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Warhammer 40k Vanguard Strike

Warhammer 40k
Vanguard Strike


Overview

Features

Modes

Resources

Screenshots

Credits


  • Genre: Altered Melee
  • Players: 1-4
  • Game version: 1.26 or later
  • Map version: 1.54
.
Inspired by the Dawn of War series from the Warhammer 40k universe, this map uses game-altering systems and many custom models created by the community to bring W40k into Warcraft III.
List of Features:
  • Squad control system with options
  • Vehicle sponson & damage effect system
  • Cover, flanking, morale, setting up heavy weapons, ordnance knockback, deep striking, firing on the move
  • Switching to close combat and tying up system
  • 12 playable races: Space marines, Necrons, Chaos, Eldar, Drukhari, Imperium, Tau, Orks, Tyrainds, Sisters of Battle, Adeptus Mechanicus and Renegades
  • Custom AI
  • Mods: Survival, Control area, Regicide, Last stand

Squads
Most infantry units are commanded a whole squad at a time, usually 5-10 units.
Squads lose Morale as they take damage, if morale reaches 0 they deal less damage, and after 5 seconds run away to base.
Squads can be reinforced while out of combat.
Attacking a squad in close combat forces it to fight back instead of shooting.

Options
Most squads and vehicles have additional options they can purchase - flamethrowers, biomorph upgrades, sergeants, etc.

Special attacks
Melee units may perform special attacks, dealing splash damage and disrupting enemies.

Pistols
Units with pistols may fire while they move.

Heavy weapons
Units with heavy weapons, like machine guns, have to stand still for 4 seconds before they can fire.
Heavy weapons suppress enemy squads, slowing them down.

Melee charge
Some units may quickly charge into close combat once they are close to the enemy.

Deep striking
Some units, when trained, will immediately arrive to the rally point, instead of having to run across the map. They may teleport, use a drop pod, or land flying using wings or jump packs.
Vehicles
Tanks and walkers have additional ranged weapons which they may fire while moving, restricted to a certain firing ark, usually forward.
Vehicles take reduced damage from small arms fire, but hard hits may slow them down, stun or cause an explosion of fuel or ammunition.

Ordnance
Blasts from artillery and certain abilities scatter troops they hit.

Strategic points
Capture points on the map to gather Conflict, increase Population cap and provide vision.
To capture a point, have a squad stand on it for 10 seconds.

Flanking
Attacks from the side deal 25% more damage, attacks from behind deal 40% more.

Cover
Units in craters take 40% less ranged damage, except from weapons like flamers that ignore cover.

Hero equipment
Each hero has a unique shop where equipment can be purchased. Equipment is classified by slots and limited to one item for each slot.


Annihilate - default mode
Destroy all enemy HQ buildings to win.

Regicide
All players get a hero from the start, heroes are stronger. Kill the enemy hero to win.

Control area
Take more than half of Strategic points on the map and hold on to them for 5 minutes to win.

Survival
Survive 10 waves of Tyranids to win.
Tyrannoformation nodes spawn over time, you need to destroy these or they will digest the battlefield, reducing your income. At 100% tyrannoformation you lose.

Last stand
No resource income, increased starting resources. Each player has 1000 lives. Capture strategic points to drain enemy players' lives and win.

Resources
Power
is produced by building Generators
Conflict is gained when fighting and capturing points
Population cap is granted for holding points.

Unit slot limit
Most units fit into one of 3 categories: Core troops, Mobile, and Fire support.
Each of these categories has its own limit. For example, as a Chaos player, you can only have up to 3 Predators, Defilers and Havoc squads.


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UI by DampirTBs

Map uses many custom models, credits for these to:

  • IronMaiden
  • Grey Knight
  • Mechanical Man
  • Burning_Dragoon5
  • wraith
  • The_Silent
  • donut3.5
  • HerrDave
  • Ujimasa Hojo
  • Hayate
  • Louis Dust
  • NilasAran_39
  • Zess
  • psychosis
  • Dentothor
  • stan0033
  • Ket
And of course to Relic Entertainment for making Dawn of War and its assets.


Each race also has subfactions which can be picked on the mode selection screen at the start of the game.
Each subfaction has a preferred playstyle from the lore represented by passive bonuses. For example, if you choose Tau Farsight Enclaves, it increases the number of Crisis teams you can build and reduces melee damage your units take.

Chaos

Drukhari

Eldar

Guard

Marines

Necrons

Orks

Tyranids

Tau

Renegades

Sisters of Battle



Gifts of Chaos
- When Chaos units fight, they earn favour of the dark gods, gaining random passive abilities over time.
Marks of Chaos
- Squads and the hero can be upgraded with one of four marks, providing different bonuses.

Subfactions
- Alpha Legion
- Black Legion
- Death Guard
- Emperor's Children
- Iron Warriors
- Night Lords
- Red Corsairs
- Thousand Sons
- Word Bearers
- World Eaters

Hero
- Daemon prince
Baleful gaze: soars up and releases a beam of malefic energy, doing damage in a straight line
Daemonic flight: the hero jumps to the target location and creates a shield that absorbs damage and then explodes
Dreadful presence: passively weakens nearby enemies and drains their morale
Infernal gateway (ultimate): while channeled, damages enemies in an area, dragging them with chains, and heals daemons.

Units
Mortals
- Cultists
- Renegades
Heretic Astartes
- Chosen
- Legionaires
- Raptors
- Bikers
- Possessed
- Obliterators
Cult troops
If your hero has a mark of Chaos, it unlocks one of the following troops, limited to one squad.
Also some legions allow to train one of these troops, without that limit.
- Noise marines, Berzerkers, Plague marines, Rubric marines
Daemons
Daemons cost Conflict resource instead of Power. They don't gain mutations.
- Bloodletters
- Flamers of Tzeentch
- Beasts of Nurgle
- Lord of Change
Vehicles
All Chaos vehicles can be upgraded with special mutations.
- Forgefiend, Cerberite
- Defiler
- Rhino
- Predator

Power from pain
- when damaging enemies, units heal and temporarily become stronger
Webway assault
- HQ buildings can open a gate that allows units to travel to a target location.

Subfactions
Dark eldar can select a second subfaction in tier 2.
- Covens: Dark creed, Prophets of flesh, of Twelve
- Kabals: Black heart, Flayed skull, Obsidian rose, Poisoned tongue
- Wych cults: Cursed blade, Red grief, Strife

Hero - Archon
Labyrinthine cunning: gives a chance to deflect melee damage, can make a squad invisible.
Shadow field: absorbs damage and damages nearby enemies.
Towering arrogance: aura, boosts armour and power form pain for nearby squads while the hero is above half health.
Animus vitae: drains life from a squad.

Units
Squads
- Wyches
- Hellions
- Reavers
- Beastmaster
- Kabalites
- Trueborn
- Wracks
- Grotesques
- Scourges
- Incubi
- Mandrakes
Vehicles
- Venom, Raider, Ravager
- Cronos, Talos

Battle focus
- When a unit engages in combat, for the first few second it takes significantly less damage.
Webway assault
- HQ buildings can open a gate that allows units to travel to a target location.

Subfactions
- Alaitoc
- Altansar
- Biel-tan
- Iyanden
- Iybraesil
- Saim-hann
- Ulthwe

Hero: Farseer
Executioner - deals damage to multiple enemy units
Fortune - protects a squad, absorbing damage
Doom - reduces nearby enemies armour
Eldritch storm - strikes an area with lightnings, slowing enemies down and dealing damage

Units
Aspect warriors
- Dark reapers
- Howling banshees
- Fire dragons
- Shining spears
- Swooping hawks
- Warp spiders
Other squads
- Guardian defenders
- Storm guardians
- Windriders
- Rangers
- Warlocks
- Harlequins
Vehicles
- Vyper
- Falcon
- Fire prism
- Night spinner
- Wraithlord
Avatar of Khaine - superunit


Send in the next wave!
- When a squad dies, part of the cost is refunded.
- Tiering up your main building increases power income and unit caps.
Infantry support
- Infantry squads standing together provide an armour aura.

Subfactions
- Armageddon
- Cadian
- Catachan
- Krieg
- Mordian
- Tallarn
- Valhallan
- Vostroyan

Hero: Commissar
Summary execution: restores morale and buffs damage of a squad, by executing one squad member.
Lead by example: buffs the hero, improving his special attacks and healing nearby guardsmen when he performs them.
Aura of discipline: passively buffs damage and morale of nearby squads.
Stubborness: hero heals with each attack, and takes less damage while on his own. If the hero dies, he will revive.

Units
Infantry
- Command squad
- Infantry squad
- Heavy weapon squad
- Storm troopers
- Catachan devils
- Combined platoon
- Ogryns
- Rough riders
Vehicles
- Sentinel
- Chimera
- Hellhound
- Basilisk
- Leman Russ, with many variations
- Baneblade

Drop pod assault
- Most units can deep strike on the battlefield.
No fear
- Units with broken morale do not flee, but fight with reduced damage.

Subfactions
- Blood angels
- Dark angels
- Imperial fists
- Iron hands
- Raven guard
- Salamanders
- Space wolves
- Ultramarines
- White scars

Hero: Librarian
Fury of the Ancestors - shockwave that pushes enemies back
Scrier's gaze - reveals an area
Mindshackles - slows down and weakens an enemy unit
Telekine dome - protects units from fire and pushes enemies away

Units
Infantry
- Scouts
- Assault squad
- Devastator squad
- Tactical squad
- Bikers
- Sternguard
- Terminator squad
Vehicles
- Land speeder
- Razorback
- Predator
- Vindicator
- Whirlwind
- Land raider
- Dreadnought
- Hellfire dreadnought

Phase out
- Retreating necrons instantly teleport back to base.
Reanimation
- When a necron dies, there is a chance he will come back to "life" over a few seconds.

Subfactions
- Mephrit
- Nephrekh
- Nihilakh
- Novokh
- Sautekh
- Szarekhan

Hero - Necron Lord
- My will be done - while channeled, makes a squad faster
- Veil of Darkness - teleports the hero and some nearby squads
- Command protocols - changes a passive aura providing one of a few bonuses
- Tachyon arrow - deals massive damage to a single target and creates an anomaly, dealing damage over time

Units
Troops
- Scarab swarms
- Wraiths
- Necron warriors
- Flayed ones
- Immortals
- Deathmarks
- Lychguard
- Praetorians
- Destroyers
Vehicles
- Canoptek spyder
- Doomsday ark
- Ghost ark
- Triarch stalker
- Awakened monolith
Transcendent C'tan - superunit

Mob rule
- Big concentrations of ork units create an aura that increases attack speed and move speed

Subfactions
- Bad moons
- Blood axes
- Evil sunz
- Goffs
- Deathskullz
- Snakebites

Hero - Warboss
Breakin' 'eads - restores morale of a squad and boosts the hero's damage
Krump'em - Stuns and knocks back nearby enemies
Mega armour - reduces damage taken; after absorbing a certain amount, increases move speed and damages all nearby enemies
Waaagh! - grants a damage bonus and melee charge to all nearby orks

Units
Troops
- Gretchen
- Slugga boyz
- Lootas
- Storm boyz
- Meganobs
- Flash gitz
- Kommandos
- Weird boyz
- Warbikers
Vehicles
- Killa kan
- Trukk
- Death rolla
Squiggoth - superunit

Instinctive behaviour
- Tyranids with broken morale will not flee, but fight with reduced damage and won't respond to orders.
- Synapse creatures improve morale of nearby squads.

Subfactions
- Behemoth
- Gorgon
- Hydra
- Jormungandr
- Kraken
- Kronos
- Leviathan

Hero: Hive Tyrant
Paroxysm: while channeled, damages and stuns an enemy squad
Smash: charges in a straight line, disrupting enemy troops
Onslaught: movement speed aura
Catalyst: for a duration, nearby tyranids will regenerate and will not die

Units
Troops
- Ripper swarms
- Hormagaunts
- Termagants
- Gargoyles
- Warriors
- Raveners
- Pyrovores/biovores
- Zoanthropes
- Hive guard
- Tyrant guard
- Venomthropes
- Lictors
Monstrous creatures
- Carnifex
- Exocrine
- Trygon
- Venomfex


Drones
- many Tau units can be accompanied by different drones

Subfactions
- Bork'an
- Dal'yth
- Farsight enclaves
- Sa'cea
- T'au
- Vior'la

Hero: Commander

Units
Squads
- Crisis team
- Stealth team
- Broadside team
- Fire warriors
- Pathfinders
- Kroot
- Vespid
- Drone squadron
Vehicles
- Devilfish
- Hammerhead
- Sky ray

Uncertain Worth
- Squads have their morale randomized when they enter combat. Squads with high morale deal bonus damage, up to +50%.

Subfactions
- Blood Pact
- Vraksian Renegades
- Hive Scum
- Death Cult

Hero: Arch-Heretic

Units
Squads
- Disciples
- Militia
- Loxatl
- Forsaken
- Ogryn Berzerkers
- Field artillery
- Rogue psykers
Vehicles
- Stalk tank
- Malcador Annihilator
- Malcador Defender

Acts of Faith
- Units take less damage when their morale is high, up to -50%
- When squad members die, squad morale and damage are increased

Subfactions
- Argent Shroud
- Bloody Rose
- Ebon Chalice
- Our Martyred Lady
- Sacred Rose
- Valorous Heart

Hero: Canoness

Units
Squads
- Dominions
- Battle sisters
- Retributors
- Seraphim
- Repentia
- Celestian Sacresants
Vehicles
- Penitent engine
- Immolator
- Exorcist
- Castigator
Superunit: Living saint
Previews
Contents

Vanguard Strike v1.54 (Map)

Reviews
deepstrasz
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 Description Guide - Melee Maps Describing Your Melee...
Level 23
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It's 1.26, not 1.21 like the site shows (I think you have said before it's because of jngp).
Can I have more info on the food spikes? It's unclear from the video when exactly they happen.
There are no units being created when giving a move order, and all dummies and squad members cost 0 food, so it makes no sense to me how it could be spiking.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Can I have more info on the food spikes? It's unclear from the video when exactly they happen.
I'm not sure either. It's when I click around with a group/squad/battalion of units, as you can see in the video. I haven't done anything else but move them around, clicking like crazy.
Is the map unprotected? I might try to open it and see the triggers, if they're not custom script but GUI that is.
I'm pretty sure it has to do with the patch version difference. 1.31.1 reads something badly and makes units taking food :\ or something.

If it's protected, you could send me a private message with the unprotected map for testing, if you want.
 
Level 23
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Is the map unprotected

It's unprotected, but as always I used JNGP for it and it's all c/vjass all over the place.

I'll try a trigger checking for units entering the map, checking if they take more than 0 food, and debugging its name and send it to you to test on the new wc3.
This should show messages on what exactly is it that's being created.

Edit: forgot to add a check for Player 1 red to avoid making messages from creeps/ai etc.
 
Last edited:
Level 23
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Apr 3, 2018
Messages
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Does the food spike bug still happen?

I made a bit more sofisticated trigger to test food usage, type "-test food" and it will display when units change their food use, should work for created units, morph, etc. I would like to see what it says when the bug happens on 1.31
Edit: the system is in the main map file for 1.02, not in the earlier comment
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Does the food spike bug still happen?
Yes, sadly on both 1.31.1 and 1.30.4. I attached footage recorded on 1.30.4.

Also spam text with the -test food command occurs when moving the units as the food increases.
vanguard.png

I wonder how this map plays out in 1.32+. I don't have it installed so I can't tell.
 

Attachments

  • 2020-07-23 16-16-58.mp4
    16.9 MB · Views: 123
Level 23
Joined
Apr 3, 2018
Messages
460
I think the issue lies with my trigger for building with squads, it creates a proxy copy of the ordered squad's portrait after checking if GetObjectName(orderid) != "Default string".
If it returns something else for invalid orders in the new versions, that would explain the food spikes.
I've added a couple extra checks, hope it works correctly now, could you check it for me?
 

Attachments

  • Vanguard Strike v1.03.w3x
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
I think the issue lies with my trigger for building with squads, it creates a proxy copy of the ordered squad's portrait after checking if GetObjectName(orderid) != "Default string".
If it returns something else for invalid orders in the new versions, that would explain the food spikes.
I've added a couple extra checks, hope it works correctly now, could you check it for me?
Hey. It doesn't seem to happen anymore.
I'll check it further then and edit this post or post another one if you or someone else posts after this one.
What I've seen is that some brigades like the infantry have the Attack Ground ability in both melee and ranged mode but it doesn't work. Also, the ability has no UI cursor.

Question is, does your map still work properly on the version you've made it on now that you fixed it for 1.30+?
 
Level 23
Joined
Apr 3, 2018
Messages
460
Thank you for testing.
Yes it works on my 1.26 wc3. I've just added a check for "" as well as "Default string", and a check for GetUnitPointValueByType to ensure the trigger doesn't treat orders like "move" as a build order anymore.

I'll go fix the attack ground thing, then update the main map file.
I should also make more screenshots since all the old ones are outdated.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-the problem is that if you make full food (100) or almost, your units will not take orders instantly anymore and they will have to be put on a queue where it will make them walk a few paces, stop and so on
-another issue is the lag caused by many floating texts on the screen at one time; for one player it's OK but if there would be more or all players with full food, there won't be a fluid game
-would be a good idea to find more custom icons like for low morale and stuff
-not sure why melee attack mode would be useful when the soldiers have infinite ammo and the close damage is so low
-maybe you could think of better names and icons for the attack and armour types. Why do infantry have normal attack type for both melee and ranged?
-not sure if intended but brigades take the same food regardless if they don't have all their soldiers alive
-if you use hero models for non-hero units, their bodies will remain on the ground since they have no decay animations usually
-Stubbornness has the Reincarnation description
-Lead by Example's buff has no description
-Genestealers have some empty inventory slots with some lines as description
-Devastator Squads are a pain to handle; they either attack and don't want to move anymore or their leader remains somewhere behind
-Dreanought's Target Sponsons causes video glitches on the screen and the unit becomes invisible for a while; also it attacks even when moving with its back at the enemy
-I was expecting a bigger boom from the Basilisk to be honest
-of course some buildings look too medieval; a thing that maybe could be improved over time if you find the necessary models
-that Dreadnaught really is a pain; see video; the model needs fixing
-Support, Veteran and Conscripts look the same and attack pretty much the same. What is their role or how do enemy differentiate them?
-tanks also look pretty much similarly
-Toxic Miasma's icon is that of some other ability from the human faction; Ignore Cover, I think? Dreadful Presence too; Doom too
-same kinds of visual bugs after training the Trygone and other troops in the same building
-is Carnifex supposed to require 100 food?
-the Chaos tower looks like the one of the humans
-what's the role of the Chaos blight? I see buildings don't require it; does it give boni to the units like how undead regenerate on it?
-Renegades have the icon of Infantry and look the same
-Heavy Weapons and Fury of the Legion have the same icon
-there's some weird stuff going on with the video glitches; don't know why; some models probably
-Wraithbone Warsuits has the same icon as some other upgrade from some other faction, maybe Chaos
-Fortune's icon=Celestial Shield's
-all tanks from Aeldari jump :D?
-well generally can't say much about the faction balance
-Power of WAAAGH has the Berserk buff, icon and all
-trying to build with shift+next command doesn't work

vanguard.png


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EDIT:
Tested on the latest 1.32+ patch and the visual bugs don't appear anymore.
I'm having lag when I play with the humans and there are too many soldiers on the screen. This doesn't happen with the tyranids.

Anyways,
Approved.
 

Attachments

  • 2020-07-23 21-33-51.mp4
    2.3 MB · Views: 80
Last edited:
Level 23
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Updated the map (ver 1.15).
  • Added new race - Necrons
  • Remade the squad upgrade system
  • Some new units for Imperial guard and Orks
Full changelog in the changelog tab.
The map was compressed with widgetizer to optimize map size.
Space marine units were removed to save space, plan to add them as their own race in the next update, which will go beyond 8mb.
 
Last edited:
Level 23
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Messages
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Updated the description. Removed old screenshots.
Since 1.16 added Dark eldar and Tau, mode selection screen, etc. full changelogs in the map development forum.

This is probably as far as I will take this map.
I started working on a remake that will utilise new game features from reforged, on lua.
It will not be 1.26 compatible unlike this map.
But that will take a long time.
 
Last edited:
Level 4
Joined
Jul 27, 2020
Messages
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this map is amazing i just download it and played 5 times already with bots , i find one bug why some units ( such as marines ) spawns un middle of the map ? its so annoying i created 2 pack of marines in early game and all of them dies instantly because they summoned at middle of the map and oneshotet by megaboiz
Edit : i played it again and i find another issue Commander unit description for robots Is wrong ( its for ork commander description )
 
Last edited:
Level 4
Joined
Jul 27, 2020
Messages
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Thanks for the review.
All marine units (and some others) deep strike on the building's rally point when trained. If you didn’t set the rally point they are supposed to appear near the building. Must be a bug, I'll look into it.
i find out its not marine bug ( all units can get this bug ) i still dont find out whats the problem but still some units get summoned in the middle of the map
and guess what i find another bug
i uploaded image ( bug is happend when you change your melee stance to range or range to melee and attack one time ( its sounds nonsence to me but yeah ))
Edit: i keep on buging the armor and now my armor is minus lol
Edit: still keep on buging the armor and now the game cant just display my armor its display 0 armor but i have 100% damage reduction
 

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Level 1
Joined
Jun 19, 2022
Messages
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hello this rifleman guy is my friend we play this map togather i want to say something when i want to select multiple squads some squads arent selected and sometimes when i order them to move to somewhere they stop at the middle of way and wonder around for themselves
 
Level 4
Joined
Jul 27, 2020
Messages
21
It's a bug with the morph ability that changes the stance. Morphing adds any armour buffs on the hero permanently. It was supposed to be removed before the morphing is done but something must have went wrong.
I'll fix it too. Thanks for bringing it to my attention.
and still another bug when selecting sub faction when other players click subfaction when you are in subfaction menu , menu will get bug out its hard to explain i will expain it with image
Edit: i uploaded the image as you can see im picked Alien subfaction with space marine its because when i was in subfaction menu my friend opened subfaction menu as well ( his race is alien) and my subfaction menu get buged out ( its wont change images of subfaction but description and name of subfaction will change )
 

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Level 4
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Jul 27, 2020
Messages
21
I played map again 2v2 ( me and my friend vs 2 insane bots ) in regicide mode , my friend got defeated in early game ( bot rushed him and he lose ) but i manage to win 1v2 because ai play so dumb in regicide mode they dont care about they hero there will rarely even flee when they hero are at low health ( one of the bots didnt flee at all and i kill his hero and other flee his hero in 3% health so i chased him down i kill him as well)
Edit: i dont know if this is bug or what but when player is defeated he still get conflict income its no problem in FFA mode but in 2v2 mode he can help his ally even when his defeated by giving ally his conflict
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Small update. Added voice lines and fixed the bugs Rifleman reported. Also some changes to Survival and some other bug fixes.

Eldar
  • added unit speech
  • Banshees: added aspect upgrades, howl ability, fixed missing attack sound
Orks
  • added unit speech
  • different models for turret & generator
Marines
  • added unit speech
Guard
  • added unit speech
Tau
  • AI will now properly purchase drones and options for crisis suits, broadsides
Chaos
  • Noise marines with bolters can now fire while moving
Survival mode
  • Now the delay between waves is 2 minutes
  • Reduced the number of hormagaunts spawning on wave 5
  • Tyranids now spawn on random un-captured points
  • If there are many players, tyranid nodes will spawn faster
Regicide mode
  • AI heroes will retreat sooner
Other
  • defeated players no longer have an income
 
Level 23
Joined
Apr 3, 2018
Messages
460
Very small update.
  • Changed the mechanics of Eldar & DE Webway portals. Now use warcraft 3 waygate mechanics. This is sort of a bug fix because some units would struggle to use the old portal system; it now works better with pathing at long distances, and units can retreat through the portals. Also enemies can now use the portal to get to your base, so the ability has more of a risk to use.
  • Added squad-wise cooldowns for melee special attacks, to stop squads of multiple melee specialists from endlessly knocking down other squads.
Thanks to rsfghd for pointing out the issues, and the idea of using standard waygate mechanics.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
General
  • added new game option "Slow fights", halves all damage
  • fixed some unit sounds
Tau
  • added sounds
  • added hero abilities for Commander
  • added research
  • battlesuit support systems: added Multi-tracker, Counterfire, Vectored thruster
  • hero signature systems: added PEN chip, Repulsor field, Stimm injector, Seismic fibrillator
  • Tau now slow down like everyone else when running away from melee combat
  • vehicle smart missile systems now require purchasing an upgrade after researching "missile technology"
  • fixed battlesuit weapons being unable to backstab/flank
Orks
  • added Wartrakk squadron, with options: shootas/skorchas/rokkits/lobbas
Imperial Guard
  • model for Baneblade
Eldar
  • added "Spirit stones" option for grav-tanks, reduces the chance of being stunned
 
Level 14
Joined
Jan 16, 2009
Messages
716
Played this solo in survival. Overall was a nice experience. In survival it was too easy to take over the whole map and then turtle up for each wave - the sentry towers can kill every wave expect the artillery one.
I think what you are trying to achieve is hard to pull of in the wc3 engine because of its limitation.

Here are some notes I took while playing.
  • The loading screen is awfully pixalated.
  • There shouldn't be a time limit on picking your race in single player. I had to restart a few times just to check all my options.
  • Though there should be a ready button.
  • Played necros in survival mode.
  • The game crashed at min 8 at the 3rd wave.
  • Tomb assault tooltip color tag is faulty. Same thing with tomb defense.
 
Level 23
Joined
Apr 3, 2018
Messages
460
Survival mode
Now there are random events:
  • Assassination: lictors spawn, trying to kill your heroes.
  • Subversion: genestealers uncap your strategic points.
  • Shadow in the Warp: all player squads lose some morale.
  • Swarm: hormagaunts and a carnifex spawn in your base.
  • Spore bombardment: unleashes spore mines on your base.
Last Stand mode (new)
  • No income. You have more starting resources instead.
  • Strategic points drain enemy lives. Once a player's lives reach 0, they lose.
  • Outlast your enemies to win.
Eldar, Dark Eldar
  • Webway gates now last only 30 seconds.
Dark Eldar
  • Building models.
Other
  • Added race-specific sounds when your units are attacked or when you capture a point.
  • New game option: Sabotage, making strategic points harder to control. Points will explode when captured, and you must keep a unit on the point to maintain control or it will revert to the neutral player.
  • Builder units that aren't squads may no longer capture strategic points.
de base.png
 
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Level 7
Joined
Dec 10, 2008
Messages
42
Great Map. Great Coding.
Units spawn in platoons, like in the original warhammer games. You may select more than 12 units that way.
Indicators mark where your troops will move to. It works flaweless.
Lots of models and icons, which all fit very well. Would like to see more maps!
 
Level 23
Joined
Apr 3, 2018
Messages
460
Imperial Guard, Tau, Marines
  • added building models
Tyranids
  • Lictors changed to Hero armour, power cost increased
Survival
  • Lictors now take reduced damage for the first few seconds
  • Points captured by genestealers now drain conflict twice as fast
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Found some bugs so a quick update.
Fixes
  • fixed Tactical marines having a barbed strangler icon instead of the disabled meltagun icon
  • fixed marines having generators (though useless) in Last stand mode
  • fixed some bizarre interactions of damage bonuses and reductions leading to units being healed instead of dying
Orks, Necrons
  • Building models
Misc
  • new model for Strategic points
 
Level 23
Joined
Apr 3, 2018
Messages
460
General
  • added progress indicator for when a strategic point is being captured, instead of popping up text
  • added "ready" checkbox on the starting screen
  • added a target priority system making anti-tank weapons prioritise enemy vehicles/monsters
  • changed special effect for broken squad morale
Sisters
  • added Castigator tank
  • added Zephyrim (power swords) option for Seraphim
  • added Storm bolters option to Dominions
  • added Sacred Rose to subfaction bonus options
  • fixed HQ Fortification
Lost and the Damned
  • fixed HQ Fortification
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Sisters
  • Added Celestian Sacresants (sisters with shields and melee weapons) and a building;
  • Seraphim now detect invisible units;
  • Most squads cost reduced, health increased slightly (+50), bolter damage reduced (-5), melee damage increased (+5);
  • Inferno turrets buffed range and damage;
  • Castigator cost, range and attack speed reduced slightly;
Drukhari
  • Archon Animus Vitae is now the first ability;
  • Archon Labyrinthine cunning is now ultimate, has area of effect, and does not give parry anymore;
Marines
  • Fixed unboarding from Orbital Relays dropping units in the middle of the map when the rally point is set to a unit;
Other
  • Added a 5 second cooldown for vehicle stuns from taking hard hits;
  • Hero weapons with "mortal wounds" chance reduced 20->12%, damage to normal troops increased from 20->25%
Survival mode
  • Spore bombardment duration reduced somewhat if "Slow fights" mode is not activated;
  • Spore bombardment attackspeed and range reduced a little;
  • Changed subversive genestealer spawns to be less predictable.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
General
  • fixed slow response of option buttons caused by previous update
  • when squads take losses, max hp of the portrait will not update until they leave combat, so that the squad's hp bar would drop (it was difficult to see that squads are taking losses when multiple are selected, as the health bar would remain green)
  • added "ready?" label on the starting screen over the checkbox; changed color of all labels to yellow
Sisters
  • added Living saint
Renegades
  • added more subfactions
  • added different ai scripts for different renegade subfactions
  • Disciples now have invisibility by default, not locked to Tzeentch
Chaos and Renegades
  • Tzeentch now gives squads a chance to avoid damage, instead of invisibility
  • Nurgle no longer lowers move speed or damage taken, now only gives bonus regeneration
Chaos
  • Alpha Legion now gives Chosen and Cultists invisibility, instead of increasing move speed and hp regen of infantry
Orks
  • Kommandos moved to Mobile slot from Fire Support
 
Level 23
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Apr 3, 2018
Messages
460
New faction - Adeptus Mechanicus (not complete; maybe will add more stuff later)
  • squads with broken morale don't flee but don't respond to orders instead
  • squads may select an imperative providing different passive bonuses and drawbacks
  • hero: Magus Dominus
  • troops: Skitarii Vanguard/Rangers, Electropriests, Kataphron servitors, Kastelan robots, Ruststalkers
  • vehicles: Onager Dunecrawler
  • selecting the Dark Mechanicum subfaction changes imperatives to marks of Chaos and unlocks daemon engines
General
  • AI will use Deep Strike now
  • AI squads will move on to the next point after capturing a point, instead of retreating
  • Fortification HQ aura no longer affects vehicles
  • Universal damage type renamed to High power
  • High power damage to heroes and superheavy armour increased
  • Power weapon damage to superheavy armour decreased
  • Explosive damage to heroes increased
  • fixed some typos saying Escalation instead of Conflict
  • in Last stand, Tyranids and Chaos may no longer digest/sacrifice their units in Biomass Pools and Sacrificial Circles
  • units built over limit somehow will be destroyed
  • Some models have been updated with proper converted animations
Chaos
  • builder unit is now Heretic
  • Cultists no longer a builder unit, now detect invisible units; also cheaper
  • Word Bearers Cultists now gain the same bonus as their Possessed
  • Daemons are limited to 1 squad each except for World Eaters, Death Guard and Thousand Sons getting to spam daemons of the corresponding mark, and Word Bearers getting to spam all of them
Tau
  • fixed Commander's Orbital uplink description
  • Fire warriors Strike team range +200, gained Support turret with a missile pod
  • Fire warriors Breacher team damage +10, gained Guardian field ability that absorbs damage
  • Kroot health +100, standard limit +1, now gain researches when cannibalizing
  • Vespid health +150, move speed +30, melee damage +10, attacks may now stun vehicles
  • Sky ray attack base cooldown increased +2 sec.
  • Hammerhead Railgun and Broadside Rail rifle attack cooldown increased +1 sec.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Here you go.
The Tau models and the buildings don't have their original animations. I animated them in Mdl Vis / Magos / animtransfer in Retera's. Back then I didn't know how to convert animations.
The Necron units aren't the ones I use in my map, these ones I converted recently but haven't put in the map yet. They have original animations.

The Necron Warrior and Lord you can find on xgm guru where the original author (Iron Maiden) posted them.
 

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