• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Village War 0.8 AI [Beta]

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: krisserz
Village War - By ToBeX

This map like a Strategic map. Your objective is build production units and destroy the enemy village with your villager units. For more information, click F9 (Quest) on the game.

If you see any bug or error, please give the comments.

Updated:
-Refixs game systems
-Remove any bugs
-New unit types
-Edited some terrains
-Edited triggers
-Improved AI


Player: 10 Players (enable AI)
Created at: 09/06/2011
By: ToBeX

Keywords:
Village,War,ToBeX,Strategic,Map
Contents

Village War 0.8 AI [Beta] (Map)

Reviews
19:46, 10th Aug 2010 ap0calypse: Rejected
Level 2
Joined
Jun 13, 2009
Messages
10
I found it rather funny, which is a good thing. didnt find errors, allthogh ai only bould on top lane.
 
Level 8
Joined
Aug 21, 2009
Messages
408
Just letting you know, love the game, AI is a great addition, however, i found a very small bug.I selected my unit and told him to move a certain place, I had to be quick to do that, and he just stood there the whole game. The bug isn't serious at all, but just letting you know. Mabey add a trigger ordering all "player X" units to attack move to the enemy base or something like that?
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
A decent spin on the tried and tested Castle Fight-type map.

Issues:
- Get a native English speaker to touch up on your tooltips. They are understandable, but contain many errors.
- Why are there neutral creeps?
- For attacking units, instead of your deselecting trigger, you should
1. Add the "Ward" classification to all units (this hides all the command icons)
2. Make a trigger than orders the unit to attack move to the enemy base whenever it receives an order from a player. It works beautifully.

Other suggestions:
- Make the map smaller. Maybe about 70% of its current size.
- Change the terrain a little: make more than just dirt for the bases, remove the Heavy Wind effect, balance out the middle area to provide more space for the armies. The burning church was also noted :O
- The voting period in the start is a massive waste of time. There should be a default mode that gets activated at 10 seconds if the host doesn't input any commands. The host should be able to choose the mode at the start, e.g. -top1500 for top lane only, 1500 starting gold.
- Increase the basic income. If a player spends all his/her gold on other buildings, they have to wait a long time before they can even build a market.

EDIT: I had a quick look at your triggers, and there are some memory leaks, specifically a lot of point/location leaks. It's leaking whenever you use (Position of Unit) or (Center of Region) in a function.
To fix it, do this:
Set tempPoint = (Position of Unit)
Order (Unit) to Attack Move to tempPoint
Custom script:
Code:
call RemoveLocation(udg_tempPoint)
* tempPoint is a point-type variable

If you don't quite understand, I could make an example somewhere in your map to show you the practical application.

Another thing: since your map is protected, it carries the risk of people opening it to add cheats and such. I suggest you optimise it, which will also make it load much faster.
 
Level 7
Joined
Dec 28, 2008
Messages
14
Thanks sir!

A decent spin on the tried and tested Castle Fight-type map.

Issues:
- Get a native English speaker to touch up on your tooltips. They are understandable, but contain many errors.
- Why are there neutral creeps?
- For attacking units, instead of your deselecting trigger, you should
1. Add the "Ward" classification to all units (this hides all the command icons)
2. Make a trigger than orders the unit to attack move to the enemy base whenever it receives an order from a player. It works beautifully.

Other suggestions:
- Make the map smaller. Maybe about 70% of its current size.
- Change the terrain a little: make more than just dirt for the bases, remove the Heavy Wind effect, balance out the middle area to provide more space for the armies. The burning church was also noted :O
- The voting period in the start is a massive waste of time. There should be a default mode that gets activated at 10 seconds if the host doesn't input any commands. The host should be able to choose the mode at the start, e.g. -top1500 for top lane only, 1500 starting gold.
- Increase the basic income. If a player spends all his/her gold on other buildings, they have to wait a long time before they can even build a market.

EDIT: I had a quick look at your triggers, and there are some memory leaks, specifically a lot of point/location leaks. It's leaking whenever you use (Position of Unit) or (Center of Region) in a function.
To fix it, do this:
Set tempPoint = (Position of Unit)
Order (Unit) to Attack Move to tempPoint
Custom script:
Code:
call RemoveLocation(udg_tempPoint)
* tempPoint is a point-type variable

If you don't quite understand, I could make an example somewhere in your map to show you the practical application.

Another thing: since your map is protected, it carries the risk of people opening it to add cheats and such. I suggest you optimise it, which will also make it load much faster.

okay I've improved it!
 
Level 3
Joined
Mar 9, 2006
Messages
46
ToBex, are you the original map creator? I'm pretty damn sure that I saw that map lots of time ago.
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Rejected


I will contact the moderator to Approve/Reject the map, depending on what you recieved.

 
Level 7
Joined
Dec 28, 2008
Messages
14
Thanks

Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Rejected


I will contact the moderator to Approve/Reject the map, depending on what you recieved.


I'm sorry sir. :goblin_cry:
This map still some errors. I'll refix it later.

Thanks for review
:ogre_haosis:
 
Top