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True Village Wars V1.02

True Village Wars V1.02

1.02 update improves terrain significantly, adds a new (and extremely useful) structure, and fixes a few bugs from the previous version.

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Build a village, create houses for people to live in, tax them, and use your money to build an army. Form alliances with your neighbors and crush your opponents.

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What is True Village Wars?

True Village Wars is perhaps the first village/city builder map to actually strive for balance and strategy, and look good while doing it.

In other builder maps, you build a couple hundred units that have no food or gold cost, and gain massive amounts of gold from them. In TVW, you have to build houses and let people move in, then tax them. You can upgrade the occupancy of your housing structures as well, to further increase your tax income. You also have to harvest lumber, which can be done in a number of ways. Axe men, mechanical harvesters, and flying harvesters all can be used for this purpose. You can also trade 10% of either resource to gain some of it in the other, where gold is worth twice as much as lumber. Another unique feature to this map is that some units have the ability to kill people in houses. If you can get a good raid in, the enemy can lose perhaps a quarter of their income, perhaps more, adding a layer of further strategy. If you can't wipe out your enemy, at least weaken them as much as possible, right?

TVW also has a unique system of Unit Traits gives each unit (with a few exceptions) its own stat bonuses, which can make all the difference in a fight. Certain traits can only go to certain unit types. The traits are the following:

M = Melee
R = Ranged
S = Magic

Assassin (MRS) - Chance for a critical strike
Beserker (MRS) - Increased movement and attack rate
Dancer (MRS) - Chance to evade strikes
Defensive (MRS) - Bonus armor
Heavy Hitter (M) - Chance to stun and deal extra damage on attack
Magi (S) - Increased mana regeneration
Offensive (MRS) - Bonus damage
Pillager (M) - Attacks on structures steal resources
Sieger (R) - Attacks enflame structures, cut attack rate and prevent repair
Striker (M) - Attacks deal splash damage to nearby enemy units
Survivalist (MRS) - Increased movement and regeneration rate

There are 3 tiers of gameplay, starting with a Village, and going to Town, then City. With only Village tier, you can only get basic units and only a couple upgrades. Once you upgrade to Town, your available units, structures, and upgrades doubles. Getting to city adds even more units, and doubles your available upgrades yet again.

Along with the 3 tiers, there are 3 main unit types and 2 more total unit types. Melee, Ranged, Magic, Healer, and Siege. Melee units deal normal damage and have high health and armor, these are your bread and butter. Ranged units deal piercing damage and are meant to sit a ways back. They have low health but high damage and range. Magic units are melee units with particularly high magic damage and unique special abilities. They have medium health and armor. These three are the main types and they play a game of rock-paper-scissors. Melee units do bonus damage to ranged units and take bonus damage from magic units. Ranged units do bonus damage to magic units and take bonus damage from melee units. Magic units do bonus damage to melee units and take bonus damage from ranged units. Healer units are also magic units, but they have far lower health and far higher mana. They have low damage but have powerful healing spells, and take bonus damage from Magic and Ranged units. Siege units are slow firing and long range, highly effective versus towers and walls, but are slow-moving and extremely weak to magic and and fast units, such as Light Knights.

Balance was one of the key reasons this map was made. Pretty much every builder map I've played has had absolutely atrocious balancing, which greatly detracted from the experience. TVW aims to be just as balanced as regular Warcraft III. While some units are certainly better than others, no unit is without its counter. Just because the enemy has a couple dozen top-tier units doesn't mean they can't be defeated if you use the right strategy and abilities. 20 Grand Knights will easily fall to 12 Paladins of the Holy Flame, even without their heal/buff.

Custom and triggered abilities further add to gameplay. Paladins of the Holy Flame have a healing spell that not only heals for a pretty good amount of health, but also gives a damage return bonus temporarily. Acid Bomb Launchers have a powerful armor-reducing ability that bounces acid among enemy units. Defenders have an extremely useful armor bonus aura that activates when they enter defend mode, sacrificing damage and speed to improve the armor of allies. The Naga Traveler can summon tidal pools, which slow down enemis in their radius greatly. The Lich traveler can even summon up a terrific blizzard to damage his enemies.

So, what is True Village Wars? True Village Wars is perhaps the best village/city builder map there is. Who says? Just about everyone who has played has been asked what they think, and they say they like it a lot. Unless this just isn't your type of map, if you try it, you'll like it a lot.

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Features

-Tons of custom units, upgrades, and abilities
-Traits - Every unit you train (with a few exceptions) comes with its own natural trait, which gives it a specific bonus. Some traits are Defensive, which gives a slight armor boost, Survivalist, which gives a speed and health regeneration boost, and many more
-Tax-based income. Build houses to increase your population, and gain money from your taxes.
-Regrowing Trees
-Hired travelling heroes to help, each unique in function
-A LOT more

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Credits:
00Nobody - Creator, units, triggers, terrain, most of the custom icons
MaEt-ReLLiK - Custom Gate Icon, testing
SONIC(1) - Testing
Naminator - Chain Acid base

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wc3scrnshot120909164619.jpg


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wc3scrnshot120909164643.jpg


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wc3scrnshot120909164710.jpg


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1.02 changelog
Massive terrain improvements
-Added new base
-There are no more hexagonal flower patches
-All old bases except bottom left improved slightly
--Top left has a small garden to allow for a small lumber operation
--Bottom right expanded and entrance shrank
--Top middle expanded and two new entrances
--Top right now has a wall around and a few other changes involving the shape
--Bottom middle closed up slightly to make it more defensible
--Middle left is now a base
Updated the Tips for Noobs section to better help start them off
Added Architect Hall because late-game it's annoying to only be able to get builders from your main building
Removed Heavy Glaives from Medium Factory, since the Research Vault already had it

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1.01 changelog:

Fixed the typo in the hired Traveler trigger that I forgot even existed
Changed the Defender defensive bonus to affect himself as well, but reduced radius
Changed Defenders in Defend mode to deal slightly less damage and attack slightly slower (Base damage 22 -> 17, attack cooldown 1.35 -> 1.5)
Fixed Sharpshooter lumber cost
Added the effects of Goblin Repair Crews to the structures that didn't recieve it
Added Heavy Stone Masonry upgrade, which improves the armor of all structures except Fountain by 2
Fountain HP reduced 75 -> 25
Reduced cast time of Demolitions 5 -> 3
Removed lightning effect from Demolitions entirely
Added Deconstruct to Military Contractor, functions the same as Demolitions ability but with a 6 second casting time, meant to be an early-game building remover
Barrage (Mortar) no longer affects heroes
Added Heavy Glaives upgrade, improved Glaive Towers damage and range slightly
Improved Mechanisms upgrade affects Artillery Towers
Slicer damage increased 27 -> 34
Firecatcher armor reduced 2 -> 1
Paladin of the Holy Flame HP reduced 540 -> 505
Added Holy Infusion buff to Priestess to make her more than simply a buffed High Priest, increases armor by 1 and hp regen by 1 per second for 40 seconds
Changed tooltip for Vertical Gates to inform people of the fix for when they pop up in the wrong position

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1.00 changelog:

Cost of tier 1 units increased by variable amounts, approximately 3-4x costs in gold
All housing structures have double starting mana (excluding village center)
Gold cost of Small and Large Houses increased 15 -> 25
Small Houses max mana 6 -> 12
Large Houses max mana 11 -> 20
Townhouses max mana 25 -> 36
City Building gold cost reduced 625 -> 250
City Building lumber cost reduced 800 -> 400
City Building scale reduced to make them easier to build with
Firecatcher health reduced 325 -> 285
Sharpshooter gold cost reduced 600 -> 225
Sharpshooter lumber cost reduced 800 -> 425
Grand Knight gold cost reduced 650 -> 200
Grand Knight lumber cost reduced 700 -> 350
Phoenix gold cost reduced 750 -> 370
Phoenix lumber cost reduced 625 -> 185
Holy Wave gold cost increased 20 -> 65
Holy Wave lumber cost increased 0 -> 110
Nocked Arrows gold cost increased 15 - 45
Nocked Arrows lumber cost increased 26 -> 95
Heavy Artillery gold cost reduced 850 -> 575
Heavy Artillery lumber cost reduced 750 -> 625
Mortar gold cost reduced 650 -> 450
Motar lumber cost reduced 500 -> 350
Defense Contractor added, see directly below
Defense Contractor takes all military production structures except Chapel, all other builders lose military structures (Small Factory and walls not considered military). A side-effect is that the Utility Worker no longer has two buildings on the same hotkey without needing to change hotkeys
Defense Contractor takes tower building away from other builders
All builders build menus redesigned and are no longer cluttered
Fountain added, improves mana regeneration of units by 100% in a tiny radius
Fixed every single typo involving Travelers (I had it spelled as Traveller/Travellers before)
Added Goblin Mechanics upgrade, improves health regeneration of all structures by 0.5 per second
Napalm Missiles upgrade now reduces attack rate by 5%, retains Burning Oil effect
Added Improved Mechanisms upgrade, improves the attack rate of most mechanical units by 10%
Mana Disruption (Dragonhawk Rider) now does 75 damage (down from 125) and has an increased area of effect
When the Village Center is built, players now gain 2 Workers and 1 Defense Contractor, free of cost
Village Kits will no longer spawn for unused slots


Keywords:
Village
Contents

True Village Wars V1.02 (Map)

Reviews
14:44, 9th Dec 2009 ap0calypse: Approved
Level 3
Joined
Apr 3, 2009
Messages
80
This will be my review.



This System focuses on reviewing maps on Hiveworkshop.

RULES:

Your Map can only be Reviewed twice by me.

If necessary, if your map urgently needs to be reviewed more than twice,please contact me.

Please do not use any content in this system unless you receive a proper permission by xXxTWiST3DxXx.

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POINTS:

TIP:This section focuses on my Notices on the maps i review.

♣ Story::Hmm,looks like another City building game.
♣ Combat::I didn't see any combat yet.
♣ Quest::There were quests,that display the in-game options.
♣ Sound Effects::Nice usage of Sounds.
♣ Internal Music::Normal Warcraft themes.
♣ External Music::None.
♣ GUI/JASS Triggering::Yes, in my opinion the triggers you used are decent.
♣ Terrain::Bad,please improve.
♣ Gameplay::As i said before, another Village building Game.
♣ Custom Models/Skins/Icons ::I see..there were Icons used, but i didn't see anything else then that.
SCOREBOARD:
Your score is: 14//20
TIP:This Section focuses on your scores after i had reviewed it.
PERSONAL COMMENTS:

Lacking Terrain,please improve. :xxd:
TIP:This is where all my Personal Comments Go.
Voted for:
This map has been voted for:Approval//Rejection
TIP: Your Rating will be in BOLD, and Underlined.
RATING:
Your Maps has been rated 3/5
AWARDS:

[Positive Reputation]::+1 Rep
 
Last edited by a moderator:
Level 15
Joined
Aug 11, 2009
Messages
1,606
Map Review

This review is made by reason 3, if you have any questions or anything else to comment feel free to Private Message me.You may also ask me to review your map again.

Some sort of a melee map but instead of the classical bases now you are a human and you build your own village, including walls and many more!You can have allies and enemies(your choice).

[+]I liked the terrain enough, and it certainly provides you with many places to choose to make your base.
[+]Your map is unprocted helping users to learn from your triggers, i noticed a few leaks but meh...it's fine since i didn't experience lag or any crashes.
[+]Your tips, tooltips and Map Info are of a great help to new players.
[+]Your map has a small file size.
[+]Your map was balanced.This means that you could win combats easily with the proper units, but i have to admit that killing another village seemed pretty hard to me.
[-]When building walls sometimes a few squares stay empty saying that you are unable to build so close.
[-]I think your food amount should be reduced.
[-]Your description is poor, you don't mention much about your map just the changelog.If you added some screenshots would be great too.


Overall rating:3/5
Nice, i would certainly approve this.My suggestions are to make villages easier to fall, and maybe add some system of teleportation?This could prove quite usefull to help your allies.
~ r3
 
Level 5
Joined
Nov 21, 2007
Messages
20
Excluding pluses because if I'm doing it right I shouldn't change it.

Map Review

[-]When building walls sometimes a few squares stay empty saying that you are unable to build so close.
[-]I think your food amount should be reduced.
[-]Your description is poor, you don't mention much about your map just the changelog.If you added some screenshots would be great too.


Overall rating:3/5
Nice, i would certainly approve this.My suggestions are to make villages easier to fall, and maybe add some system of teleportation?This could prove quite usefull to help your allies.
~ r3

Thanks, but I have to ask what you mean by that first one there. I'm not entirely sure what you mean by that, so I doubt I can fix it as of now. Could you go into detail about how this is repeatable? Perhaps screenshots of where you're doing it that it's happening at.

Yes, I have been considering dropping the max food limit, since it can get pretty spammy late game (when everyone has tons of resources). I've gotten to 400k gold in a game before, so I could have easily steamrolled with a constant stream of units. The problem is figuring out whether or not to simply drop the maximum food limit or make something like regular WCIII, where you build structures to increase food supply. I'll have to keep thinking on that.

As for the description, I think I have now basically blown out everything about the map I could. The reason I didn't have much of one was that I had a writer's block at the time, so I couldn't think of anything to say really. At least I'm out of it and have gotten back into my verbose description mode that doesn't leave much to be misunderstood. I'll see about screenshots next update.

Now, while I could make villages easier to defeat, they are the main structure, and if you lose it, you lose. While it would make it easier to beat opponents, it would make it far easier to lose if you're new to the game. I've seen plenty of rushes against new players, and plenty of players that build in absolutely terrible locations. These last two updates have tried to stop the rush, and they've been mildly successful. The 1.00 update greatly increased the cost of basic units, making it harder to rush, but the problem with that is that people can still pool resources to rush. While I could simply remove trading entirely, I think that's a bad idea, since I know that would upset people.

Adding items has been something I have also been considering, but I think that would detract from strategy unless there were no stat-increasing items. Teleportation would be useful indeed, but it would also make it even harder to destroy villages, furthering your point about villages being difficult to destroy.

Thanks again for the helpful review.

Also I just noticed I forgot to change the V1.00 to V1.01 at the top of the description, derp. I'll just fix it next update.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
This will be my review.



This System focuses on reviewing maps on Hiveworkshop.

RULES:

Your Map can only be Reviewed twice by me.

If necessary, if your map urgently needs to be reviewed more than twice,please contact me.

Please do not use any content in this system unless you receive a proper permission by xXxTWiST3DxXx.

I do not review Spells,Skins,Models until further notices.
POINTS:

TIP:This section focuses on my Notices on the maps i review.

♣ Story::Hmm,looks like another City building game.
♣ Combat::I didn't see any combat yet.
♣ Quest::There were quests,that display the in-game options.
♣ Sound Effects::Nice usage of Sounds.
♣ Internal Music::Normal Warcraft themes.
♣ External Music::None.
♣ GUI/JASS Triggering::Yes, in my opinion the triggers you used are decent.
♣ Terrain::Bad,please improve.
♣ Gameplay::As i said before, another Village building Game.
♣ Custom Models/Skins/Icons ::I see..there were Icons used, but i didn't see anything else then that.
SCOREBOARD:
Your score is: 14//20
TIP:This Section focuses on your scores after i had reviewed it.
PERSONAL COMMENTS:

Lacking Terrain,please improve. :xxd:
TIP:This is where all my Personal Comments Go.
Voted for:
This map has been voted for:Approval//Rejection
TIP: Your Rating will be in BOLD, and Underlined.
RATING:
Your Maps has been rated 3/5
AWARDS:

[Positive Reputation]::+1 Rep

Seriously, if you don't stop this yourself, I will stop it.
  1. Do not ask for rep
  2. You cannot give -rep (you just can't... no matter hoe hard you try).
  3. You are abusing the reputation-system by giving nearly everyone +rep, it is meant for people who actually did something great, or helped you out with something.
    When someone creates an awesome game, you can give rep, but with a 3/5, no.

-3 rep given as a second warning.
 
Level 15
Joined
Aug 11, 2009
Messages
1,606
Thanks, but I have to ask what you mean by that first one there. I'm not entirely sure what you mean by that, so I doubt I can fix it as of now. Could you go into detail about how this is repeatable? Perhaps screenshots of where you're doing it that it's happening at.

Well i tried to build a small village that would be protected all around by walls.I found a nice little place that i liked and started building walls.As i was building my walls i couldn't connect 2 parts of it...whenever i tried to place my wall next to the other it was red...i had to leave a small part of the terrain un-walled.
Sorry i don't have any screenshots of it.
 
Level 5
Joined
Nov 21, 2007
Messages
20
Well i tried to build a small village that would be protected all around by walls.I found a nice little place that i liked and started building walls.As i was building my walls i couldn't connect 2 parts of it...whenever i tried to place my wall next to the other it was red...i had to leave a small part of the terrain un-walled.
Sorry i don't have any screenshots of it.

Well, I'm not sure what would cause that. It could have potentially been a doodad in the way that's hard to see, but if you could walk through the gap that sort of puts doubt on that theory. If you tell me the general area (top left, bottom right, etc) I'll look into it in the world editor.
 
Level 2
Joined
Mar 29, 2010
Messages
11
I love this game theres just 1 tiny little thing and that is the unit stats starts off out of 100 you have not programmed it just to be 10 and then the houses increase your population I hope you will fix this as I LOVE the game
 
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