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Reign of War v1.9

Reign of War 1.9

Fully compatible with 1.24.

Features:

-Four completely distinct races, each with three empires with their own unique units.
-12 unique heroes, each with their own abilities
-ability to capture cities, lumber mills, trading posts, and other more *special* resources

Complete changelog from v1.7 below:


1.9
  • Commander of Telanor's Burning Light ability now does 100/125/150/175/200 damage [up from 75/100/125/150/175] and reduces damage every jump by 10% [down from 15%]
  • Commander of Naurieon's Tidal Wave ability now does 80/115/150/185/220 damage [down from 100/135/170/205/240]
  • Commander of Khüm-Dar's Thunder Clap ability now has an AOE radius of 250/275/300/325/350 [down from 250/300/350/400/450]
1.8
  • Now uses JASS2. Requires patch 1.23b+ to play.
1.71
  • Fixed bug where game would instantly end if player left before gamestart (during loading)
1.7
  • There is now a multiboard displaying your gold and lumber income as well as how many of each resource you own
  • The "-income" command no longer exists
  • The "-ally all" command no longer exists
  • There is now a "-cam" command to set camera zoom levels (see the topic on camera commands)
  • All heroes have had their ability hotkeys reworked
  • Diplomacy events (allying, neutral pacts, declaring war) are now displayed to all players
  • Fixed Win/Lose conditions (finally...)
  • Removed all memory leaks in the map (yay!)
  • Fixed bug where Rak'Goth's Chaos Meditation upgrade cost 100 gold instead of 1000 gold
  • Fixed various text bugs
  • You may now only form an alliance with up to 5 other players in Normal Mode (you may still neutral as many players as you want)
  • The numbers of Marketplaces and Lumber Processing Facilities you can build are now dependent on how many Towns, Cities, and Metropolises you own instead of being capped at a fixed number.
  • Commander of Telanor's Burning Light ability now has a cooldown of 9/9/9/9/9 seconds [down from 9/10/11/12/13]
  • Commander of Telanor's Resurrection ability now has a cooldown of 150/150/150 seconds [down from 120/150/180]
  • Commander of Naurieon's Tidal Wave ability now has a cooldown of 9/9/9/9/9 seconds [down from 9/10/11/12/13]
  • Commander of Naurieon's Drunken Haze ability now has a cooldown of 8/13/18/23/28 seconds [down from 12/17/22/27/32]
  • Commander of Naurieon's Mass Teleport ability now has a cooldown of 20/20/20 seconds [down from 20/30/40]
  • Commander of Khüm-Dar's Thunder Clap ability now has a cooldown of 8/8/8/8/8 seconds [down from 7/8/9/10/11]
  • Commander of Khüm-Dar's Avatar ability now has a cooldown of 180/180/180 seconds [down from 180/210/240]
  • Commander of Gor'Thul's Chain Lightning ability now has a cooldown of 9/9/9/9/9 seconds [down from 9/10/11/12/13]
  • Commander of Jol-Sha's Insert Swarm ability now has a cooldown of 8/8/8/8/8 seconds [down from 7/8/9/10/11]
  • Commander of Jol-Sha's Serpent Ward ability now has a cooldown of 7/7/7/7/7 seconds [down from 6.5/7.5/8.5/9.5/10.5]
  • Commander of Ishal-Lor's Forked Lightning ability now has a cooldown of 9/9/9/9/9 seconds [down from 9/10/11/12/13]
  • Commander of Asha-Dim's Arcane Shield ability now costs 50/50/50 mana [down from 50/100/150]
  • Commander of Elim-Diel's Force of Nature ability now has a cooldown of 25/25/25/25/25 seconds [down from 20/25/30/35/40]
  • Commander of Elim-Diel's Woodland Aura ability now increases HP regeneration by 1/2/3/4/5 HP per second [up from 1/1.5/2/2.5/3]
  • Commander of Kul-Zaru's Monsoon ability now lasts 11/11/11/11/11 seconds [up from 10/10/10/10/10] and has a cooldown of 10/10/10/10/10 seconds [down from 11/12/13/14/15]
  • Commander of Zan-Sharu's Frost Nova ability now has a cooldown of 8/8/8/8/8 seconds [down from 8/9/10/11/12]
  • Commander of Val-Shirzad's Locust Swarm ability now has a cooldown of 180/180/180 seconds [down from 180/210/240]
  • Jol-Sha's Beserker Upgrade now increases Troll Beserkers' hitpoints by 100 [up from 50]
  • The Red Drake's Fire Breath ability now does 100 damage [down from 125]
  • The Hydra King now costs 30 food [up from 15]
  • Projectile homing disabled for all casters


Keywords:
war, strategy
Contents

Reign of War v1.9 (Map)

Reviews
Gilles: Map works well. Fairly unique and fun map. The beginning was slow though, and I thought that 25 gold wasn't enough. -Approved-

Moderator

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Moderator

Gilles: Map works well. Fairly unique and fun map. The beginning was slow though, and I thought that 25 gold wasn't enough. -Approved-
 
Level 3
Joined
May 8, 2007
Messages
39
For me the Crusaders that red would send at me would destroy my entire army of Abominations with full upgrades. You might want to try to balance those out.

You might want to reveal the whole map at the beginning because the players that played with me didn't know where anything was. Lucky i saw this map preview here on Hive. Also, try to take out the Goblin Zeppelins and connect light blues base to the mainland.


Overall it was very fun to play and at times a bit dull. The Tech tree is a bit confusing at first but I eventually overcame that. I'll give it a 7/10
 
Level 4
Joined
Oct 17, 2008
Messages
123
Can we get the option to not play with upgrades ?

Balance issues, stagnant gameplay while upgrading, and balance issues are caused by this... I don't wanna so NO UPGRADES FOR ANYONE but at least no upgrades when I'M playing would be cool.

And who doesn't love it when X player charges out with fully upgraded abomination/knights ! "I thought you quit" you say, but no ! And all your men get roflstomped.
 
Level 11
Joined
Feb 22, 2006
Messages
752
I usually don't spam attack/armor upgrades until the very end of the game (I stay at like maybe 3-3 most of the game) and I can still handle ppl coming at me with 5-5 or even 10-10. You just have to be smart about what types of units you get (there are lots of hard counters)...don't mass archers against grunts or something, get hunts instead...stuff like that.

And I can tell you with confidence that you don't even need to tier up to stay in the game. I successfully fought off 3 guys attacking me and all I had were the two standard tier 1 units at 0-0, unupgraded tier 2 casters, my hero, one city, and one farm (NOTHING else). I stayed alive for well over an hour and won the game in the end (I think red left cuz he got pissed he couldn't kill me with his horde of 7-7 tier 4 melee, lol).

But if you just completely hate the downtime when everybody is fast teching to tier 5 (happens every single game, I know) just get tier 1 units/tier 2 casters and start harrassing people. If theyre fast teching they have no units. Even if you don't kill them its some action and xp for your hero :)
 
Level 6
Joined
Aug 24, 2008
Messages
218
It didnt work for me :sad:
I really want to play it
When I try to play it, it dosent show what teams you can be. I dont know why. Looks fun.
 

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