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Brytenwalda

--------- Chaslycan Corporation Presents --------
Brytenwalda
Created by Chasity Sexylycan/ChasLycan
Co-Creator: Delinard


''Ah you've Arrived just in time, Let me tell you an story of Albion in times of great kings and petty kingdoms, it was back in the late 8th century when the saxons and angles were divided and rivaling themselves with petty land claims, whilst welsh were uniting forces to drive the barbaric invaders out of their ancient homeland, there was this Saxon king Egbert that had set course of conquest of Cornubia and Cantia from rivaling house of Mercia who were barely clinging to their holdings in middle Albion when surrounded by many enemies and words of welsh uniting to strike back and their King Offa who were out attacking their enemies of welsh with his son Ecgfrith till their death, Coenwulf arose and set his foot on the task of securing the kingdom against independing Welsh. In the northern lands the Kingdom of Alt Clut has sent a claimant to start a civil war in Northumbria, but you tell me who succeeded in this brutal total war... that remains to be seen. Just remember that coasts are never safe, for in the shredded fog comes the longships.''


Main Features:
  • Large sized map with strategic chokepoints and settlements.
  • Angle, Saxon, Jute, Welsh, Breton, Norse, Cantish, Irish, Gaelic, Pict Factions.
  • Full AI/Computer Support for All 19 Player Factions and Non-Player Factions.
  • Total Risk, Strategy and Micro.
  • Expanded Diplomacy: Alliances, Trade Agreements, Vassals and Tributaries.
  • Respawn Systems: Being eliminated by others isn't the end.
  • Dynamic Music based on if you are at peace or in a battle.
  • Many historical events and flavor for everyone.
  • Adapted for latest WC3 Version in 2023.

In Brytenwalda u take command of a realm in 790 AD Britain, your heroes are your lords and vassals who are vital to your survival. You train troops to wage war or defend against other realms who will try to subdue you into submission.

Each cycle you will receive taxes from all the regions you control, allowing you to order productions in your economical buildings, purchase items for your lords, research new technologies and build an army that might rival the one of Charlemagne! With a good army, you will be able to capture the settlements of your enemies.

You will also be able to manage diplomacy with other players, chose a religion for your realm and crush the heathens that threaten your realm.

Each realm has a culture that dictates what type of units they will be able to train, a welsh culture will have access to better archers for example. Some cultures become even better once they are unified when a player forms a nation. The map has been balanced in a way that player must react to any political situation, he should use spies to scout other lands and see who is growing too powerful.

At the end of the day, a good macro/micro/knowledge/communication will win you the match.

You can theoretically play the map in reforged mode, but all the custom models won't change anyway.


Want to contact me? Preferably message Delinard#6293 on Discord.

Join the Brytenwalda Discord Server!





- Added a new command to inspect all AIs in the game
- All functions from towers can now all be done in castles.
- Limited the range of reveal ability on towers
- Added an ability for spies to use sentinels
- Slightly increased XP gained from ruling, and improved it's description.
- Added a new respawn option.
- Changes to diplomacy commands, but they should have less issues now
- Increase the wood cost of spies and decreased their gold cost
- Adjustments to AI diplomacy and AI violet/lavender fixes
- Improved info in quest menu - Some event fixes
- Increased the food provided by viking colonies from 3 to 5
- Increased the time taken for wonder win.
- Increased the time window to accept an offer.
- Increased wonder cost
- Fixed Irish AI not invading mainland
- Adjusted Mercian Civil War a bit.
- Fixed bugged green AI
- Fixed pictish unification not working properly
- Added a reveal ability on towers that you can pay for.
- Fixed green missing some starting food
- Fixed kingdom death loop.
- Fixed bugs with violet AI
- Fixed blue's 5th hero not showing on hero tab.


- Improvements to AI diplomacy
- Fixed religion being picked too early
- Fixed a multiboard bug
- Slightly decreased training time of all light infantry
- Improved making peace with AI option
- Fixed players leaving bugging the AI
- Fixed missing revival path
- Fixed diplomatic and trade bugs
- Fixed a income bug
- Kingdom Destruction improvements
- Market upgrade bug fix
- Added a small bonus if a player does not have a religion picked.
















Music tracks are from Medieval 1 Total War.


VillagerMan1 by SeW
Chaos Warrior by Horn
Rostrodle Cavalier by Cavman
Uther by sc_freek
Crusader by Zin-Creator
Knight by Hellish Hybrid
VikingLongboat by olofmoleman
Battering ram by Mechanical Man
Human Archer by HappyTauren
Norse Pillager by Direfury
footman rpg by Bill_14
Torch Attachment by sunwarrior25
Thor the Thundergod by olofmoleman
Villager v2
by Kitabatake
WC2 Church by Ket
Norse Hall by Mr. Bob
Norse Stronghold by Mr. Bob
Duplicate Knight by EyC_6
Spearman by Wandering Soul
TorchLamp by MistAssass
Throne by maynhe
Log Bench by Deolrin
Mounted Bandit Spearthrower by Wandering Soul
RoyalGuard by eubz
Ranger by HappyTauren
Heavy Axeman by JesusHipster
Armored_VillagerMan_Archer by eubz
Bandit Champion by Sweet Oblivion
Inquisitor by Ket
Mounted Bandit by Wandering Soul
Stromgarde Footman by takakenji
VrykulWarrior by Sellenisko
Mine by Mike
Canadian Geese by Fingolfin
VrykulSpearCarrier by Sellenisko
Beowulf the Brave by Sellenisko
Human Bishop by Tranquil
DireFury_Ranger by Radagast
Captain Falric by Direfury
Bandit Axethrower by HerrDave
Bandit and Brigand by Direfury
Blacksmith by Mike
Gate by Mike
Villager Cavalier Weaponless (Mike) by HerrDave
Lord of the Rings :: Rohan Militia by CloudWolf
RunicBuilder.blp by Daenar7
RunicHierophant.blp by Daenar7
BTNCrossbowman by SeW
BTN_Cavalier by Cavman
BTNthrust by Lambsauce
BTNSpearAttack by Static
BTNCWRohanMilitia by CloudWolf
BTNstromgardefootman by takakenji
BTNEliteSoldier by darkdeathknight
BTNHoldYourGround by M0rbid
BTNWSShield by Heinvers
BTNHumanStable by Eagle XI
BTNBanditAxeThrower by BLazeKraze
BTNVrykulHarpooner by Eagle XI
BTNrok by Fingolfin
Celtic House ,
Celtic Barracks ,
Celtic Town Center ,
Celtic Stables ,
Celtic Dockyard ,
Celtic Stockpile by Fingolfin
BTNBootsby67chrome by 67chrome
Bandit Lord by Stefan.K
European Swordsman by RollBoat
Human Captain/Soldier by Stefan.K
Scarlet Hound by kangyun
Captain Falric by loktar
Nathanos Blightcaller by Stefan.K

So this is show of my true potential as an map maker, and should crush any previous beliefs of me being thief or incapable map editor. I hope you enjoy my map, and good luck uniting all of Albion!
Contents

Brytenwalda 1.36g (Map)

Reviews
Rufus
The description doesn't really tell us a lot about the game itself. It only implies that it is a risk, and tells us what different factions you can play as. Some more text about the gameplay should be in there. Also, I would suggest adding a few more...
Rufus
Alright! Then this will have to be moved to substandard until it is updated. Just contact me when the description is updated and I'll move it right back :)
deepstrasz
Some icons like Rule Settlement's have no DISBTN. They look green on F10/game pause. You could make disabled versions with this: Button Manager v1.8.2 Also learn about icons: BLP Lab v0.5.0 Complete Icon Tutorial - All About Icons How to Make an Icon...
Level 6
Joined
Mar 23, 2014
Messages
49
The map is pretty Awesome:thumbs_up: i loved the soundtrack By the way;) but the kingdom should be more wider than this:) anyway try to call moderator to approve your map
Rate:4/5
+Reputation point
you talking about cornwall or? what when you talked about being more wider, since the distance from cornwall to kent is allready way too wide atleast, my personal opinion but still
 
Level 4
Joined
Oct 1, 2015
Messages
24
you talking about cornwall or? what when you talked about being more wider, since the distance from cornwall to kent is allready way too wide atleast, my personal opinion but still
Nvm i'am started with a bad kingdom:vw_unimpressed: what ever the map is awesome and i liked it;) remove the idea about being wider and increase the food for the building if you can
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
The description doesn't really tell us a lot about the game itself.
It only implies that it is a risk, and tells us what different factions you can play as. Some more text about the gameplay should be in there.

Also, I would suggest adding a few more screenshots, as this makes the map more attractive.

Awaiting update.
 
Level 6
Joined
Mar 23, 2014
Messages
49
I really like how you took effort to make everything historically and geographically correct, and how you used all those different names for everything. One thing you should look out for is the button position and green bugged icons, because they are a mess at the moment.
yeah i noticed those green icons, forgot to fix the icon paths for them as they're the same icon as those Stormgarde footmen unit looking uníts' icon
 
Level 8
Joined
Nov 27, 2015
Messages
157
As much as i like the structure of the map and the story element i think you should customize the races a litle bit more so that each race additional vurnability and invurability to other races.Like pink weaker then orange and purple stronger then orange.I played this map with someone on Gameranger i just think it needs more balance and custimization of races.For now its 3/5
 
Level 6
Joined
Mar 23, 2014
Messages
49
As much as i like the structure of the map and the story element i think you should customize the races a litle bit more so that each race additional vurnability and invurability to other races.Like pink weaker then orange and purple stronger then orange.I played this map with someone on Gameranger i just think it needs more balance and custimization of races.For now its 3/5
hah... eeh pink isnt supposed to be weaker than orange, the races won't change in huge difference, considering they're all humans afterall <3, eitherway pink starts off pretty much strongest vs everyone. etc
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Some icons like Rule Settlement's have no DISBTN. They look green on F10/game pause. You could make disabled versions with this: Button Manager v1.8.2 Also learn about icons:
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  2. Rule Settlement's description isn't clear on what it does or how or on what to use it.
  3. Please credit other resources not taken from this site, like sounds etc.
  4. Weird that you can learn an ability which has a requirement to be used (Defend). Also it does not say what it does on each level. Learn about tooltips:
    Tooltip Tutorial
    Creating Good Descriptions
  5. No DISBTN: Ramm.
  6. Morale Boost Aura has an active ability icon. You can make it look passive with the program I linked earlier.
  7. Germanic Gothi's Poison Sting has no description.
  8. Vitkis are basically Gothis and they can even summon some.
  9. Noble Fury's icon=Bloodlust's.
  10. Not everything is in English for example Geneat Cyning af Sussex.
Please remove the RPG tag. You can replace it with RP, it's more suitable.
Generally it's OK but abilities are pretty much Warcraft III ones. You could inspire yourself more from games and maps of the genre.

Approved.


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

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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(previous comment :The Brytenwalda)
 
Level 6
Joined
Mar 23, 2014
Messages
49
  1. Some icons like Rule Settlement's have no DISBTN. They look green on F10/game pause. You could make disabled versions with this: Button Manager v1.8.2 Also learn about icons:
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  2. Rule Settlement's description isn't clear on what it does or how or on what to use it.
  3. Please credit other resources not taken from this site, like sounds etc.
  4. Weird that you can learn an ability which has a requirement to be used (Defend). Also it does not say what it does on each level. Learn about tooltips:
    Tooltip Tutorial
    Creating Good Descriptions
  5. No DISBTN: Ramm.
  6. Morale Boost Aura has an active ability icon. You can make it look passive with the program I linked earlier.
  7. Germanic Gothi's Poison Sting has no description.
  8. Vitkis are basically Gothis and they can even summon some.
  9. Noble Fury's icon=Bloodlust's.
  10. Not everything is in English for example Geneat Cyning af Sussex.
Please remove the RPG tag. You can replace it with RP, it's more suitable.
Generally it's OK but abilities are pretty much Warcraft III ones. You could inspire yourself more from games and maps of the genre.

(previous comment :The Brytenwalda)

Just to clear something out, not everything is supposed to be in the norman version of english it just helps with descriptions and what not, but for unit names and such prefered language is mostly the origin of the culture the unit/hero comes from so in the vassal king of sussex's its Saxon Aka go with old english, for norse its old norse language as much as can be derived otherwise deviating with Old dutch (Frisian) frisian or otherwise locally similiar to norscan, very few follow old english protocol on it.

Disbtns yeah its true we were meant to get them alot earlier but very recently moved prior to rise of the max bit size increment so we didn't exactly bother with such as of yet.

My co-creator says the rule settlement ability says exactly what it does precisely albeit he could've made it tad better i suppose but drives a purpose.

For music and whatnot i forgot to add them to list as deli didn't procure me the list at the time will be done

Vitkis if i recall correctly are lower tier gothis, you can upgrade to them not summon them.

Lastly am pretty sure Roleplaying tag shares itself with roleplaying game tag so it cant exactly be deviated
 
Level 6
Joined
Mar 23, 2014
Messages
49
Why is this tagged with AI?
Mostly becose how setting several slots to computer actually affects some stuff.
Brown and Lavenender have their own defensive AI if you don't want to find players for them.
If teal is AI and 2 players in north are allied,he helps out 4th player over there with some resources and vision.
If Welsh are set to AI then their buildings will be invonurable, so you basicly make wales unplayable if you dont want to find players for them, though this is kinda unused.
If thats too basic then i can just remove the tag.


EDIT: The new update supports AI for all players.
 
Last edited:
Level 3
Joined
Feb 14, 2018
Messages
33
Hey man I was looking for a map where you picked a few heroes (one of them was called Noble and could bribe 1 enemy unit) There was a lot of bases around the map that are neutral and became enemy if u attack them , what is the map called again ? I believe u worked the map with a friend of yours
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
One unit (Vitki or Vikti, I think) can train another spellcaster as an ability. Nevermind, it upgrades them but the tooltip doesn't say so (and doesn't mention how much mana is needed).
Units available in limited quantities like rams and nobles should show the limit in the tooltip.
One hero can start with Shockwave but doesn't have enough total mana. He also moves disturbingly slowly.
Druid runestones should be NH.
If a church tries to heal a knight, it says "can't target Ancients".
The final tier of upgrades should list when it becomes available instead of disappearing.
No Celtic religion upgrade?
If the large building area can only turn into a smith, might as well have it transfer directly like marketplaces.
There should be a mass-order ability.

The "become national entity" button should have a way of pinging which locations are needed.
 
Last edited:
Level 4
Joined
Nov 1, 2015
Messages
11
One unit (Vitki or Vikti, I think) can train another spellcaster as an ability. Nevermind, it upgrades them but the tooltip doesn't say so (and doesn't mention how much mana is needed).
Il look into this.

Units available in limited quantities like rams and nobles should show the limit in the tooltip.
Implemented

One hero can start with Shockwave but doesn't have enough total mana. He also moves disturbingly slowly.
This was probbably fixed long ago, but depends what hero you are talking about, some do have enough INT to use the ability.

If a church tries to heal a knight, it says "can't target Ancients".
Horseman can only be healed by stables, and they now also have bonus health regen.

Druid runestones should be NH.
Druid runestones are something you should order to attack yourself instead of having your units attack them on sight.

The final tier of upgrades should list when it becomes available instead of disappearing.
Implemented.

No Celtic religion upgrade?
While every realm has access to become christian, but some realms can become celtic and other ones germanic, but no realm has a choice of all 3 religions, this is intentional for historical purposes.

If the large building area can only turn into a smith, might as well have it transfer directly like marketplaces.
Destroying buildings has to do with the fact that capturing towns requires investment to repair all the damage while markets represent something that the local people repair themselves.

The "become national entity" button should have a way of pinging which locations are needed.
Implemented.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
One Picts trade says "I need more gold, will give 100 gold for 200 wood".

Vikings:

Ragnar's Beach Ship and Land Hero are on the wrong forms (hero has the ship's and vice-versa). It also has no learning tooltip (does it reduce the cooldown?).

Why is the cooldown for beaching ships so long?

Having a ship go out to sea has the same name, icon and tooltip as Beach Ship.

Beached Drakkars' healing aura doesn't have a buff.

Beached Drakkars can load units. Does that work like Battle Stations?

Unbeached Drakkars can still train a unit and use the Muster Men ability.

Drakkars (the non-Stor kind) should be able to beach themselves, just have less abilities than the Stors.

Archers have an annoying tendency to acquire and attack things that are far out of their range (especially when you're trying to move around them).

Upgrade tooltips:
* Enchanced Marksmanship -> Enhanced
* Basic Arhitecture -> Architecture (ship armor should be a separate upgrade from buildings)

Archer Critical should use a passive icon and should not be called Long Range.

Leasswere- Lesswr- Lasswèr- Spy units keep the Undead classification.

So when Vikings kill buildings they turn neutral/allied instead, how do they own buildings (e.g. Snekkja requires a Lumber Mill)?

Knarvi tooltip calls it a close quarters ship, it has more range than most ships.

Ships should have more than 200 range, especially since the standard archers have more.

Vitki tooltip:
* Can cast, Bloodlust-> Can cast Bloodlust
* Tooltip should also mention it can upgrade to another units and that it has a poison attack.
* Gothi tooltip should be something like "Upgrade to Gothi (requires 150 mana)"

Started building a Karvi on a beach, it drifted out to deep water where the Thrall couldn't keep building it. I canceled construction, and it was now complete (but heavily damaged).

Got a message about Orange becoming my tributary (Orange was an empty slot) but didn't get any messages about accepting or refusing. I didn't see any army appearing there either and my income was less than 30 afterwards.

"The [King X] of [Kingdom Y]" -> no The in front, and the names should be the player color.

Beached Drakkars say they give 12 food, but beaching one only gives 6.

Turning off Valorous Stand has no DISBTN.

Valorous Stand buff is still Mana Shield.

All of a sudden I had a huge army near the orange towns and Ragnar was replaced with a level 9 version with different abilities.

Got a message saying there were viking colonies in Ireland, didn't see anything appear on the map.

Mines and Farms still have Research Backpack.

Upgrade Sails should not use the Backpack icon.

Shipyards should have different names if they can build different units.

Build Locations all look identical and are the same size, towers should use the small circle and barracks/workshops should use the same circle.

Religious buildings should have an option to replace it with your faction's building (church/runestone).

Ramm -> Ram

Hwrdd says it's limited to 2 but has no limit.

Hwrdd uses weapon upgrades, Ram use Elite training. Both do the same amount of damage when upgraded.

Only 2 levels for Marksmanship upgrades?

Units can get stuck behind the Alt Clut workshop.

Ragnar has too many abilities, they can't all fit on the card (and by the time he gets to 20, he can't have them all maxed out).

NH units should appear outside of towns not in them, and not in the middle of small islands as there's no away to defend them.

Units with autocast abilities (nobles, religious units, berserkers...) should have them marked as Active.

Berserkers should have Frenzy instead of Bloodlust.

Kinship links 2 units, not 4.

Heimthegi appears to be limited, but this isn't stated.
 
Last edited:
Level 4
Joined
Nov 1, 2015
Messages
11
One Picts trade says "I need more gold, will give 100 gold for 200 wood".

Upgrade Sails should not use the Backpack icon.

Mines and Farms still have Research Backpack.

Ragnar has too many abilities, they can't all fit on the card (and by the time he gets to 20, he can't have them all maxed out).
Fixed in upcoming reforged patch

Ragnar's Beach Ship and Land Hero are on the wrong forms (hero has the ship's and vice-versa). It also has no learning tooltip (does it reduce the cooldown?).

Why is the cooldown for beaching ships so long?

Having a ship go out to sea has the same name, icon and tooltip as Beach Ship.

Beached Drakkars' healing aura doesn't have a buff.

Beached Drakkars can load units. Does that work like Battle Stations?

Unbeached Drakkars can still train a unit and use the Muster Men ability.

Drakkars (the non-Stor kind) should be able to beach themselves, just have less abilities than the Stors.
I think you are misunderstanding how drakkars work, its just a special ship that green starts with that cannot be trained again, the cooldown is high to prevent from constantly beaching and unbeaching it. The aura is just a heal and can be clearly seen that its active on other units. The entire ship is sort of a movable building for green to use, and to drop off wood, and to garisson units for protection. It can also train and muster units anytime, so you don't have to always beach it. You are never supposed to be able to train/build them.

Archers havean annoying tendency to acquire and attack things that are far out of their range (especially when you're trying to move around them).

Obviously the acquisition range had to be reset to vanilla value once blizzard started updating wc3 again, because changing it made the map desync in multiplayer, some might have found a way around it but i don't see that knowledge shared on here.

Upgrade tooltips:
* Enchanced Marksmanship -> Enhanced
* Basic Arhitecture -> Architecture (ship armor should be a separate upgrade from buildings)

Archer Critical should use a passive icon and should not be called Long Range.

Vitki tooltip:
* Can cast, Bloodlust-> Can cast Bloodlust
* Tooltip should also mention it can upgrade to another units and that it has a poison attack.
* Gothi tooltip should be something like "Upgrade to Gothi (requires 150 mana)"

Hwrdd says it's limited to 2 but has no limit.

Hwrdd uses weapon upgrades, Ram use Elite training. Both do the same amount of damage when upgraded.

Shipyards should have different names if they can build different units.

Build Locations all look identical and are the same size, towers should use the small circle and barracks/workshops should use the same circle.

Units can get stuck behind the Alt Clut workshop.

Units with autocast abilities (nobles, religious units, berserkers...) should have them marked as Active.

Kinship links 2 units, not 4.

Fixed, thanks for noticing it.

Leasswere- Lesswr- Lasswèr- Spy units keep the Undead classification.
This is intended and used to bypass some region checkers, gameplay-wise it dosen't affect anything other then being unable to heal them but they have low max HP and high HP regen anyway.

So when Vikings kill buildings they turn neutral/allied instead, how do they own buildings (e.g. Snekkja requires a Lumber Mill)?
Vikings raiders cannot just conquer stuff and manage it, the only way to start a real conquest is to summon the great heathen army, with enough kills and using the command.

Ships should have more than 200 range, especially since the standard archers have more.
Balance and historical purposes, ships couldn't just go around and destroy entire coast around this timeframe.

Got a message saying there were viking colonies in Ireland, didn't see anything appear on the map.
All of a sudden I had a huge army near the orange towns and Ragnar was replaced with a level 9 version with different abilities.
Got a message about Orange becoming my tributary (Orange was an empty slot) but didn't get any messages about accepting or refusing. I didn't see any army appearing there either and my income was less than 30 afterwards.
"The [King X] of [Kingdom Y]" -> no The in front, and the names should be the player color.
Only 2 levels for Marksmanship upgrades?
No clue what you mean with these first ones, the events work but can take time to happen, if yellow is wiped out he gets those colonies instead of green. The army you get is ragnar's raiding party into East Anglia and he gets more experience, there is nothing wrong there. Also if OJ was empty then he will just autodecline it in 20 seconds :/
I couldn't find any events that say "The King X of Kingdom Y", if you find some weird grammar in events then you can just type it out and il already know wich one to tweak.
And of course there is only 2 marksmanship upgrades, afterall it's supposed to become easier to assault settlements, upgrading these makes it harder for attacker a bit.

Started building a Karvi on a beach, it drifted out to deep water where the Thrall couldn't keep building it. I canceled construction, and it was now complete (but heavily damaged).

Beached Drakkars say they give 12 food, but beaching one only gives 6.

Heimthegi appears to be limited, but this isn't stated

Berserkers should have Frenzy instead of Bloodlust.

Knarvi tooltip calls it a close quarters ship, it has more range than most ships.

Turning off Valorous Stand has no DISBTN.
Valorous Stand buff is still Mana Shield.
Il look into these, but whats wrong with valorous stand being mana shield? It's just changing a name into something more realistic, not into touching the spell models.



Religious buildings should have an option to replace it with your faction's building (church/runestone).
Religious buildings are named and unique, you can't really do that and there is no reason to convert them when there is plenty around.


Ramm -> Ram
That's Saxon translation, we aren't using Norman English for unit names.

NH units should appear outside of towns not in them, and not in the middle of small islands as there's no away to defend them.
Well the nobles who don't like your alliance choices probably wouldn't be living in countryside?
Consequences for someones actions shouldn't just be a slight issue, the isle of arran is hard to defend once you lose it's hero, and the bigger islands in northwest are prime targets for vikings invasion events.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,097
"The King X of Kingdom Y": As in, Aethelred of Mercia or whatever the names of the king and kingdom are, there shouldn't be a "the" in front of it.
* Having the name be the owning player's color would help identify them (and maybe add a "was killed by [player/kingdom]" after?)

Spy: As in, the Undead classification should be renamed to something more appropriate (just as Mechanical was renamed to Construct).

I didn't type -heathen army and yet the army appeared (at least, the wording implies you need to type that for it to work). Also, buildings neutralized by the vikings should be transferred to them once the army shows up.

Valorous Stand: As in, the buff's tooltip still uses the name Mana Shield and the blue circle icon instead of the red sword.

They have names like Frankish Raiders, I don't think they're rebels.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,097
Briton Barracks has the Sail research. Also, Cawdr or Cadeur?

Briton Barracks (possibly others as well) can't produce ranged units unless all upgrades are being researched, as this frees up the space for the skirmisher's icon.

While playing as the Picts, there should be a timer and explanation as to what the clans can do, I was still trying to get the spelling right on the clan when they gave me the separation message.

In fact, early-game options and alliances should be a dialog box or a chooser unit, the language is already complicated enough to read without having to type it.

Workers should be able to set up small fortifications to better defend towns (especially those that can't be gated off). Also an ability to destroy trees.

Shieldbearer upgrades (Defend and X Will) should mention which units get increased armor.

There should be some way to directly exchange gold and wood.

Multishot should be a passive icon.

Larger ships should have Multishot.

Supply Lines upgrades only mentions veterancy as a requirement and not the required level.

Time-locked upgrades should mention the year they become available since there's no game timer.

Stables getting the same upgrades and researches as Barracks is redundant (and why would they have the Spy research)? Cavalry also lacks upgrades.

Dark Blue player is called Player 14.

Hounds require a hero to be hired unlike the other mercs.

Why only two Harvests at a time?

East Anglia starts with a bishop and a priest but isn't Christian.

Bishop's Soul Burn ability's tooltip is unchanged.

As East Anglia, used -ransom red (red's slot was unfilled) and nothing happened, it should be automatic.

Rams can target ships.

Weird one with the Picts: I'm hostile to them, but their buildings don't shoot back at me.

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Replacing religious buildings: this would allow those who start with the wrong kind of building to gain access to one (i.e. Cumbria can grab the runestone in the SW, but if they want priests can't do so right away). There could also be map-wide buffs based on which religions currently has the most influence, with priests/druids/gothi gaining and losing bonuses as appropriate.

Viking ships can use their Muster ability at sea, resulting in a melee land unit trapped in the water.
 
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Level 6
Joined
Mar 23, 2014
Messages
49
so let me dissect all of this then eh?
Spy: As in, the Undead classification should be renamed to something more appropriate (just as Mechanical was renamed to Construct).

mechanical or construct does not matter at all in overall comparison to the gameplay it self as it drives its purpose

I didn't type -heathen army and yet the army appeared (at least, the wording implies you need to type that for it to work). Also, buildings neutralized by the vikings should be transferred to them once the army shows up.
Heathen army appears at certain date regardless if you typed it or not, to keep the historical flow intact and gameplay as well
Valorous Stand: As in, the buff's tooltip still uses the name Mana Shield and the blue circle icon instead of the red sword.
Slightly weird remark i suppose but something minor to fix
They have names like Frankish Raiders, I don't think they're rebels.
They're Raiders, Hostile troops all the same
Briton Barracks has the Sail research. Also, Cawdr or Cadeur?
Cadeur IS Supposed to be there, sail research is not
Briton Barracks (possibly others as well) can't produce ranged units unless all upgrades are being researched, as this frees up the space for the skirmisher's icon.
Thats only issue mainly on the Bretons as they dont have access to stables yet need access to all of the possible tech, which was rather impossible to do, but with sailing moved along with one other thing they should get enough space to do the basics units
While playing as the Picts, there should be a timer and explanation as to what the clans can do, I was still trying to get the spelling right on the clan when they gave me the separation message.
all of the Clans are equal what they Can do, and you can't be serious about wasting 45 seconds on failing to type simply spelled names?
In fact, early-game options and alliances should be a dialog box or a chooser unit, the language is already complicated enough to read without having to type it.
No just no.
Workers should be able to set up small fortifications to better defend towns (especially those that can't be gated off). Also an ability to destroy trees.
Trees aren't supposed be destroyable for a good reason, so you cant remove anyone's resources entirely, as for the fortifications allready suggested, but untill siege units are further implemented, No
Shieldbearer upgrades (Defend and X Will) should mention which units get increased armor.
There should be some way to directly exchange gold and wood.
For a small brain person, The shieldbearer upgrade applies to everyone with Shield, as for Direct exchange, never going to happen as that would end up being Abuseable
Multishot should be a passive icon.
Larger ships should have Multishot.
Icon Unecessarily allready fixed behind my back, Larger ships, most definetly should not Have multishot if anything a boarding ability, but that one failed at the tracks.
Time-locked upgrades should mention the year they become available since there's no game timer.
Stables getting the same upgrades and researches as Barracks is redundant (and why would they have the Spy research)? Cavalry also lacks upgrades.
The ingame year is the Game Timer (1 year equals to 45 seconds)
Cavalry has same upgrades as the infantry for most part and the stables act as a secondary research structure since Someone didnt want to add extra pages to workshop, also because it would be otherwise quite empty
Dark Blue player is called Player 14.
Hounds require a hero to be hired unlike the other mercs.
Why only two Harvests at a time?
no s*it thats what you get for playing SP, Hounds arent mercenaries per-say they're Pets so they go along with heros, only 2 harvests so you cant queue them up indefinetly so you actually need to focus on it

East Anglia starts with a bishop and a priest but isn't Christian.
Bishop's Soul Burn ability's tooltip is unchanged.
As East Anglia, used -ransom red (red's slot was unfilled) and nothing happened, it should be automatic.
Many nations starts with priests / Druids, But with out religion, since you are supposed to have a choice, as for tooltip ill get on that, -ransom red requires 2 player particepation (you can also go manually destroy the target to do the same purpose)
Rams can target ships.
Weird one with the Picts: I'm hostile to them, but their buildings don't shoot back at me.
Ofc rams can attack beached ships seems completly natural. Picts dont frankly care for any players that dont damage them within their territory or that of their vassal they will however with out a word or warning declare wars within lowlands now and then attacking anyone in there
Replacing religious buildings: this would allow those who start with the wrong kind of building to gain access to one (i.e. Cumbria can grab the runestone in the SW, but if they want priests can't do so right away). There could also be map-wide buffs based on which religions currently has the most influence, with priests/druids/gothi gaining and losing bonuses as appropriate.
Viking ships can use their Muster ability at sea, resulting in a melee land unit trapped in the water.
replacing religious buildings is unegiotiable so stop suggesting it They're all Unique.
not my fault you decide to throw your men overboard to their demise. lmao for real anserw its impossible to determine to allow the abilities in vicinity of a coastline so hence why
 
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Level 28
Joined
Apr 6, 2010
Messages
3,097
As in, you can change Undead to Spy the same way as Mechanical to Construct. Undead and "historical accuracy" do not go well together.

Cawdr/Cadeur: One is used by the unit, another by an upgrade tooltip.

Several shieldbearing units aren't affected by the Will upgrade.

Rams: These ships weren't beached in the first place. The place in the SE has ships that are afloat, out of reach of melee units and yet the rams still try to attack them.

The Drakkars left over from the Viking invasion use the muster ability while at sea (they're near the area of unusable land on the east side of the map).
 
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