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The Russian Civil War v0.83b

Play as part of the Reds, the Whites, the Entente, the Anarchists or Nationalists in the Russian Civil War 1917-1922 on a map of the Russian Empire/Soviet Union. Increase income by capturing cities, rebuilding industry and trade with the rest of the world (as long as you are not a Red!). Beta version features more than fifty custom units, ranging from faction specific units (like Bolshevik Commissars, White Priests or Caucasian Mountain troops), generic military units ranging from Conscripts to Snipers to Grenadiers and naval units. The map features 42 cities spread around Russia, Belarus, Ukraine, the Baltics, Siberia, Central Asia and the Caucasus.

The Bolsheviks and the Whites (+ International Forces) are locked in alliance and war, but the nationalists and anarchists can join or leave alliances with either side through one-time upgrades that also unlocks other bonuses and units, or remain locked in war with both. Each player has one hero unit, with an active ability, an infantry recruitment ability, a local aura and an ultimate global aura.

The goal of the map is to capture a majority of cities for your faction (34/42 for Reds and Whites, 28/42 for Mongolia or Black Army who go independent).

Any player slot in the game can be controlled by the computer.

Features:
- Map of the Russian Empire + Mongolia.
- Dozens of unique units, buildings, upgrades and abilities.
- Capture cities to increase income, or spend precious food to gain income by rebuilding industry
- Each city has a limited number of build slots you can use to make defensive, economic, research or unit production buildings, ranging from 5 build slots (Petrograd) to 1 (Guriev).
- Morale system: Units can break and run if their morale (mana) is depleted.
- Naval combat and travel.
- Unique and historical heroes for each player, from Trotsky to Kolchak to Makhno.
- Revamped damage/armour balances.


Changelog:
0.83:
- Fixed that Siberian Bolsheviks (Pink) could not build bolsheviks units and buildings.
- Fixed that Battleships could not attack structures or ground units.
- Increased length of time until bolshevik and white computer players spawn extra armies.

0.82:
- Heroes can now flee when their morale is broken, but control is regained after 20 seconds.
- Officers and Commanders may now order all nearby units to attack a point.
- Officers, Commanders, Commissars and Priests now have the Leader armor type.
- Added the cities of Orenburg and Voronezh.
- Moved Astana further north.
- Increased food cost of cavalry, armoured and specialist units.
- Gave ships a food cost.
- Reduced morale damage of Flamethrowers.
- Added Red Cossacks upgrade to Bolsheviks.
- Added Implement Terror and Implement Amnesty for Whites.
- Menshevik/SR policies no longer make units periodically stunned.
- Reduced the base food cap from 100 to 30.
- Changed Armoured Car attack type to automatic, reduced its base damage, increased its attack speed and slightly reduced its movement speed.
- Reduced the movement speed and attack range of Bavarian Mortars.
- Engineers can place Land Mines.
- Rebalanced hero abilities, and replaced Nestor Makhno's active ability.
- Added music: Tachanka, Yablochko and March of the Preobrazhenskiy Regiment.
- Music now plays randomly rather than depending on which side controls the most cities.

IMPORTANT
cleavinghammer reported (post) the map not working on 1.31.1 as it crashes during load.
Here is the fixed version for this game version: post.

Keywords:
Russia, Russian Civil War, October Revolution, Civil War, Russian Revolution
Previews
Contents

The Russian Civil War v0.83b (Map)

Reviews
Orcnet [23:38, Nov/30/2012] "Approved"
Level 6
Joined
Oct 13, 2012
Messages
155
Take my advices or your map will not get approve! :smile:
-Improved your description. Check it out here!
-Put some screenshots/videos. It is important.
That's all what I can help you. Good Luck,my friend!
 
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Level 30
Joined
Jul 31, 2010
Messages
5,246
gameplay seems fair, tried it and I'm not into the history of russia so I won't guess who's who and how's how, anyway its cool to play, but terrain is plain and the music background has some russian song for it not sure about that but to consider this is good to go.
 
Level 1
Joined
Jan 30, 2013
Messages
5
great map, but there is 2 things that confuses me :
- in the scoreboard, i'm confused which one is the whites and which one is the reds. you should try to divide them into teams (in the scoreboard)
- i don't know the name of the seas. try to name it
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
The Red Army (AI) won, but I could continue to play (the Red Army counter stopped updating).

Repair units should have a way to turn off attack, they keep running off to get themselves killed instead of fixing things.

Barricades should be built as fast as production buildings.

Tanks seem to have a much higher acquisition range than their actual range. They also disappear into the FoW if there are no friendly units around, can't be used as building rally points, and their selection circles are too small.

Mobile Artillery is available without the tank upgrade.

The death/panic attacks of heroes and faction eliminations should be announced. There should be a message when one faction takes a town from you.

Anti-Tank soldiers can't target buildings.

How do transports get back to the HQ?

Railroads should be visible in FoW.
 
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Level 7
Joined
Aug 14, 2006
Messages
122
Thanks for the feedback!

The Red Army (AI) won, but I could continue to play (the Red Army counter stopped updating).
That's odd. When did the red army counter stop updating? Was it when they took a particular city?

Repair units should have a way to turn off attack, they keep running off to get themselves killed instead of fixing things.

Barricades should be built as fast as production buildings.
I'll look into both. Barricades could use a faster construction speed.

Tanks seem to have a much higher acquisition range than their actual range. They also disappear into the FoW if there are no friendly units around.
The latter is intentional (so tanks require infantry support without being sitting ducks), but could expand it so you can still see the tank itself. For the acquisition range, my guess would be that they are fired upon by snipers (tanks have the same acquisition range as most units).

Mobile Artillery is available without the tank upgrade.
Right now, that is intentional. Will see if they also need to be behind the upgrade after some more playtesting.

The death/panic attacks of heroes and faction eliminations should be announced. There should be a message when one faction takes a town from you.
What do you mean by the former? That a hero dies is currently announced, but I could add in a message when a hero panics. I'll add in a message about a city being lost in the next version.

Anti-Tank soldiers can't target buildings.
I'll fix that by the next version.

How do transports get back to the HQ?
Right now, they can't. I should probably add in a message for the yellow player that units sent from the HQ can't return there, and maybe a way for empty transports to return to HQ.

Railroads should be visible in FoW.
I'll look into it for the next version.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
As far as I can tell, it was after they won. Individual factions' city counts moved, but the Red Army count stayed where it was.

Speaking of which, after they won the reds kept accumulating ridiculous amounts of troops and only seemed to have them patrol between their cities (enough that they only moved one unit at a time).

Hero message: Well since you can't get them back, a more interesting message. Ever play those Fire Emblem maps on SC2?

Both machine gun units seem to do no damage to buildings, maybe make them unable to target them.

Engineer has Bash before getting the Saboteur upgrade.

Idea: Barrier Troops who shoot retreating units to restore morale in survivors.
 
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Level 7
Joined
Aug 14, 2006
Messages
122
Will you allow me translate your Russian civil war map?
Of course! What language do you want to translate it to?

I will be making relatively frequent updates for the next few versions (until I'm out of the beta 0.xx stage), though, so I'd recommend starting translating the map until I've uploaded the finished version.

As far as I can tell, it was after they won. Individual factions' city counts moved, but the Red Army count stayed where it was.

Speaking of which, after they won the reds kept accumulating ridiculous amounts of troops and only seemed to have them patrol between their cities (enough that they only moved one unit at a time).

Hero message: Well since you can't get them back, a more interesting message. Ever play those Fire Emblem maps on SC2?
I'll look into the victory conditions and the AI. From what you say, it seems like you didn't get a defeat message when the red army won. Were you allied to the Red or White Army, or independent?

And yeah, I should make it more clear that heroes aren't revivable.

Both machine gun units seem to do no damage to buildings, maybe make them unable to target them.

Engineer has Bash before getting the Saboteur upgrade.

Idea: Barrier Troops who shoot retreating units to restore morale in survivors.
An issue I've encountered with units outright unable to attack buildings, is that the AI will keep moving them while the rest of the assault force remains behind (I've seen that issue with snipers in a test game I ran today). I might give machine gunners and snipers a secondary attack against buildings that is still fairly ineffective, but still does some damage.

Thanks for reporting the engineer issue.

I'll look into barrier troops. If they were employed to an extent by a group in the russian civil war, I'll probably add them.
 
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Level 1
Joined
Apr 13, 2018
Messages
2
Thank you! I wanted translate map into russian language. I will wait for the new version, then I contininue work. You may keep updating map, I will just copying&paste translated texts to the newer versions, as soon as it will be released.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Medic upgrade says it decreases cooldown instead of increasing amount healed.
Commands that work are "cities" and "-zoom out", the quest menu has no hyphens.
Sometimes the Warcraft music plays for a few seconds during the pause between musics.
Creeps (humans and wolves) often desert before you can get money from them.
Priest require Shaman master training.
Battleships can't target buildings or ground units. Also, it can load revolutionary sailors even when built by the Whites.
Some towns can't destroy unecessary buildings (the northern Baltic starting town is too far away, the HQ doesn't have an attack).

Heroes should get experience for taking cities and causing desertion.
Sea teleports should be marked with a circle so you can see them on the minimap.

Idea: A ability that lets you hire a deserting unit for money or goods.
Maybe have a way to make defensive structures center on the city rather than the building slot, as it makes some cities vulnerable from certain angles.
 
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Level 13
Joined
Jul 2, 2015
Messages
872
Will you update this map with HerrDave's/SonsofSami new models?

Also how did you make the morale system? I've been trying for a while myself and I'm curios how you did it..
 
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Level 2
Joined
Feb 2, 2015
Messages
22
i havent played this map yet because of it not being complete

when is non beta version out

version 1.0

so no more beta 0.83b
 
Level 1
Joined
Apr 1, 2017
Messages
3
Finally end translating to Russian language. Not translated only status effect.
upload_2018-11-18_0-16-14.png
 

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  • The Russian Civil War 0.83b RUS.w3x
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Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Map crashes while loading on 1.31.
No idea why really. The map loads in the editor. I saved it on 1.31.1 and it still crashes when loading in the game.
Deleted imports and triggers and still nothing... and everything except for custom units in the object editor.
OK, replacing the entirety of the object data (including units) made it load.
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
There's also a crash caused (as far as I can tell) by teleporting a ship to one of the seas, although it worked from Black Sea to Vladivostok (I've had similar bugs on other maps and it always seems to involve the edges of the map).
Yeah, that's a somewhat known issue, I think might have something to do with unit collision.
Just try making that thing not possible, block access to those parts, I don't know.
 
Level 3
Joined
May 8, 2020
Messages
14
With permission, I hope.
The author disappeared and the updates did not come out, the map is good, it's a pity that I gave it, I decided to do it before, if I'm not mistaken, the original author wanted to make Alash-Orda and Poland and I released it and added a new model and balance under the rules if there are errors in the text, I'm sorry, I'm just Russian)
 
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