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Sankt Empire

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Sankt Empire
Designed with 1.31 Patch for SD Graphic
AI Support is available for Sankt Empire

Darkness looms upon the horizon
The dead within the empire arise
To answer, one must resist together
For justice will always prevail


Sankt Empire, literally translated into the Saint Empire, is an empire in an alternate world that unites the entirety of the elven civilization. With the human kingdoms broken apart by the invading army of the dead and their demonic masters, this elven empire has been preparing their servants of Sankt to face upcoming invasions.

Elven people are not renowned for their strength, but their cunningness and precision are to be feared. Sankt Empire utilizes this trait by maximizing their Archers' ranged capability, while their frontline of Crusaders and Swordsmen are supported with blessings from the Priest and curses of the Sorceresses and Spell Slayers of Sankt Empire. When the situation forces the Empire, they can unleash their heavy machineries to lay siege on enemy bases. These machines are called Elvish Engines and Flying Ballistae that they crafted with the knowledge they learned from the humans prior to the invasion. To protect them from the skies, spiritual beings from nothingness called Spirit Plasms and the mighty Dragonhawk Riders are called to serve. If that it is still not enough, they can call forth they mighty Gritz Phoenixes to obliterate opposition with sheer ferocity.

Features

Video

Changelog

Credits

Authors Notes

An alternative Human faction called Sankt Empire which utilizes aggressive long-range combat strategies combined with powerful magic and frontline support.
Pick Human to play as Sankt Empire


TRAITS
> Long-range units with an extremely devastating range of engagement.
> Mana-happy spellcasters
> Heavy utilization on long-range strikes with frontline support
> Low health but high regeneration on most units


PROS
+ Absurdly long range assaults
+ Above average health and mana regeneration
+ High mana pool spellcasters


CONS
- Low base health for most unit and structures
- Low base armor


EARLY GAME DEFENSES
* Remember that Devoters can arm themselves into Loyalists.
[/hidden]
[April 18th, 2023 [1.0]]
>First Upload
Model and Icon Credits:
Water Mage: Ujimasa Hojo
Crusader: Cavman, Hawkwing, Mr.Goblin
Hall: Ujimasa Hojo
Keep: Ujimasa Hojo
Castle: Ujimasa Hojo
Priest: Daffa
Paladin: Ujimasa Hojo
Blizzard: Vinz
Sankt Altar: Itius Leurn Freim
Holy Claw: Freezer (?)
Purifying Beam: jhon wilber
Divine Burst: Darkfang
Ancient Phoenix: The Panda

System Credits:
1.31 AI Fix: The3X
This is from my old project called Warcraft III Theta, a project to replace all 4 factions inspired by this particular challenge between Kyrbi0 and Direfury. It is very restrictive and originally I planned to follow the idea that the thread offers. However, icons and models becoming a very big issue pretty fast which dulled my senses and it let this little idea lost into the ravages of time. I do visit from time to time, but never get the motivation to work with the MacGyver rules of retrofitting.

Recently, I noticed that I had done substantial works on the Sankt Empire faction (customized Humans) and I find the faction lovely despite sharing decent similarity to the original. After further polishing with the unfinished parts of the work, I decided to present this little faction to the community to enjoy. I hope you have fun like I have fun polishing the faction. During polishing, I decided to try to stick to the MacGyver as much as possible, leading to 3 restrictions still noticeable in the final product:
1. No custom spells for the faction
2. All ability of the unit must remain untouched (so, if say I edit Priests, the abilities must remain Priest abilities and I cannot add or remove any of them)
3. Techtree rules cannot be changed (partially to ensure AI won't go braindead)

Due to the Sankt Empire replacing Humans in this map, it renders the AI of the Human available for the player. I have not tested extensively on the AI, but so far I noticed no issues during my tests.
Contents

Sankt Empire: Emerald Gardens (Map)

Reviews
deepstrasz
Pretty much a Human/High Elf mild edit. Simple. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS...
Added to my review list, ah shit, here we go again.
To be fair, this is in lower grade than every altered melee previously I have done in my opinion, so there's no need to force yourself :D

Mostly because I am restricting myself too much.

EDIT:

Just deleting the Emerald Gardens, so please move along~
 
Last edited:
Level 9
Joined
Apr 12, 2018
Messages
65
I understand the concept of the faction's simplicity, but one thing that feels bad are the rather high costs for some units and upgrades that do not feel worth it. The main culprit being the barracks upgrades. Either the costs should be lowered or the faction should have some way to make up for its economy (i.e making the basic lumber harvest upgrade also increase gold gathered by a small amount).

For example; The Defense upgrade although useful, it is rather expensive for a tier 1 unit upgrade, compared to the original defense upgrade which costs quite less. The Precision upgrade also feels very bad, as the Archers already have absurd range and should not require more of it (as 50 range difference between basic artillery will not make a difference), so really you're only paying 150 gold and 240 lumber for +3 damage, which...is very bad. At least compared to the Night Elf Marksmanship upgrade which costs only 100 gold and 175 lumber.

Crusaders also should maybe cost less food? Like reduced to 3? Or at least grant them their base knight costs, as they should not be more expensive than knights when they are worse than base knights, especially when they have overall worse stats than Knights except damage output.
 
I understand the concept of the faction's simplicity, but one thing that feels bad are the rather high costs for some units and upgrades that do not feel worth it. The main culprit being the barracks upgrades. Either the costs should be lowered or the faction should have some way to make up for its economy (i.e making the basic lumber harvest upgrade also increase gold gathered by a small amount).

For example; The Defense upgrade although useful, it is rather expensive for a tier 1 unit upgrade, compared to the original defense upgrade which costs quite less. The Precision upgrade also feels very bad, as the Archers already have absurd range and should not require more of it (as 50 range difference between basic artillery will not make a difference), so really you're only paying 150 gold and 240 lumber for +3 damage, which...is very bad. At least compared to the Night Elf Marksmanship upgrade which costs only 100 gold and 175 lumber.

Crusaders also should maybe cost less food? Like reduced to 3? Or at least grant them their base knight costs, as they should not be more expensive than knights when they are worse than base knights, especially when they have overall worse stats than Knights except damage output.
This is interesting, which is contrast to another feedback that necessity for toning down the numbers for balance of other stuff :D

Anyway, I will take a look to rebalance the numbers for these upgrades and units. A note is that Defend also provides additional health (or was it armor?) which raises it's base cost.

I will implement this number rebalancing along with other recommendations I have received before.
 
Level 9
Joined
Apr 12, 2018
Messages
65
This is interesting, which is contrast to another feedback that necessity for toning down the numbers for balance of other stuff :D

Anyway, I will take a look to rebalance the numbers for these upgrades and units. A note is that Defend also provides additional health (or was it armor?) which raises it's base cost.

I will implement this number rebalancing along with other recommendations I have received before.
The Defense upgrade gave +2 armor, but for a t1 melee unit upgrade where you’re using a lot of resources in the early game to get a starting force going, you might not have the capability to spend so many resources unless you rush an expansion. I already checked the specific upgrade itself and its a good price for what is essentially an armor upgrade and a defend upgrade (i believe its actually cheaper compared to the combination of the two together).
 
The Defense upgrade gave +2 armor, but for a t1 melee unit upgrade where you’re using a lot of resources in the early game to get a starting force going, you might not have the capability to spend so many resources unless you rush an expansion. I already checked the specific upgrade itself and its a good price for what is essentially an armor upgrade and a defend upgrade (i believe its actually cheaper compared to the combination of the two together).
I'll make some adjustment in regards to pricing of T1 units and this upgrade then. Hope it resolves the issue.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
Pretty much a Human/High Elf mild edit.

Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

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