- Joined
- Jun 10, 2007
- Messages
- 46
Link to my map on Hive
So for those of you who stumbled onto this thread on accident, here's the general premise of the game I've made here.
The General Premise
It's called War of the Ether, and I got the inspiration for the game from Stronghold Crusader. Essentially, I had an idea for a game that's an RTS, but instead of team's being controlled by players, I have individual components of a team controlled by each player. Building construction is set to one hero type, resource gathering is set to another hero type, army commanding to another, and various utility functions set to other hero types.
Known Issues with the game:
- I KNOW the terrain sucks. I don't need to be told that.
- Random error that crashes the game at an arbitrary point throughout the course of the game's run........ don't know yet what's causing it. Have been able to get through entire games without it happening, but have also had it happen shortly after starting. It's never consistent. If it happens to you when playing it, PM me information you might have as to how I could fix it, please!
-
Issues people think the game has, but it doesn't
- Balancing. Alot of people ask whether the game is balanced properly. I'm going to go out on a limb and say...... Yes. Yes it is. People complain that the towers are too strong for soldiers to take out, but have never once tried using Siege Weapons to take them down. People complain that the mage spells are too powerful, forgetting that there is a very powerful anti-mage unit available from a decently early point in the game (never mind the fact that mage spells are one-time deals...... their spells can't be used just whenever they want). Ultimately, the game seems unbalanced if you aren't familiar with all the tactics available to your disposal, but vets of the game will realize how many options they really have and how they can counter even formidable strategies.
- Commander Limit: Yes, you can have a team of 6 commanders, which means 600 units spawned at once instead of the normal limit of 100 per commander. However, in a team of lots of commanders, that means less resources being aquired for your team, or less capabilities for your team to manage upgrades. 3-6 commanders is a great rush strategy for clearing out enemy troops, but unupgraded troops can't harm buildings (Base attack power too low) so it is imperitive that the teams balance their own lineup of roles, or they'll suffer more than their enemies will.
- "The map sucks". In 99% of the cases I see this happen, people complain merely because they didn't bother to actually figure out how to play the game, or because they're griefers. Honest truth. People who actually try to learn it and put effort into figuring out its mechanics enjoy it greatly. If you genuinely don't like the game, then describe in through detail what you don't like, because if you're giving me the reasons of "It's stupid" and "It sucks" and various substantially more colorful versions of those sentiments, then I have no reason to believe your opinion is valid.
How to Play
Teams of 3v3-6v6... Even teams not required
(Note: when less than 6 people are on a team, you still get six heroes, but the unused player slots are controlled by the entire team.)
Player 1 will intially get a dialog box that asks whether to do the tutorial or not. I suggest you click it, despite the glitches I've been having with it. It'll skim over some of the basic controls for each of the main classes. Depending on your level of understanding of the game, you'll consider one of these set-ups:
Config 1: Beginner teams
Engineer: 1 human
Commander: 1 human
Mage: 1 human/unused
Miner: 3 human/unused
Benefits: Works well for gathering early resources and making sure you ahve the proper roles to keep the engineer working efficiently
Detriments: Low early attack strength
Config 2: Brutal Rush
Engineer: 1 human
Commander: 2 humans
Miner: 3 human/unused
Benefits: Lots of resources with large, early-game attack strength. Good for shutting down your enemy early on to prevent their growth
Detriments: If the enemy turtles, you'll lose too much time working your way in for this strategy to work properly, and no mage means no tech-tree evolution
Config 3: Balanced Rush
Engineer: 1 human
Commander: 2 humans
Miner: 2 human/unused
Mage: 1 human/unused
Benefits: Like brutal rush, but added bonus of tech-tree evolution
Detriments: Less resources for upgrades makes the quick execution of this strategy imperitive, because enemy turtles will break this strategy.
Anything else you think I should be listing here would be helpful. Additionally, I appreciate CONSTRUCTIVE criticism regarding how the map could be improved. The map is NOT protected, so feel free to open it and examine it for use in your own maps. (Just don't steal credit for this one!)
So for those of you who stumbled onto this thread on accident, here's the general premise of the game I've made here.
The General Premise
It's called War of the Ether, and I got the inspiration for the game from Stronghold Crusader. Essentially, I had an idea for a game that's an RTS, but instead of team's being controlled by players, I have individual components of a team controlled by each player. Building construction is set to one hero type, resource gathering is set to another hero type, army commanding to another, and various utility functions set to other hero types.
Known Issues with the game:
- I KNOW the terrain sucks. I don't need to be told that.

- Random error that crashes the game at an arbitrary point throughout the course of the game's run........ don't know yet what's causing it. Have been able to get through entire games without it happening, but have also had it happen shortly after starting. It's never consistent. If it happens to you when playing it, PM me information you might have as to how I could fix it, please!
-
Issues people think the game has, but it doesn't
- Balancing. Alot of people ask whether the game is balanced properly. I'm going to go out on a limb and say...... Yes. Yes it is. People complain that the towers are too strong for soldiers to take out, but have never once tried using Siege Weapons to take them down. People complain that the mage spells are too powerful, forgetting that there is a very powerful anti-mage unit available from a decently early point in the game (never mind the fact that mage spells are one-time deals...... their spells can't be used just whenever they want). Ultimately, the game seems unbalanced if you aren't familiar with all the tactics available to your disposal, but vets of the game will realize how many options they really have and how they can counter even formidable strategies.
- Commander Limit: Yes, you can have a team of 6 commanders, which means 600 units spawned at once instead of the normal limit of 100 per commander. However, in a team of lots of commanders, that means less resources being aquired for your team, or less capabilities for your team to manage upgrades. 3-6 commanders is a great rush strategy for clearing out enemy troops, but unupgraded troops can't harm buildings (Base attack power too low) so it is imperitive that the teams balance their own lineup of roles, or they'll suffer more than their enemies will.
- "The map sucks". In 99% of the cases I see this happen, people complain merely because they didn't bother to actually figure out how to play the game, or because they're griefers. Honest truth. People who actually try to learn it and put effort into figuring out its mechanics enjoy it greatly. If you genuinely don't like the game, then describe in through detail what you don't like, because if you're giving me the reasons of "It's stupid" and "It sucks" and various substantially more colorful versions of those sentiments, then I have no reason to believe your opinion is valid.
How to Play
Teams of 3v3-6v6... Even teams not required
(Note: when less than 6 people are on a team, you still get six heroes, but the unused player slots are controlled by the entire team.)
Player 1 will intially get a dialog box that asks whether to do the tutorial or not. I suggest you click it, despite the glitches I've been having with it. It'll skim over some of the basic controls for each of the main classes. Depending on your level of understanding of the game, you'll consider one of these set-ups:
Config 1: Beginner teams
Engineer: 1 human
Commander: 1 human
Mage: 1 human/unused
Miner: 3 human/unused
Benefits: Works well for gathering early resources and making sure you ahve the proper roles to keep the engineer working efficiently
Detriments: Low early attack strength
Config 2: Brutal Rush
Engineer: 1 human
Commander: 2 humans
Miner: 3 human/unused
Benefits: Lots of resources with large, early-game attack strength. Good for shutting down your enemy early on to prevent their growth
Detriments: If the enemy turtles, you'll lose too much time working your way in for this strategy to work properly, and no mage means no tech-tree evolution
Config 3: Balanced Rush
Engineer: 1 human
Commander: 2 humans
Miner: 2 human/unused
Mage: 1 human/unused
Benefits: Like brutal rush, but added bonus of tech-tree evolution
Detriments: Less resources for upgrades makes the quick execution of this strategy imperitive, because enemy turtles will break this strategy.
Anything else you think I should be listing here would be helpful. Additionally, I appreciate CONSTRUCTIVE criticism regarding how the map could be improved. The map is NOT protected, so feel free to open it and examine it for use in your own maps. (Just don't steal credit for this one!)

).