said, i will be giving a research for a battleship type unit that starts with 4 slots and upgrades to 6, so more unit combinations will be possible.

The system i used for returning items into units was really buggy, and either lost the unit altogether or gave the player two units. For this reason i decided to scrap the system until it worked. (should work in next update).

All units will be toned down yes, i pretty much neutered all thier attacks and hoped that would do the trick for the current version, but next version im gonna just remove them and make their health lowered as suggested.

Thanks for the suggestion to differentiate the unlocked ships, i didnt even think about that.

Im not sure on the elite units, but i was thinking of making like, more expensive combined unit type things. might integrate little of both.
 
Level 3
Joined
Oct 1, 2009
Messages
48
Please do add an unload icon? and can you actually sell the units ?

Awesome game! But i will really hope that the item "units" can turned be into A unit ..

3/5 for now!
 
Level 11
Joined
May 26, 2009
Messages
760
I laughed when my swordmen turned into items outside the boat. Contains many bugs but it is definitely something I've never seen before. Something I'd like to point out especially is the delay when loading a unit onto a boat - it's rather annoying.

Good luck with the project, test the map a few times and check for errors!

Yours,
Chizume
 
Level 4
Joined
Dec 7, 2007
Messages
28
I laughed when my swordmen turned into items outside the boat. Contains many bugs but it is definitely something I've never seen before. Something I'd like to point out especially is the delay when loading a unit onto a boat - it's rather annoying.

Good luck with the project, test the map a few times and check for errors!

Yours,
Chizume

lol. that delay happens because the unit is unacustomed to making the entire journey. Normally the boat has the movements speed to be able to move over to the unit and meet it half way. Its a pathfinding thing, and i cant really do much about it. Unless i end up scrapping the entire footman item in favor of individual boat speeds. Glad to hear you enjoyed the map, will be updating it soon.
 
Level 11
Joined
May 26, 2009
Messages
760
lol. that delay happens because the unit is unacustomed to making the entire journey. Normally the boat has the movements speed to be able to move over to the unit and meet it half way. Its a pathfinding thing, and i cant really do much about it. Unless i end up scrapping the entire footman item in favor of individual boat speeds. Glad to hear you enjoyed the map, will be updating it soon.

I'm not too familiar with high-tech triggers, but can't you just totally scrap the load/unload ability and start from scratch with another one, aka channel?

And about having swordsmen for boat speed. I like the realistic, so what about you make a unit called Sailor or Crewguy or whatever which will increase movement speed (or all actual boat stats). Then give the swordsmen-item a melee phoenix fire ability? The same may go with the riflemen, giving them a ranged phoenix fire ability. Imo it could be cool, but it may be out of your concept (just tossing ideas).

Sharing is caring!

Yours,
Chizume
 
Level 8
Joined
Dec 8, 2007
Messages
312
selection circles of all ships should be displayed on water not bellow.

In the description of Galleon it's said it has huge range but it's only 500.

All regular ships have Human frigate or transport ship model while neutral have cool locking Orc frigates... so unfair:cry:

and is there a way to revive Flag ship?
 
Last edited:
Level 4
Joined
Dec 7, 2007
Messages
28
selection circles of all ships should be displayed on water not bellow.

In the description of Galleon it's said it has huge range but it's only 500.

All regular ships have Human frigate or transport ship model while neutral have cool locking Orc frigates... so unfair:cry:

and is there a way to revive Flag ship?

i should fix the selection circles yes.

The galleon is sadly bugged. Im not sure why the range got halved like that. It should be 1000. Should be fixed in the next version.

I used different colors, but i could use like. NE ships as my models too?
and i had always envisioned custom models eventually.

The flagship revives at your central tradeport (the one that all your merchant ships return to).
 
Level 8
Joined
Dec 8, 2007
Messages
312
I don't know how good you are with World Editor but if it helps:
-Look for "Art - Selection circle on water" to fix the circles
-Did you changed Acquisition Range of galleon to allow bigger range?

And also engineer still have left worker classification making all idle engineers be selectable with idle worker button.
 
Level 4
Joined
Dec 7, 2007
Messages
28
Alright. Thanks for all the help jansig. Ill leave a thank you in the quests menu.
=D


So, besides pointing out bugs (which is much appreciated all the same). what did you guys think of the map?
was loading units into ships a chore? Did you have fun? Did the extra unit combinations come into play at all or was it just "load bunch of rifles into the ships and googoogogogogoogo"?
 
Last edited:
Level 4
Joined
Jul 8, 2009
Messages
84
Wow, very cool map idea, it looks (and sounds) extremly fun. i'll DL and test with my brother right away.

could i just make a suggestion?

You say that there's a unit that gives your ships immolation, correct? maybe you could implement a system where the ship actually loses health while the immolation is on it, to make it more realistic. Also, maybe you could add some type of stealth boat, without the assassin item added to it?
Maybe give it permanant Invisibility, but nerf it's health and attack, to make it more like a scout ship?

And a ship that rams as it's main attack would be cool. You could have it deal large damage to enemy ships, but take damage as well when it attacks.
 
Level 4
Joined
Dec 7, 2007
Messages
28
Wow, very cool map idea, it looks (and sounds) extremly fun. i'll DL and test with my brother right away.

could i just make a suggestion?

You say that there's a unit that gives your ships immolation, correct? maybe you could implement a system where the ship actually loses health while the immolation is on it, to make it more realistic. Also, maybe you could add some type of stealth boat, without the assassin item added to it?
Maybe give it permanant Invisibility, but nerf it's health and attack, to make it more like a scout ship?

And a ship that rams as it's main attack would be cool. You could have it deal large damage to enemy ships, but take damage as well when it attacks.

Thanks moony, i originally planned for ships to lose health while using imo... but i havent yet found a workable system for it. working on it.
Stealth boat, possibly.

triremes are definitely in development.




In other news.... I hate to admit this, but i currently find myself without a computer. My good friend Hawk will be finished with an amazing weather system for me by sunday of this weekend, but i doubt i will be able to use it for a while.
So i suppose i will have to say, work on this project has been postponed. indefinitely. If/when i resume work you will all be informed.

IN THE MEANTIME:
some crunchy bits for you to chew on for the next update.
1.2C will be a simple update without any major changes. other than some pirate events and a more rounded system of types and quests/ learning curve type thing.

But 1.3 will be a vast and sweeping Renaissance of Naval Tactics.
-The aforementioned weather system will be in full swing, bringing weather conditions into play. and some units or ships will be more/ less affected by them. (a good example is galley slaves. during fair weather they do little, but during low wind periods, when no one can move due to the lack of wind power, they give your ship maneuverability while your opponents are rooted in place!) The lumbermill as a building will play a big role in this system, (yes, i did keep that there for a reason, it was not a bug).
-The terrain will be completely redone. Bases will be more compact, and the ocean will be expanded enough so there is room for 8 players!!! (over the current 4). Team play will also be encouraged.
-Pirate events from 1.2C will be expanded on to adjust for the larger terrain.
-Static trade as it is now is pretty broken. The map will be large enough to support 4 individual trade routs instead of 2 routes for 4 cities. (the destinations of static trade will no longer be a different Static trade port, simply a recieving trade port) I will probably make events where the static trade routes change just to make things interesting.
-the phat lewt will actually be used for something!!!
-another savage/neutral hostile base will be included in the expanded terrain.
-hero ships will be refined, and abilities will not be useless (lol@ trueshot aura)
-an actual techtree will be included. so that variations in gameplay will be more likely.

Also, my third failure to fix the item-unit transfer bug has not gone unnoticed, and i will definitely find a way to address it between now and the release of 1.3.


If/when i have 1.3 released and have a few subsequent quick fix/balance/polish versions out i will consider taking the game out of beta and releasing it As is to be reviewed.
 
Level 4
Joined
Jul 8, 2009
Messages
84
Hrm, i've played it... and loved it.


Combat was a little slow at first, and i thin kit would be a better idea to have tiers of units, that can upgrade from your castle, instead of upgrades from the lumber mill. The lumber mill could be used to advance tiers of units (sloop, frigate, ect) while your castle allows you to get more. Additionally, you could add a worker unit that can build additional shipyards, for specific ships.

Balancing was good, and the heroes, well you're already fixing them. I eagerly await the unveiling of this new weather system, as there's a melee map i've been making that i want to have one in, unfortunatly i'm not skilled enought to do it myself.

I'm glad that some of my suggestions could be of use, and i think i may have a way to make immolation hurt the units, but i'll have to fool around in the editor for a while, just to make sure it works.

Something legendary should be put in the middle, a big tomb or something, where the Phatest Lewt of the Phat Lewts resides...

I'm laughing at the fact that it'll have a use.
 
Level 4
Joined
Jul 8, 2009
Messages
84
Hm, nice to see that it's been updated.

I'll dl the new one when i get the chance, which might not be too soon unfortunatly. School, and my very limited patience with writing have gotten the best of me.

But, if there is one thing i could suggest...

The change from normal boat sounds to hero sounds in the case of normal ships vs hero ships is a little wierd. Maybe if you made all of the ships have some sort of talking sound set? I'd also suggest renaming the ships, as it's a little wierd to sink a flagship named "Admiral _______." Maybe something like the SS Demonica or SS Valkyrie... or something.


And that brings me to another idea... damn, i'm cranking them out for a map that's not even mine, this is REDICULOUS!

I know it'd be crazy hard work, buuuuuut.... maybe different hero types for different bases? heck, all you'd need to do is copy paste a few, and change the model file, that'd make it cool.

And i don't know if you've done this, but different models for our ships other than the standardised human ones.


On that happy note, i have seen a oddity. A few Neutral hostile ships, look like human transport ships. Anyways, they're called orc frigates :p

Take from this what you will or won't, i'm just glad i could help in some small capacity.


EDIT: Ah, yet another idea. What if you gave each ship individual attack and movment speeds. granted, keep them low, but it just seems natural to me to have a high tier unit like the Kerrigan Class to have higher base attack and speed then a lowly Kael Sloop... or maybe i'm just crazy, and don't remember there being differences. Been a while since i played this game, let alone Warcraft 3.
 
Level 4
Joined
Dec 7, 2007
Messages
28
Hm, nice to see that it's been updated.

I'll dl the new one when i get the chance, which might not be too soon unfortunatly. School, and my very limited patience with writing have gotten the best of me.

But, if there is one thing i could suggest...

The change from normal boat sounds to hero sounds in the case of normal ships vs hero ships is a little wierd. Maybe if you made all of the ships have some sort of talking sound set? I'd also suggest renaming the ships, as it's a little wierd to sink a flagship named "Admiral _______." Maybe something like the SS Demonica or SS Valkyrie... or something.


And that brings me to another idea... damn, i'm cranking them out for a map that's not even mine, this is REDICULOUS!

I know it'd be crazy hard work, buuuuuut.... maybe different hero types for different bases? heck, all you'd need to do is copy paste a few, and change the model file, that'd make it cool.

And i don't know if you've done this, but different models for our ships other than the standardised human ones.


On that happy note, i have seen a oddity. A few Neutral hostile ships, look like human transport ships. Anyways, they're called orc frigates :p

Take from this what you will or won't, i'm just glad i could help in some small capacity.


EDIT: Ah, yet another idea. What if you gave each ship individual attack and movment speeds. granted, keep them low, but it just seems natural to me to have a high tier unit like the Kerrigan Class to have higher base attack and speed then a lowly Kael Sloop... or maybe i'm just crazy, and don't remember there being differences. Been a while since i played this game, let alone Warcraft 3.

Thank you so much for you continued help with this. As far as individual attack and movement speeds, look at the kael class swoop, then look at say... the goliath class galleon. You will see how ive already done this. Although i dont remember to what extent i modified the Kerrigan Class.

Eventually i would like to use Mr. Bob's ship models in this map. But for now its just function.


Wait? i thought all boats were boat soundset? i should check up on that thanks for the catch.
Different hero types? no thanks... There are 8 players, i dont want to make 8 personalized admirals. As far as the names go... i suppose i could change them from the admirals name to a ship name.

If you do try it out make sure to play the most current version. im updating about once a week now.
 
Level 4
Joined
Dec 7, 2007
Messages
28
Gah! sorry about this, the past two versions were bugged pretty badly, (2.0 A & B)
please download the current 2.0C because it has all of the fixes included.
(fixes include:
the upgrades for new ships are now in the lumber mill.
the starting gold is now appropriately at 300 again.
the key trade ports in the middle have been replaced with a newer correct key trade port)
 
Level 4
Joined
Dec 7, 2007
Messages
28
O shit... i apologize to everyone this has been a bumpy road. all the bugs will be fixed and the game will soon be playable.

Edit:
the game is now fully playable, if you have a version before 2.1A, then i suggest deleting it and DLing a newer version, as the versions before were hopelessly bugged.
If you encounter problems with upgrading to a colony from a key trade port, try recapturing (attacking and destroying) the port until it is remade.
 
Last edited:
Level 4
Joined
Dec 7, 2007
Messages
28
Just updated to the final version.
Due to the nature of the warcraft three community in the shadow of Starcraft 2, i dont think it would be appropriate for me to continue working on this project. If there is a game breaking bug that needs addressing i will fix it, but beyond that do not expect any major updates from this map.
Please feel free to comment and give feedback, as there will be a good chance that i will be converting this or something similar into the SC2 editor. (im currently playing the beta).

Thank you for all of your help, suggestions, and interest. As always it is very appreciated. If your looking to find more maps from me or my clan, please visit us at
http://lsi.comxa.com/forum/portal.php
 
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