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[Strategy / Risk] All Out War - RTS map(s) with many new features (is it all feasible?)

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Hello! I am slowly working on a large project for which I have many plans and ideas. That is: All Out War - a series of maps and campaigns that borrow RTS elements from games like Stronghold, Tzar, Battle for Middle Earth, and Medieval 2 Total War in an attempt to create an RTS that is more true to life.

Gameplay

Players (2-8) fight amongst themselves for map control which has several strategic points of contention. Once a player has sustained enough casualties or ceded a large part of the map to his adversary he may want to hoist the white flag seeing as his struggle will be more or less futile. Alternatively it is possible to directly crush the enemy's base but that would be more challenging due to the tough nature of the player's fortress building. Players also have to fight and deal with neutral bandits that have camps around the map and send around patrols to ensure that one or two stray starting units belonging to the player cannot get away with capturing large swathes of the map.

The idea of the game is for the players to focus on strategic decisions such as which units to produce, when to produce those units, and when and where those units should be employed. Aspects of Warcraft III gameplay such as pathblocking, micro-managing unit abilities, and focusing heavily on both your own and the enemy's hero(es) are done away with. The player amount is maxed out at 8 but the unit amount is overall increased for every player (most units would cost 1-2 food and most players would have 125 food supply).

Features and Systems

There are a broad series of changes that aim to make the game more realistic. These are simple things that include: larger buildings, uniform unit heights, minimal unit pathing size, faster speed on mounted units, smaller unit health pools, larger ranged unit range, overall quicker attack speeds, sturdier buildings, etc. Due to the relative frailty of many units a battalion system is introduced that uses trained dummy units and triggers to essentially train units in groups of 3-7.
Armor is reimagined and plays a larger role in an attempt to reflect how armor impacted warfare historically. Instead of two multipliers the new system will use one multiplier for the armor type of a unit and then subtract the armor value from the remaining damage. In practice this would mean that heavily armored units do not suffer damage from weaker attacks. To implement this I plan to use a damage detection system and reduce the damage amount by the armor amount in each instance through triggers. The armor types are linearly progressive - Unarmored, Light, Medium, Heavy. Heavy is better than Light and Medium in every way and does not have unique weaknesses that make the other armor types better somehow. The weakness of heavily armored units would be in the extra money they need to pay for fielding this kind of armor. This would more accurate reflect the reality of historic warfare; commanders would gladly see their armies all clad in the finest armor of the land but what stopped that was a matter of economics. Right now the multiplier values are planned to range from 0.80 and 0.15 across the three main armor types and the armor values max out at around 10.

While this armor system is going to give armored units a big advantage there would also be several counters to them. These counters are units that field advanced weapons or magical abilities that would otherwise be squandered on weaker units. Guns, arbalests with bodkin points, and sorcery can all be used to counter heavily armored units. Since damaging lightly armored units with these advanced tools would produce more or less the same result as damaging heavily armored units you would end up overpaying to overkill them; lightly armored units will thus be a counter to these units not in a direct way but in a more economic and strategic way. Another way to deal with armored units would be through the new stamina system...

An additional aspect of the armor system would be shields and blocking. Units using shields would have a chance to block any incoming attack. When an attack is blocked it is further reduced in damage by the shield's block value.
The mana bar is hijacked to be used for stamina (like in Battle Realms). Mana is removed from the game. Stamina is a pool units have that when depleted increases the chances they get stunned. Every attack made against them would have a chance to stun them. This chance is: rendered void if the stamina pool is intact, comes into play once the stamina pool is reduced below 100, and doubled when it is reduced below 50. Weapons likes maces will have a higher chance to stun than swords and arrows. Stunned units would be stunned for three seconds - unable to move, attack, cast spells, block with their shields or dodge attacks. While stunned their armor value is also negated. I would prefer to make new stunned animations for all units instead of merely using their idle animations.

Stamina would be reduced when being hit by enemies and through other means and would recover when a unit stays still to rest. Though armor would offer some protection against stamina damage through its armor type modifier the armor value would not be counted. This way even heavily armored units can be overwhelmed by a swarm of weaker units that would quickly knock the wind out of it and then kill them in a permanently stunned state. A damage detection system would be needed to apply stamina damage on every attack.
There will no longer be altars or standard heroes available. Instead, every unit is going to be a "hero" in its own right. This means that every unit can gain experience and level up. However, ordinary units will not be revivable. To achieve this without causing every death to cause fading corpses dummy units would be created and replace the original dying hero-units whenever they die just to play their death animation and leave behind a corpse. One brave unit would be permitted to become promoted to the status of a "general" or a "true hero". This would allow it to revive.

When units level up their attributes will increase. However, the old attributes would be replaced by new attributes: Endurance, Dexterity, and Prowess. Endurance would give 10 health and 20 stamina per point. Dexterity would give 1% dodge chance per point (reduce damage by 50%). Prowess would give 1% critical strike chance per point (increase damage by 25-75% based on several factors). Dodging and critically striking would be triggered through the damage detection system so they properly interact with the armor and the stamina systems. Additionally, the primary attribute would also increase a unit's damage by 1.

The closest thing to a real hero featured in the game would be the so called "bosses". Every faction has a single "boss" that represents the leader or esteemed commander of that faction. Bosses have their names and backstories and unlock new abilities as they level up (unlike normal units). Though these abilities would not be selectable from a menu and simply unlock by themselves as a matter of course. Bosses, although mighty, would not be superhuman (for the most part) and would still falter when facing an enemy detachment without the help of their own army.

Items and power-up items such as tomes are not featured in the game. The item UI box is instead exploited as an area to read up on the equipment of each unit. Most combat stats including damage would be based on weapons as opposed to unique units and all the information about the characteristics of the weapon such as its attack speed, stamina damage, stun chance, etc. would be found there.
The resource system is left more or less unchanged. The biggest change is the replacement of gold mines with income buildings. These buildings offer strategic points of contention as when they are captured, they provide passive income to the player. This income, however, can be halted through the interference of the enemy without the income building being directly threatened; the extent of this feature would depend on the exact type of building in question. For example, a captured village would produce income every interval from the villagers that would be loafing around – if they are killed then they would be unable to provide you with income. Alternatively, a captured port would produce income every interval when a ship arrives and delivers cargo – if this ship is to be destroyed by enemy siege units en route to the port then it won’t provide you with the coveted income. Additionally, all players start with their fortress which counts as a safe income building.

Another change is the utility of the two resources. Gold would be the primary resource and would be used for most things. Lumber, however, would be used mostly for buildings and a bit for ranged and siege units. A trade system is planned where players can sell lumber on a global market with fluctuating exchange rates depending on how much lumber the players pushed into it.

When it comes to workers there would be two types: builders and lumberjacks. Lumberjacks would be mostly needed just to collect lumber (although some may have utility as light infantry) while builders’ main job would be to build buildings. The human style of building would be used for all factions so everyone can gain some use from multiple builders speeding up the speed of building and repairing things.
Due to the drastic increase in the range values that allow most range units to shoot from one end of the screen to the other several additional features are planned to balance ranged unit. Ranged units would all have two attack types - a melee attack and a ranged attack. When engaged in melee by enemies ranged units would be forced to switch to their melee forms. This would be done by having two unit types of the ranged and melee variant and using triggers alongside the bearform ability to switch between units. The switch could also be activated manually and some ranged units would also be good melee units. I would need to create melee animations for a lot of units. However, to make things easier I plan to create only one single animation for each unit which would involve the actions of: moving their ranged weapon out of the way with one hand, drawing their melee weapon and striking the enemy in one smooth motion, sheathing their melee weapon, and returning to their base state.

The melee aspect of ranged units becomes more crucial when taking into account the new planned ammo system. Every ranged unit will have a limited amount of ammunition when depleted will render them unable to shoot and force them into their melee forms. Ammunition amounts would be around 20-30 which by some account reflects the amount of arrows English archers had on them. Ammunition can be regained at blacksmith buildings for a price through a triggered ability. The item UI bar is planned to be used to display the ammo count for every unit.

While bows are more or less used the same way as normal, crossbows and guns would use a new reloading system. After a shot is fired off the unit becomes unable to move as it is reloading its weapon. Reloading animations may also be made for such moments. These weapons also would have prohibitively long cooldown times of around 10 seconds. This time is still very low if you consider the realistic reload time of muskets or crossbows using windlass spanning devices. Reloading units would still be able to switch to melee to avoid reloading but their reloading status would need to be saved for when they switch back. When they switch back they would begin to reload - they would be unable to move and would become silenced. Additionally, a stance ability would be implemented to allow units to alternate between modes of operation. When activated units would automatically switch to melee after firing off a single shot. Unit attack types (as in attack 1 and attack 2) are reserved for units with 2 different damage types, e.g. units using swords. When attacking enemies with certain armor types these units would automatically switch to using their different attack type (their piercing attack would have lower damage but piercing is more effective against armored units).
Casters, commonly referred to as sorcerers, would also be greatly changed. They no longer would be able to shoot magical birds that deal symbolic damage and instead their normal attacks would be melee attacks; they would bash people with their staves. All their magical capabilities would be linked directly to their spells. Spells no longer cost mana but instead have longer cooldowns and may cost stamina and even health. Certain spells also may have volatile side effects that can randomly occur. Casters will all have a special autocast button/ability. This will cause them to enter a state where they cast their abilities automatically. It also will change their attack type (from attack 1 to attack 2) so that they can use the "a unit attacks" event to trigger autocasting for their spells that could work without problems alongside regular unit orders like retreating or attack-moving.

Casting spells would use cooldowns that are implemented through cast time; this way they need to "channel" their abilities for some time before unleashing their might. Essentially their "reloading" phase comes first and they can't just fire off their spells and run away to wait for them to reset. This would be the case for most offensive abilities though other abilities could also use normal spell cooldowns. Most offensive spells would also have normal range and act as a middle ground between ranged units and melee units.
Cavalry units would no longer just be slightly faster moving units. Several systems are planned for them. Cavalry units would cost 2 food which would be double the cost of ordinary units. Cavalry would be able to trample enemies which would cause enemies to be damaged and stunned when a cavalry unit comes into attack range with them. Trampling would half the movement speed of the cavalry unit which would then need to recover for several second away from enemies in order to regain its full speed and its ability to trample. Additionally, most units would also deal revenge damage back to the trampling unit with pikemen dealing the most revenge damage.

Cavalry units would all have certain modifiers added to their attributes. Their endurance bonuses would be doubled (more health), their dexterity bonus would be halved unless they are moving at their normal speed (harder to dodge attacks), and their prowess bonus would be reduced by 25% unless they are moving at their normal speed but trampling attacks have this bonus raised by 25% instead. These modifiers are in place to make sense of the attributes without directly changing them. The reason they are not directly changed is because of the planned dismounting system. Every cavalry unit would be dismountable and be able to serve as an infantry unit. It would then retain its attributes just without the bonuses. Cavalry units dismount automatically when they lose 50% of their health (their horse dies). The violent process of being dismounted would cause them to become stunned and suffer 25% damage. To regain their mounts dismounted cavalry unit would have to trundle back to the fortress and use a remounting ability on it (should be triggered to right clicking). Depending on the unit in question the cooldown of this ability, which would be triggered by default, could be long or short. Remounting would also cost some gold. Units would also be able to dismount voluntarily through an ability. This would cause them to abandon their horses which would simply disappear. The health of their horses (their first 50% of health) would be stored, however, and this value would then provide that specific unit with a discount when it comes to remounting (e.g. a unit that dismounted while it had 101/200 health would only receive a 1% discount but a unit that dismounted at full health would receive a 100% discount).
Units such as catapults would be greatly changed. They would be very slow and their models would be edited to include an engineer that would operate them and push them. The health and armor of the catapult would be representative of that engineer so it would not be difficult to shoot him dead. Once the engineer is dead the catapult becomes unable to move or attack. It also becomes capturable in a similar way to income buildings. Units that attack the catapult in this state do not destroy it but instead reduce its health until it becomes captured and goes over to the control of the enemy. The only way to really kill a catapult would be through a scuttling ability that would destroy it over time and provide a small monetary prize. Catapults would also have upgrades they could make to revive their engineer and replenish their ammo which would both cost gold. You won't need to drag catapults back to your base or to your train engineers and send them to the front - they would spawn by themselves out of thin air on the catapult once the upgrade on the catapult is made (or a unit is trained?)...

Catapults would also not fire accurately. Whenever they attack they would instead be triggered to attack the ground which would cause their projectiles to have an random element of scatter to it. Against buildings this scatter radius would not impactful. Against units, however, it could cause the catapult to repeatedly miss the mark. Catapults would not be heroes or have any attributes.
These new “creeps” will be a lot more active on the map. They would be more of a hinderance than a reward to be claimed; they don’t grant gold, power-ups or items when defeated like the original creeps. Their primary role is to encourage players to build up a force before setting out on attacks or trying to capture income buildings. Some factions have an immediate advantage through the strength of their early units and bandits are there to keep them from constantly dominating. Bandits also add an element of randomness.

Bandits send patrols, ambush parties, and reclamation parties to interfere with the activities of the players. A system of triggers would be needed to create this sort of bandit pseudo-AI. Every 1-2 minutes there would be a chance for bandits to send out their parties. If a few units belonging to players are wandering through the woods an ambush party may be sent. If a player has captured an income building and has few units nearby to defend it a reclamation party may be sent. If a player is weak and has few units on the map then a patrol party may be sent to patrol around the map. There would also be a limit to a total number of any kind of party of bandits. Bandits would stop spawning if their barracks is destroyed. The barracks is defended by 1-2 towers and there is a chance of defenders spawning when it is under attack.
The cycle of night and day would be leaned into to reflect the realities of warfare. Units would lose 75% of their vision at night and 25% of their movement speed. Buildings would only lose 25% of their vision. This would greatly impact strategies at night time as it would be difficult to predict where the enemy has placed his pikemen or his archers. The chance at which bandits would spawn their parties would also increase at night.

Factions

The goal is to have a total of 24 factions. The first version of the map is going to be released with 8 factions. Although there are a few shared units in the first 8 factions most units are unique. The future factions rely more on models that do not yet exist and I hope I or somebody else could make them if the map is well received. Almost half of all the planned factions are human and the first 8 factions are all almost completely human...

The first factions...
-The Union of Councils, an innovative and young faction featuring guns and democracy
-The Partisan Resistance, a ragtag faction of displeased villagers fighting for freedom
-The Crown of Southford, a crusader faction that seeks to restore law and order
-The Order of the Holy Light, a sword and sorcery focused faction of white robes and esoteric mysteries
-The Kingdom of Grandburg, a modern faction with pikes, guns, and an appetite for conquest
-The Principality of Hladapol, a merchant faction of mercenaries and economic advantages
-The Dwarven Guilds, a complex dwarven faction featuring feudalism and dwarven ingenuity
-The Ravager Clan, a rampaging orc faction that seeks to plunder and despoil the land

The other factions to come...
-The Kingdom of Earlron, your cookie-cutter balanced human kingdom
-The Kingdom of Vlossvecht, an old-fashioned and perpetually crumbling feudal realm of knights and peasants
-The Kingdom of Keriamor, a respected and glorious realm of gallant knights and half-elves
-The Realm of Ochtenstare, a shady alliance of bandits, vagabonds, and old-timers
-The Undead Cults, a faction of necromancers and the legions of their undead creations
-The Mountain Holds, a freedom-loving dwarven faction of proud warriors and frontiersmen
-The Troll Tribes, a savage troll faction of ruthless killers and primitive tribals
-The Drakin Race, an ancient race of dragon-men that seek to secure a realm for their own kind

The remaining final factions will include elves, fairies, nagas, and even vampires.
+Well-rounded roster
+Finest cannons and firearms

-No sorcerers
-Low manpower

The Union is a modern and forward-thinking faction formed through a military coup at the hands of a former general of Southford. Though their main army consists of the Rearguard wing of the army of Southford, the Union can also field several units armed with the newest firearms in the land. The Union fields the finest cannons and can later produce the fierce Carabineers that are firearm troops second to none. It can also draw from many auxiliaries to augment and support its army. Though it is innovative the Union is still young and has limited manpower and completely lacks sorcerers due to the influence of hardline puritans.

The Union of Councils is a relatively new state created in the aftermath of the liberation of Guyholm. Though tensions in Southford already existed prior to the arrival of the Order of the Holy Light, it was the Order’s ambitions and heavy-handed approach that ultimately tipped the scales. Following the reconquest of the city from the orcs in what was known as the South Crusade, Konrad, a relatively minor noble of Earlron, was crowned as the new king of the liberated and renamed city. By many inhabitants, Uskots, and even crusaders this was viewed as nothing short of a usurpation; nobody voted for or elected Konrad and his legitimacy rested on the might of the northern kingdom and the new king’s connections to the lords of Grandburg and Earlron. Konrad himself was a generous benefactor of the Order of the Holy Light which then was still headquartered in the north and invited over their missionaries and priests into the resettled lands of the south. Though the Order was hardly popular the people were relieved that peace was at last achieved and tried to make the best of the situation.

A couple decades later, when the northern kingdom fell in the Second Undead War, the Order completely migrated to the south and the pious king Konrad was quick to grant it a bountiful swath of land to aid its reestablishment. After encountering the grim methods employed by the Order, the Rearguard General Theodoric took matters into his own hands and put a forceful stop to what he viewed was a treacherous trespass at the hands of the newly arrived settlers. He didn’t realize that the Order had been sanctioned and justified by king Konrad and found himself in an unenviable situation after destroying a company of theirs which would not heed his commands. The Great Crusade, a massive military expedition undertaken by Konrad and his army to liberate the north from the undead, offered Theodoric an opportunity to forego judgement for his unwitting treason which he seized with both hands. Gathering supporters from disheartened villagers he took over Southford and renamed it. The Order was pushed out of the city and all of its enemies were emancipated.

Theodoric was fortunate he could make many allies that all held a bitter rivalry with the Order and the Crown which protected it. Seeking to strengthen his own position and to ensure justice in the land he oversaw the creation of the Concords of Guyholm – a document that outlined the form and function of the new free government of the Union of Councils. Though the city was under martial law until the threat of Konrad and his army was dealt with, the new Union would base its power on the will of the people and on their votes. The first government was formed through a coalition of the two strongest lodges of the city and eventually completely took control once Theodoric ended martial law and stepped away from power.

Iconic unit: Carabineer
Carabineer.png
+Cheap units
+Plentiful firearms
+Ambushes
+Forest and night fighters

-No heavy cavalry
-No siege engines
-Restricted access to armored units
-Lackluster watchtowers

The Resistance is a wild faction of guerillas and lightly armored militiamen who fight for their freedom. The partisans can field plenty of infantrymen armed with crude weapons and also have access to modern firearms given to them by the Union of Councils. To support their ragtag forces the partisans can ask for aid from the Union or from various outcasts that can turn the tides of battle in their favor. The partisans excel at ambushes and fighting in diverse conditions but suffer from restricted access to armored units and a complete lack of both heavy cavalry and siege engines.

The Resistance is a loosely connected series of rebel bands, villages, and outcasts that fight for their freedom against the oppression of the Order of the Holy Light and the Crown of Southford that supports it. The forests and fields around Southford were cleansed of inhabitants in the Great Orc War and later repopulated by settlers and refugees from other lands. Hailing mostly from Earlron, Ochtenstare, and Vlossvecht, the first generation of villagers were grateful to be given land and the opportunity to rebuild their lives in peace. Later generations of villages became accustomed to a free way of life and forgot about the perils of war that ravaged the northern realms.

The Great Crusade brought the reality of war back into the picture; the pious king Konrad believed that all his subjects needed to aid in the great undertaking and assigned scores of otherwise free villages to the Order of the Holy Light. The Order was ruthless and relentless. It mobilized entire villages to construct their monasteries and redoubts as it sought to regain the power that it lost in the Second Undead War. The earliest resistance to this kind of mistreatment was regarded as mere banditry and was carried out in a less organized manner that posed little threat to the Order. It was Guy of Aredash that was first to pose a real threat to the Order’s enforcement companies. He hoped that after defending his village and standing for his rights he could prove the righteousness and legality of his cause before the royal court. His plan was foiled by the Rearguard wing of the king’s crusading army which was called back to aid the Order in crushing his little rebellion. Though Guy himself was killed in battle his cause lived on; the general of the Rearguard realized that he was waging an unjust war against his own countrymen and too turned on the Order. With the support of the Rearguard the villagers entered Southford and kicked out the Order of the Silverhand thus forming the Union of Councils.

With firm support from the city and the successful defense of Aredash as an example to emulate, other villages were emboldened to resist the foreign forces of the Order. Weapon shipments evened the odds for the rebels whose ranks ever swelled as they liberated their enslaved brethren from the wicked clutches of the Order. The ranks of the valiant partisans were supported by volunteer scholars from the Union and the elite Exterminator units. When the tactician Morgan was assigned by the Union to organize and lead the Resistance it gained tremendous momentum and attained all the markings an army to be reckoned with. With modern weapons, elite units, and a legion of die-hard volunteers willing to kill and die for freedom, the Resistance became a force of great power that only the foolish would underestimate.

Iconic unit: Exterminator
Exterminator.png
+Well-rounded roster

-No access to firearms

The kingdom of Southford is a straightforward and old-fashioned faction that fields a well-rounded army. The Crown has all kinds of troops at its disposal and its crusaders can be used to form an impenetrable shieldwall or a glorious charge of cavalrymen. The army of Southford is vast and is reinforced by volunteers from many lands. Ever the pious man, the king has focused solely on his crusade and doesn’t have the more modern weapons such as cannons or firearms fielded in his army.

The city of Southford was named so in honor of its river and its position relative to the northern kingdom of Earlron. Formerly known as Jurisdag, the city was conquered and raised in the Great Orc War. Its population that could not escape in time was killed or enslaved by the merciless orc hordes and their daemonic masters. Those few people who survived the conquest hid and fought back against the orcs in the south-most areas of their once flourishing kingdom. Known as the Uskots they would eventually reclaim much of their lands but not their former capital.

Crusaders from many diverse kingdoms volunteered under the banners of various nobles and organized an expedition to strike at the orc stronghold in the ruins of Jurisdag. They defeated the orcish garrison but before the dust settled the ambitious noble Konrad of Earlron proclaimed himself king and sole leader of the new kingdom of Southford. Supported by his brother in Grandburg, allies in Earlron, and even the blessed scholars of the Order of the Holy Light, Konrad emerged as the single most powerful player in the region. Though some protested his ascension as king few could do anything about it. Konrad used his resources to push forward and drive the orcs out of all the realm entirely. Almost all of the kingdom was reclaimed and subsequently repopulated by refugees and settlers from the north. The Uskots were left disenfranchised and some turned to banditry. The Crown tolerated their existence as they served as a buffer against the orcs and ensured that the newly established peace would not be cut short.

Following the Second Undead War the Grandmaster of the Order of the Holy Light called all kingdoms of men to a Great Crusade to liberate and reclaim the fallen lands of the north. Southford was the only kingdom to answer the call and the pious king Konrad assembled his vast crusading force to crush the undead. Volunteers from many realms joined his noble cause and it appeared that were Konrad to succeed in his quest he would emerge as the sole hegemon of the entire continent. Old rivalries and unsettled social ills unsurfaced in this dire moment and would act as a massive obstacle for the king and his crusade. Peasant revolts and military desertions needed to be immediately addressed lest the authority of the Crown and the success of the Great Crusade were to be undermined. With a massive host of crusaders and many allies at their disposal the Crown of Southford should have everything it needs to reestablish its authority and attain victory.

Iconic unit: Crownguard
Crownguard.png
+Powerful and plentiful sorcerers
+Access to cheap infantry and serfs
+Access to monstrous Lightbringers

-Costly elite units
-Outdated weapons and siege engines
-Low manpower

The Order of the Holy Light is a somewhat dated faction that employs tactics and troops that were popular several decades ago. Their chief strength lies in their fearsome sorcerers who channel the power of the so-called Holy Light to incinerate their foes. Though lacking modern firearms and pikes few can stand against the holy fervor of the Order’s greatest warriors. The Order is an elite group of priests and warriors and thus has always suffered from a lack in manpower compared to their adversaries.

The Order of the Holy Light was created by the noble mage Aldwin in the final years of the Great Orc War. The forces of the elven vanguard, ever determined to drive the invading orc hordes back, began to dabble in necromancy and brought forth legions of undead to defeat their sworn enemies. Few could deny the effectiveness of their unholy magics but few could likewise refrain from detesting it. Siezing on the air of distrust and fear created by the elven necromancers, Aldwin formed his Order with the promise that he had the means and the methods to rid the land of the threat of the undead for good. Though viewed with suspicion at first the Order gained legitimacy as the king of Earlron joined their ranks and gave it his patronage.

The Order was instrumental in the victory over the necromancers in the First Undead War and the establishment of peace in the north. It replaced the elven heralds as the sole authority on the practice of sorcery which it nominally prohibited; while it branded elven sorcery as evil it venerated the use of the so-called ‘holy powers’ allegedly granted to them by the Holy Light. The elves did not see eye to eye with the Order and relations between Earlron and the elves forever collapsed. As the Order expanded it set up many redoubts and monasteries across the land and gained the patronage of both the dwarves and the island kingdom of Grandburg.

The Order’s power would wane with their defeat in the Second Undead War and the rise of the undead cults in the north. Seeking revenge, what remained of the Order migrated south to reestablish itself and eventually reinforce the crusaders who it called forth to drive the undead back. Many among the Order viewed the peasants and villagers of the south as cowards and weaklings who hid away from the terrible war with the undead and treated them as such when they were given power. Through forced labor and the uprooting of entire populations the Order built up redoubts and strong places at record pace. This rapid progress, however, came at a price – the peasants and villagers of the south began fighting back and ignoring the decrees of the crown. If the Order was to prosper and see its nobles aims of liberating the north accomplished it would have to put down all dissent without any mercy. After all, if the chosen of the exalted Holy Light were in no position to fight the undead than mankind was surely doomed.

Iconic unit: Paladin
Paladin.png
+Reliable infantry
+Plentiful firearms
+Access to cannons

-No cavalry

The kingdom of Grandburg is a modern faction of seafarers. Having all but monopolized the sea trade the kingdom has a solid economy with a fierce army to back it up. Few factions can boast such an array of disciplined pikemen and gunmen. Through contracts with the dwarves Grandburg made firearms and cannons a mainstay of its fighting force. Though partly due to its seafaring nature the kingdom has forsaken the use of cavalry – even for its knights.

The kingdom of Grandburg was formed by the esteemed and noble crusader Cheldric of Earlron. His accomplishments and valor in the Great Orc War came unrewarded; many holdings, strong places, and villages were decimated and left desolate leading to the king of Earlron becoming unable to meet his promises to his vassals. Indeed, Cheldric in particular was never meant to survive the horrors of the orcish onslaught but through his astonishing perseverance and unparalleled courage he left the worst and the bloodiest battlefields of the war unscathed and unshaken. It is rare that noble deeds are justly rewarded and likewise Cheldric remained without prestige and without holdings.

Embittered and vexed, the crusader-lord would gather his knights and followers and join with the crusaders who were organizing for the quest to reclaim the southern lands from the orcs. Once he and his army landed on the island of the foreign lords of Hladapol Cheldric was swift to take over. The petty politics of the island merchant masters was something he could not tolerate; he used his strong position to oust the merchants and created his own kingdom on the island. The capital was renamed to Grandburg in honor of Cheldric’s home village and many more landmarks and places were renamed to fit with the northern language of the newcomers. Though he never personally came to participate in the liberation of the sout, his unwavering support and dominance of the island was crucial for the ultimate success of the expedition.

Following Cheldric’s peaceful death in his sleep the crown was passed on to his son. Grandburg remained a bastion of naval strength that was supported but the mightiest powers in the region. Grandburg’s nobility was related to both the kings of Earlron and Southford and the naval kingdom would later come to forge an invaluable alliance with the Dwarven Guilds. Through trade with the dwarves and innovative thinking Grandburg was among the first to modernize its army. With a potent and modern army and a dominance of the seas few would be foolish enough to challenge the will of the lords of Grandburg.

Iconic unit: Footknight
Footknight.png
+Powerful economy

-No sorcerers
-No siege engines
-Poor morale

The Principality of Hladapol is a scheming faction of merchants and the mercenaries they employ. Hladapol has almost no soldiers of its own and makes up for it by fielding scores of diverse mercenaries. This mercenary force can get the job done but lacks professionalism and understanding of the latest military tactics. The Principality sports a powerful economy and a more or less well-rounded roster of hirelings. Its weakness is a lack of proper elites and a complete lack of both siege engines and sorcerers.

Many years ago, Hladapol was a subject of the prosperous southern kingdom of Jurisdag. Before the Great Orc War the island realm was all but in name independent from the mainland and when the dust of the bloody conflict had settled it was all that remained of the southern kingdom of old. Spared from the orcish onslaught thanks to the sea, the realm was nevertheless not left unscathed; many men had volunteered to fight on the mainland and perished and many others sailed north dreading that the orcs would find a way across the sea sooner or later.

Hladapol opened its homes and its coffers when it came to aiding the crusaders from Earlron in their mission to reclaim the south. Though many used their aid in good faith the merchant lords of the island found themselves betrayed at the hands of Cheldric of Earlron, a greedy and petty crusading noble. Using his war-time experience and the might of his warband, Cheldric effectively captured the island for himself after spuriously accusing the ruling nobility of withholding aid from the crusaders. Unexpecting of such vile treachery, the nobles of Hladapol were caught unprepared; they were forced to resign most of the island including the capital to Cheldric. The Principality was left with a little under a quarter of its former territory. Following an ill-fated colonial expedition to the west Hladapol lost much of its naval power and was forced to abandon the peninsula it controlled and its last bastion on the island. All that remained now was a its naval base on the nearby isle which was protected by the remnants of its fleet.

Though appearing as an insignificant blemish on the map of the region’s powers, Hladapol remained a trading giant which undermined the naval hegemony of Grandburg. The Uskots, the elves, and even the undead cults to an extent all relied on trade ships from Hladapol as they were barred from trading with Grandburg. Though by no means a military powerhouse, Hladapol could still project power through the employment of mercenaries which it remained completely reliant on. Unburdened by fanatism, vendettas or unfavorable alliances, the nobles of Hladapol were not to be underestimated; with a well-planned series of maneuvers, they could make or break the plans of any major player in the region were they to consider it in their best interests.

Iconic unit: Chuvar
Chuvar.png
+Promising economy
+Plentiful firearms
+Access to cannons

-Slow units

The dwarves are a trundling faction that hopes to outlast and outgrow its enemies. Having infamously short feet the dwarves are almost uniformly slow and even their cavalry cannot keep up with the horsemen fielded by the kingdoms of men. As an advantage the dwarves have their ingenious inventions – Guildguns and Mountain Cannons. The Guilds were the first faction to begin modernizing their army and can bring to bear swathes of gundwarves and pikedwarves.

Long ago the dwarves inhabited much of the lands currently held but kingdoms of men. In the mythical Dragon Wars the dwarves were instrumental in culling the menace of the winged serpents but at a great cost to the might of their own realms. Many more strong places and villages were raised in the later wars following the rise of the trolls. The dwarves would end up holding but a handful of mountainous regions in the land that came to be known as Frellahr.

The rise of the human kingdoms and the Great Orc War did not benefit the dwarves as they became ever more isolated. Over centuries of living in their mountain cities the dwarves developed novel traditions and societal structures. Powerful guilds led by aristocrats became the most influential players in dwarven society and the king came to be but a figurehead. Justifying their decrees by external threats the guildmasters often imposed harsh measures on their commoner subjects. Though many freedoms have been given back to the commoners since the failed rebellion of the mountaineers, dwarven society still remains very segmented.

The guilds have given the dwarves many advantages through their ability to pool resources for specialized research projects but under their leadership the dwarves had began to stagnate. The aftermath of the mountaineer rebellion had landed the guilds in a web of alliances and made them indebted to the kingdoms of men and even to the newly founded Order of the Holy Light. The dwarves still have the advantage in terms of their relatively modern weapons and cannons but are threatened with being made irrelevant by the advancing kingdoms of men. The guilds need to act quickly and with uncanny wisdom lest they are to fall further behind their neighbors and become completely irrelevant on the world stage.

Iconic unit: Guardian
Guardian.png
+Fast units
+Powerful and plentiful sorcerers
+Daemonic and undead minions

-No heavy cavalry
-Restricted access to armored units
-Poor morale

The orcs are a fearsome and fast faction that thrives of instilling fear into its enemies. The orcs can field many sorcerers who can call forth both daemonic and undead minions. The bandits and marauders of the orcs excel at quick raids and catching the enemy by surprise. For all their savagery the Ravager clan has limited access to armored units and no access to heavy cavalry. Though adept at spreading terror the orcs have no tools to resist it themselves.

After the end of the Great Orc War and the death of the daemonic leader that commanded the united orcs horde the orcs were left scattered. Uncertain of who to follow and which path the orcish society should follow the orcs became disunified; they divided into many clans and followed the leaders among them that they trusted the most. The biggest and the most powerful of such clans was the feared Ravager Clan. Named after their founder and chieftain Denthadyr the Ravager, the Ravager Clan more closely resembled the orcish horde of old relative to the other orc clans. Emboldened by the myth that the orcs were led stray by their former daemonic leader, the orcs of the Ravager Clan sought to restore the might of the orcs.

The most bloodthirsty and the most vicious of orcs gravitated towards the Ravager Clan; it gathered within itself the worst and most brutal aspect of orcish society. Though equally ambitious and ruthless the Ravager Clan is still but a shadow of the former orcish of horde of old. The mainstay of its forces is made up of bandits and marauders and its small cabal of sorcerers remains without guidance and discipline.

Thanks in part to a lack of support from the other orc clans the Ravager Clan had suffered defeats and setbacks on every front since its founding. The war-hardened Uskots had adapted to their tactics and began making raids of their own into orcish territory. The crusaders from the once desolate Southford had taken the clan unprepared and drove it out of their lands completely. Following several gruesome executions of those allegedly responsible for these failures Denthadyr plots for his revenge. If the orcs are to rise again with the Ravager Clan at their helm they needed to secure a series of decisive victories. Poised on carnage and retribution the Ravager Clan would doubtlessly be a fearsome force to be reckoned with for anyone standing in its way.

Iconic unit: Reaver
Reaver.png

Challenges​

I would prefer to make the map on my old Warcraft III game using the 1.26 patch. Back when it was in style to hate on Reforged I refunded it and am apprehensive about using it due to the user agreement regarding the editor. Furthermore, if I am to make the map on 1.26 it would be a lot more backwards compatible for players using older patches while still remain just as playable for Reforged players.

The best damage detection system, however, requires Reforged. Will it be possible to implement the new systems using an older variant of the damage detection system that works for 1.26? And is it even worth it trying to make this map for 1.26?

Triggering is my weakest area when it comes to map making. The last time I tried using a damage detection system in GUI I experienced inexplicable memory leakage which caused extreme lags. I am not familiar with JASS or any other programming language and the last time I tried learning one I ended up quitting out of frustration and boredom. Is it possible to implement the new systems just using GUI?

Another area of weakness is my modelling capabilities. Here, however, I believe I may be able to learn and improve my skills to meet my standards. I would need to learn how to splice geosets properly and how to copy animation sets. I would also need to create a lot of animations but that seems like it’s going to be fun and I have done it before to an extent.
 
Level 39
Joined
Feb 27, 2007
Messages
5,016
an attempt to create an RTS that is more true to life
I have no comments about your project in general, but I wanted to point out that WC3 pathfinding is very inefficient, and maps with large numbers of units will inevitably experience the effects of this. Units will stutter, not move at all, become gridlocked with each other because of collision size, or simply not pathfind properly. It will look like the game is lagging massively (but it's not visual lag, just pathfindling lag for all the moving units).

It sounds like you intend to have large-scale battles. You will either have to accept this, tone down the scale of armies so you don't experience it, or find other ways to control unit movement to avoid these issues. Proceed normally for now but be aware you will encounter this eventually if you are planning what I think you're planning.
 
Level 3
Joined
Feb 2, 2024
Messages
10
I have no comments about your project in general, but I wanted to point out that WC3 pathfinding is very inefficient, and maps with large numbers of units will inevitably experience the effects of this. Units will stutter, not move at all, become gridlocked with each other because of collision size, or simply not pathfind properly. It will look like the game is lagging massively (but it's not visual lag, just pathfindling lag for all the moving units).

It sounds like you intend to have large-scale battles. You will either have to accept this, tone down the scale of armies so you don't experience it, or find other ways to control unit movement to avoid these issues. Proceed normally for now but be aware you will encounter this eventually if you are planning what I think you're planning.
I know what you are talking about. It is something players can experience just by playing on normal melee maps with 12 AI players with cheats activated. I wonder what the exact amount of units counts for the upper limit... I hoped to bypass this by limiting the total amount of players. Perhaps 8 is too much and 6 should be the upper limit... I could also change the supply limit from 100-125 to 75-100...

I also want to minimize collision sizes with most units using the lowest size.
 
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