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Risk Forever (2.5.7)

PROJECT ABANDONED! CLICK THE LINK FOR THE NEW VERSIONS OF RISK FOREVER

World War Risk (v1.00)



Let me know if you see someone's resource in my map for the credits!


Our first 1v1 Risk Forever Tournament ends now. Congratulations to Kojkolo for his performance.

Our champion is Kojkolo

unlut is the second place and we are waiting for 3'rd place match if 2Nerla and Easterbunny wants to play for 3'rd place title.

I wanted to thanks Knödelkommando and Inversio for participating tournament. All of you are important for me and now i can release major update.

I will start to share replay files and i will analyze the final match and upload it on youtube soon.

https://challonge.com/RiskForeverTournament


Official Risk Discord: Www.discord.me/risk
You can find Risk Reforged, LOTR Risk and Game of Thrones Risk too in here. Mine is top of the LOTR Risk.



There are 8 videos in this playlist
1) What is Risk
2) Armor and Weapon types
3) Infantry Based Units Part 1
4) Infantry Based Units Part 2
5) Armored Units Part 1
6) Armored Units Part 2
7) Naval Units
8) Commanders

Click for the playlist
Risk Forever - YouTube








* If you see someones resource in my map (model, sound etc etc) please let me know, i'll give their credits
* Map design based on orcish_newbie

* Automatic capture trigger created by @Cespie
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There are some maps played by their fanatics and this peoples knows Dota is not only map. Risk maps are one of them and yes i'm one of them. Your objective is simple. Conquer all the circles (or wait for your enemies surrender)

Game is Turn based but everyone plays same time. You will gain gold as much as owned circles, conquered territories, item named bag of gold or skills of the economist.
We made a little 1v1 Tournament 2 years ago Emperyalizm Turnuvası - Challonge

Game Modes
Remake:

If you want to play again, you don't need to leave and host again. Just type -rmk for the remake and you can select other game modes but for the remake, all of the players must type -defeat (or already defeated)

Normal:

You don't need to type anything. Just play it.

Capital:

Type -capital if you want. Capital mode is very hard to play because you're starting with just 1 circle and this circle is your Capital. If you lose it, you lose... Of course you can defeat other players with capturing their capitals

Capture The Point:

-ctp (round count) randomly one circle is selects as main circle. If someone captures this circle and if he can holds until the specified time (-ctp 5 means 5 rounds) this player wins the game

Rebels:

And here is the main strategy for Risk Forever. I'm inspired this system from the Play Station 1 game Risk: The game of global domiation. Every round, rebels appears randomly 7 circles and captures circle if it's not defended. You can guard your circles with few soldiers, tx-44's or guardian.
Recommended for high quality games. By default, they are disabled.









nwdk55.png







There are 3 Commander types.

Offensive
Defensive
Economist


Offensive Cmmander is for the aggressive players. He can increase units attack speed and his damage is more than other commanders.

Defensive Commander for the players who prefers plays defensively. He can increase units armors and he is durable than other Commanders.

Economist Commander is for the players who prefers army and more units. Economist is less powerful than other Commanders.

You can decide which stat you want to increase with your stones. There is one stone at their inventory. If you've clicked, it changes form. You can change it anytime you want.

Strength

* +50 hit point
* +3 damage
* +1 life regeneration

Agility

* +1.5 armor
* +10% attack speed
* +20 movement speed

Intelligence
* +30 mana






www.discord.me/risk (come the risk forever channel and post in here)
www.facebook.com/jfamap (just post anything about risk forever)





For the bug reports, suggestions, languague mistakes please use this thread [Strategy / Risk] - Risk Forever

Old changelogs


Risk Forever (v1.8c)

Important note after (v1.8)

If you haven't played this game after v1.8, probably you already played old versions when commanders more than a commander (Hero) and this is why we decided to nerf their individual skills but add 1 more ability and make them a true commander instead of hero.

Game balance is changed after 1.8 because things getting harder now. It is not easy to conquer any territory like old versions and game is more challenging and strategical now.


General

New game mode: Fog of War
Towers missile models has changed
Tower attack range has lowered from 800 to 600
New additional ability for Sniper. "Divine Shield"
Protects sniper against all attacks for 1 seconds. Ability cooldown is 20 seconds.
Rebels no more upgrades units

Abilities

Additional new ability "Rush" for the Offensive Commander
Additional new ability "Armor Coat" for the Defensive Commander
Anger base attack damage has increased from 1/4/7/11/14/17/23 to 2/5/914/20/30
Anger max level has lowered from 7 to 6
Speed attack speed bonus has increased from 5/10/15/20/25/30/35/40 to 8/12/18/24/32/40
Speed max level has lowered from 8 to 6
Defense defense bonus has increased from 2/4/6/9/12 to 2/3/4/6/9/14

Commanders

Offensive commander hit point has lowered from 550 to 300
Movement speed has lowered from 450 to 300
Base armor has lowered from 2 to 0
Defensive commander hit point has lowered from 825 to 300
Movement speed has lowered from 400 to 300
Base armor has lowered from 4 to 0


Units

TX-44 hit point has lowered from 750 to 500

Risk Forever (v1.9)

About the new version. This version changes the stats of Cobra and Rocketers. Because they we're had an advantage when compared other units. I mean, they we're the best way to win games, conquer areas, harras the enemy units and commanders. So, we changed these things.

Commanders

Commanders gives +50% more experience when you kill


Units

All units sound sets removed
Cobra hit point lowered from 450 to 250
Rocketer gold cost increased from 6 to 8
Rocketer now have +1 hp regen per seconds

Risk Forever (v2.0)

General

Old capturing system returned (when you kill the last unit in circle, you will teleport on it)
Changed gameplay camera
Fixed incorrect descriptions

Risk Forever (v2.1)

General

Changed gameplay camera
Fixed incorrect descriptions
Old capturing system returned (when you kill the last unit in circle, you will teleport on it)
If one of your non-infantry units kills the last unit into the circle, 1 of your random infantry based units will capture the circle (snipers excluded, 600 aoe of the killing unit)

Units

High tier units now have a training durations
TX-44: 10
Rocketer: 5
Sniper: 10
Scorpion: 15
Cobra: 12
Siege Tank: 10
Tiger Tank: 20
Rocketer movement speed decreased from 350 to 300

Risk Forever (v2.3beta)

Automatically capturing system temporarily disabled for 2.3beta. I am working on the trigger because there are many problems. You need to move your infantries manually into the circle for the capture. I am sorry about this.

General

New Commander: Economist. Economist knows only 1 thing. Money is the power.
Commanders and their skills rebalanced
When you select your commander, it will selecting automatically.
After you upgrade your units, they will selected automatically


Units

Decreases movement speed of few units
Infantry - Commando - Commando Veteran 400 > 300
Rocketeer 300 > 220
Sniper 470 > 360
TX-90 400 > 300
Commanders 350 > 300
Transport Ship 2 sail speed decreased from 520 to 400

Fix

2.3.4 Changelog

General

Experience rate increased from 80% to 100%
Rebels no more default mod.
Fixed all known bugs, leaks and crashes

Fixed incorrect description of Rocketeer
Fixed a bug navy units powers not adding to army strength

2.3.5 Changelog

General

Experience rate increased from 80% to 100%
Rebels no more default mod.
Fixed all known bugs, leaks and crashes

2.3.6 Changelog

Fixes and Messages

Extended descriptions of units and added informative messages on them
Added informative message to players who gets the ally request
Fixed a bug Tiger Tank speed decreases to half
Fixed a bug Scorpion movement speed not decreases after using it's ability
Fixed a bug Commando Veteran teleports nearest barracks when you try to upgrade
Fixed a bug mini delay when you try to unload your commander from APC
Fixed a bug Agility Stone skips Intelligence stone after round 22
Fixed a bug Economist not gets gold between rounds 11-14
Fixed a bug sometimes Homing Missile not properly locks on targets
Fixed a bug you deselect Technician when other players builds the tower
Fixed a bug sometimes Warship not hits the area properly
Fixed a bug that can cause crash sometimes when you capture the circle with your Commando Veteran

2.3.7 Changelog

General


Game no more starts without mod select (game was starting with classic mode if host not selects specificly)
Default starting barracks set to 4
Starting gold decreased from 20 to 10
Major terrain changes because of the tiny black border appears in the edge of the screen in specific areas
Changed terrain color of Russia

2.3.8 Changelog


Fixes

Fixed a bug about mod selection not works.

2.3.9 Changelog

General

Added informative messages as a float
Towers damage decreased from 44-60 to 40
Now you can sell items back to merchants
Fire Storm cost increased from 240 to 360
Now players start locations pinged at the start of the game

Fixes

Fixed another bug which prevents type -classic mode
Fixed a bug about -cam command

2.4.2 Changelog

General

Added Gatling Gun ability for Tiger Tank
Major terrain fixes on Portugal. It is re-named as Ireland and moved next to the England
New country Georgia added between Russia and Middle East (3 regions)
Added new region to Middle East (Edirne)
Athens renamed as Raykova and moved to north
Central Europe extended to Middle East and number of barracks increased
Added new regions to Europe (Belgium - Munich)
Added new regions to Russia (Foros - Vilnius - Serpuhov)
Removed few naval yards from the game
Infantry, Commando and Commando Veteran models changed

Fixes

Removed in-game message when someone increases level of their analyze spell
Fixed incorrect cost of Fire Storm
Rebels no more leaves their circles

2.4.5 Changelog

General

All units and structures sight range increased by 100% (for the players who likes fog mod)
Players now able to see attack range to towers when click on them.

Fixes

Added missing information to Commander Armor
Fixed Eagle Eye ability description

2.4.7 Changelog

General

Infantry name changed as Soldier
Commando upgrade now can calculate all units within selection
Added informative command for all units (type -"unitname") example -tiger tank and you will get the information, pros and cons of the Tiger Tank

Fixes

Fixed a bug infantries not teleports the circle when host uses -remake command during the -capital mode and changes new mode as -classic

Keywords:
Risk, Risk Warcraft, Risk Forever


2.4.7 Changelog

General

Map now supports 24 players
Unit training system changed.
TX-44 and Rocketeer unlocks on turn 4
Cobra, Sniper and Siege Tank unlocks on turn 7
Tiger Tank, Scorpion, TX-90 and Technician unlocks on turn 10
War Merchants icons no longer visible on minimap
Levels of all units decreased (commanders get less experience now)
Skill levels decreased from 6 to 4 and rebalanced
All commanders stats and abilities rebalanced. There is no log about that because there are too many changes.
Hit Point bonus per strength increased from 50 to 60
Movement bonus per agility increased from 20 to 25

Units

TX-44 now have a self repair ability
Rocketeer attack damage decreased from 28 to 18
Rocketeer training duration decreased from 5 to 4
Rocketeer gold cost decreased from 8 to 5

Fixes

APC and BTR now carries only infantry type units

Contents

Risk Forever (2.5.7) (Map)

Reviews
09:39, 14th Oct 2014 Orcnet: This type of risk category resides more into mechanical and domain micro system which is a different source of game play in the risky world, I like how you can train a huge set of units at your disposal to take on...

Moderator

M

Moderator

09:39, 14th Oct 2014
Orcnet:

[img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


This type of risk category resides more into mechanical and domain micro system which is a different source of game play in the risky world, I like how you can train a huge set of units at your disposal to take on rebel barracks and other player bases, what I do not understand is why a rebel gets summoned on different parts of my bases per each turn it would be great if a rebel will only gets summoned on a damaged barracks (25-45% hit points left) to bring insight for players to always repair their damaged buildings.

Another is the worker unit, you might want to add more structure builds to gain more defense or domination region for a player such as walls, bombs, nukes? etc.

Overall this can be approved.
 
Level 12
Joined
Feb 22, 2010
Messages
1,115
If there are any players who are interested in risk type of games or who wants to try, please contact with mapmaker.He is also good player himself and he will listen your thoughts for sure.
 
Level 6
Joined
Feb 10, 2011
Messages
188
you should credit orcish_newbie for the terrain as it is from the original europe risk on RoC.
actually this terrain is based off of mr.blitzcraft's terrain that was based off original europe risk on roc
 
Level 6
Joined
Feb 10, 2011
Messages
188
also, did you use the triggers from orcish_newbies risk as well? i am curious as i been looking for an efficient risk system.
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
you should credit orcish_newbie for the terrain as it is from the original europe risk on RoC.
actually this terrain is based off of mr.blitzcraft's terrain that was based off original europe risk on roc

Sure i am editing now.

also, did you use the triggers from orcish_newbies risk as well? i am curious as i been looking for an efficient risk system.

We have our own triggers. Btw sorry for late message i wasn't here.
 
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