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Ats v0.40

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Alliance Tactical Stronghold

Originally known as Dalaran Tactical Stronghold - Dalaran didn't quite cut it
Picture is original - made using actual screenshots.
I'll replace it soon with a diff pic (i got permission for it)

V0.40 currently: v0.41, 10% done~
Back after 2 years, better than before!

To Include..
V0.40
Alliance Farm System Remade!
New Raider and alliance heroes
Alliance's Defensive builder now has traps!
Mechanic replaced with forge <- With new techtree!


Coming Up
New Tier system, as well as mercenaries, Races will be included, expect more spells and heroes and items.
New siege tech-tree for raider
Better balancing for different number of players
A new Last Resort
More items and Recipes!


Description
Alliance Tactical Stronghold is a game of strategy, as its name implies. Units are used widely in this game, but heroes play a part. Players (Player 1 - 8) build their bases, and train units to fend off the invading orcs (Player 9), and his assistant dark green (Player 11). Light Blue = Dalaran Ai, and Brown = Raider Ai, which can be activated or deactivated at the start of the game. (Ai currently disabled) Red is the King, and Blue is First Defender, and start with more units and structures than the other 6 players which are Generals. Playing the right strategy will affect the game. Raider has sub-classes, undead and demon, which will affect his tech-tree.


Gameplay Video / Trailer

Screenshots


Gameplay
Game is relatively simple. If you are 1 of the Alliance Defenders (Player 1 - 8), there are a few strategies.
Red: Having a king is a big advantage from his spells. His spells will help lots to bring victory or change the tide of a battle. Send your starting units to blue early, and support with strong units.
Blue: Being first defender is risky, but full of adventure! Having many starting units, and gold, start by building quality units and some clerics, move the units near your headquarters into position. Be sure to cover the 2 blind spots on the wall where Warmogs of the raider (siege ladder like), can unload units up.
General: Being a general, is slow at first, but grows to be a strong power if left alone for a while. Building farms first and sending your units to blue will help. Build units like archers to get some War Points for your structures. When you have a steady income, support one another and push the raider out!
Raider: You need to be quick, having starting units that are strong, take down blue's scout-post infront of the castle to blind them. Use any tactic necessary to get into the castle and over the walls. Try to sneak units past blue and wreck havoc on the unsuspecting generals, but avoid Red as he has towers. A fast and swift victory will be required, or doom could await if the generals get strong. Your food is limited by the number of defenders so choose Quality > Quantity, if u can afford it.


Normal Guide, Advanced Guide, Strategic Guide, Combat Guide

Normal Guide

Alliance: Start by building up to 20 farms, and make an Infantry Barracks, send your starting units to the main passageway at blue's base to help him out and score some kills. Build farms until you reach around 40% of your food cap used up, than start upgrading them slowly. Save some money to train some crossbows and request that blue trains some clerics to heal them, seeing that they require War Points. Get around 5 - 6 farms to farm 15 as soon as possible, to get a high income, before you go on to combat.

Raider: If Ai is enabled, follow his lead and take the fight to blue's base. There are hidden meanings in your starting units, so read the strategic guide to find out some of them. Train alot of ranged units and a few underlings to build up an early army, and aim the weaker Foot Soldiers of the alliance army to score some kills and get valuable War Points. Upgrade your tier and continue massing strong units, make good use of your hero to harass enemy heroes, or the game could turn ugly in time.


Combat Guide

Alliance: Training an army is an expensive and long process, so training the right units to suit your budget is important. Training higher quality units in a small group beats a mass of lower quality units, which will just be food to the raider. Units have ranks, which give them extra health, evasion, critical and damage, which is very valuable. A smart way would be to last hit with your valued units and heal them often, repeat for many different units and you'll find yourself with an elite army that can score you many kills.

Raider: Training an army is hard! If ai is enabled, you can use him to your advantage, read AI Guide for this. Training ranged units is not effective, as they are expensive, weak and paper. A well placed nuke from enemy spellcasters could have your ranged units dead in no time. Train a strong tanking army, before you move on to ranged. For advanced, read the Strategic Guide. Mounted units which have high movespeed, should go for the lower health ranged units of dalaran, which if massed is deadly, but can still be brought down one by one if a few units make it through.


Advanced Guide

Alliance: The raider gets both gold and war points from killing your units, so you must beware to not spam useless units. Make ranged units and position them on top of the walls, retreat them if the raider climbs up to attack, even if its still far. The top and left pathways across the moat, is important. Position stronger ranged units to attack the warmog and kill him within 4 seconds, as melee units below will only fall prey to the raider's ranged units. If the raider does an early rush, do not panic! Calmly retreat to the inner walls where blue's towers will take care of them.

Raider: Blue has strong starting towers, which have limited sight. Use your catapult to knock them down, while defending the catapults with ranged units as the catapults can be positioned in a way that they cannot be seen from above the walls. Wyvern positioning, helps too, as trees block ground unit sight, you can position your wyvern to give u valuable sight on the walls of the stronghold, where u can attack the archers who think they are hidden in fog! Warmogs make good siege ladders, so attack the sides of the stronghold with your stronger units to make them panic, and attack the main gate with your ranged, so while they are distracted you can slaughter their ranged units and pillage some farms.

Strategic Guide

Alliance: Starting units, play an important role. They defend, they protect you from wyverns, they kill. They can be your strongest asset early game if used right. Cavaliers are strong tank units, which if positioned in a line, would fend off any early raider attack that might come. Food cap for the raider is just as limited as yours, so persuade your allies to make lots and lots of quality units, keeping them out of view, and if the raider's army is defeated, attack his base! Destroy all his structures except his headquaters first, as there is still the Last Resort. After destroying his base, retreat most of your melee and some ranged units, and harass the raider's base. He will last resort, and after that, crush the summoned army when out of range of the aura, and defeat the raider.

Raider: The warmogs you start with help as siege ladders, which will destroy blue's archers and towers easily early game. The executors, can be loaded onto walls and run past them to crush the blue's farms and buildings, and if possible run loose into the generals' bases to cause some havoc, making them keep in their bases in fear, not being able to support blue, do not attempt red as he has a strong array of towers to keep any ground unit out. Wyverns. have very slow attack speed of cooldown 20 seconds, but an incredibly high damage. If you could hit-and-run the archers. towers, farms, buildings, the dalaran would be forced to position random archers all over the map depending how well you harass them. Wyverns have high regeneration so they can repeat the same thing over and over again, like an assassination.



Credits
Units and their model / icon / texture owners:

Headquatersl : Red XIII
Orc Upgrade Center: Mephestrial
Fortress Model : Mr.Bob
Castle Model: Mr.Bob
War Points Icon: Elainiel
Dalaran Barracks: Skrab
Dalaran King: Tranquil
Dalaran Blacksmith: Lord_T
Dalaran King Icon: kola
King's Guard Model: HappyTauren
Sword Iconer: Elainiel
Crossbowman: HappyTauren
Longbow: Frankster
Shortbow: supertoinkz
Crossbowman Icon: SeW
Grunt: Tauer
DemonStronghold: Gottfrei
UndeadStronghold: HappyTauren
Raider Camp: Red XIII
Raider Barracks: Red XIII
Longbow Icon: Pike
Spear Throwerr: Radagast
Skirmisher: Frankster
Ghost Hunter: PaulH
Warmog: NightWolf
Wyvern: olofmoleman
Raider: Lord_T
Executor: frostwolf
Cavalier: wingednosering, Icon: Muoteck
Smasher: Wojia10502
Goblin's Reprive: Frankster
Howizon Tank: ikillforeyou
Mystic Knight: Model: Devine, Icon: Juan_Ann
Advanced Tower: Tranquil, Iconer: Unknown
Magonel: Deolrin
Trebuchet: olofmoleman
CatapultV2: Kitabatake
Forge: takakenji
Archery Range, Stables and Mages Guild: Mr.Bob
Bloodelfpheonix Archer and Crusader: Frankster
Arrow: Deorlin
Pikeman and Crusader: Elenai
SteelPledge: HappyTauren
Lightning Blade: Kola
Captain: HappyTauren
Hydrowave Trap: Vortigon


Changelogs (FROM THE BEGINNING :D)

V0.02
Did Dalaran Farm income
Castle Income
Raider Income
Castle, Keep, Headquarters

V0.03
Dalaran Total Income fixed
Doodad changes
Decription and etc. changed
Added -income command
Changed Description and credits of game
Enabled bounty
Placed starting locations
Changed lumber to war points and interface changes
Advanced module changes for heroes.
Created stone paths to wall for siege ladders
Gave opening instructions to all players
Added the 3 melee units
Added king
Added red and blue units
Added 3 archers

V0.04:
Added more models

V0.05
Raider: Underling and grunt added
Fixed lots of bugs
Trigger issues fixed


V0.06
Smasher, Cavalier added for humans
House 6-10 added
Nerfed other houses
Executor and Ghost Rider added
Income command
Quests
Warmog added
Food farm added
More starting units

V0.07
Raider altenative income method
-kills command
-income command can be used more often and accurately
Limit training of Wyvern to 5 and increased hp
Executor has higher hp and attack
Less starting units for blue, more for rest
-Attack command for raider

V0.08
Basic Tower added for Dalaran
More bugs fixed
Headquater now gives 30 food
Warmog costs more
Smasher and Cavalier food cost down to 3

V0.09
Balancing system added
Couple of bugs fixed
King Skills added
Limitation of Wyvern to 10
Increased raider's ranged unit range
Raider camp has defensive measures now

V0.10 :D
Fixed pink income bug
Raider has less income increase now

V0.11
Mass-Archer and Rapid-Flame tower added
King skills fixed and balanced
Light Cleric, Demolisher, Raider added
Out-Of-Position Blue units added

V0.12
Teching possible for both orc and human
Fixed bugs with units and abilities
Warmog carry load decreased.

V0.13
More upgrades and tech
Fixed a couple of bugs concerning tech

V0.14
Multi-Board for kills
King Buffed up, ulti weakened
More tech avaliable
Cleric Buffed up
Sniper and cluster towers added


V0.15 - 0.18
Warmog Rider fixed
Cleric's Heal aura fixed
Food cost is 1 for all units now
Limitation on number of units one can train
Save/Load System for experience
Encoder by |CFFFFFF01Nestharus|r Special Edition
Perks Added
Multiboard Enhanced
Bugs fixed!
6 New units
2 New Buildings
Balistic tower added!
Wyvern no longer scouting unit, is attack unit

V0.19
Fixed Battle Shaman's spells bugs
Balistic tower made weaker
Lightning mage and fire mage new spell
-attackall and -massattack command added
Food farms removed, starting food increased

V0.20 !
Blue has 300 food forever
Unit ranks are added!
Many new units and buildings!
Heroes added!
Units Descriptions emphasized!
Trailer video out!

V0.21
Major Changes to spells
Ai spawns weaker now
Brown Ai has towers to defend him now.
Ai's have more tatics (brown will climb walls)

V0.22
Major Revamp-
-Tier System
-Special Units System
-More Organised
V0.23
Yet another Major Revamp
Special Unit System
Different Balancing Type
Hero now avaliable for all
More Units

V0.24
Bug Fixes
Perk System revised
Towers now cost food
New modes
Food Cap used instead of Food Max

V0.25
Raider Ai climbs wall properly now
First custom hero for dalaran generals
Raider Hero improved
Raider spawn system improved
Anti-air and invis for dalaran strikeback
Global upgrades for ai periodically
Ai uses gold more often and smartly now
Ai spawns better units as time goes on now
Unit bounties and costs balanced furthur
Red's starting towers changed

V0.26
Trading System implemented
Units improved
Modes improved
Bug Fixes

V0.27
New items
Spearman buffed up
Last Resort's effect changed
Units balanced futhur
Changed blue's starting units
Added ai towers for ai's
Added building upgrades for ai
Added "target" system for raider and his ai
V0.28
Guides added
Tanks made weaker and costiler
Last Resorrts work now
Upgrade changes

V0.29
Gray Ai will take over if absent
New Mode - Vs Gray Ai
Balancing / Bug fixes
Last Resort made weaker / stronger

V0.30!!!!
Gray Ai is now stronger and more advanced
Dark Green now playable as Raider Assistant
Bug fixes / Balancing
Protection against hostbots implemented
New Hero: Grimrock
Hero Revive system reloaded
Multiboard fixed
New items
Spearman and Crusaders now considered Special Units

V0.31
Fixed all bugs from V0.3
Balancing issues!
2 new Air units for raider
Assistant Raider gets a hero
Multiboard now shows exp
New Mode: Deathmatch
Changed king's 3rd skill
New items

V0.32
New raider units - Ranged warlocks
New items
Fixed the 2 heroes bugs
Sylvanas ulti changed
Raider ai balanced futhur
King's 3rd skill changed
Upgrade costs changed
Orcs' forge cost changed
Upgrade center costs changed

V0.33
Warlocks requirements added
Bloodiabath balanced furthur
Melee heroes now only cost 200 WP
Ais' now have a fixed spawn amount for their 2 minute spawns
Gray Ai cannot exceed 60 units
Blood Bounty's now works
Cleave of Bloodiabath weakened
Preview Added!
Finally officailly released
V0.34: Name changed to ATS - Alliance Tactical Stronghold
New items
Zagroth the Defender added
Balancing Issues
Changed the Gray Ai

V0.35
Save/load revised (Old codes will not work)
Security added
Big thanks to Nestharus for editing my map (Above)
Bug fixes
Balancing Issues

V0.36
Balanced further
Multiboard Buffed up
King's Ulti changed.

V0.37
Terrain Changed
New Hero - Avalon
New Hero - Eldin
Save/load system removed
Balancing heroes' role
More bugs removed
Marketplace warpoint buying added
Starting for alliance changed

V0.38
New Heroes!
Triggers rewritten
Mode Selections changes
Buff-up for raider, better late game
Sub-Heroes for raiders
Changes to units - Bounty and more
Terrain changes
Upgrade changes
AI Disabled (For now)

0.39
Bugged spell fixes
Balancing of units
Nerf Viktor
Include range in description of units
Unit limitation system for raider and alliance
Remove leaks for less lag


0.40
Alliance Farm System Remade!
New Raider and alliance heroes
Alliance's Defensive builder now has traps!
Mechanic replaced with forge <- With new techtree!



Nestharus (I used his save/load in the past)
Ketsuno Anson (for helping me with spells and suggestions :D <---many times)
Jhanda (Aka Cotton Jun Hong, helped me with spells too)
maple48 (Video Maker :D Thank him for trailer!)
GIANT_CRAB (for trolling me till I got determined)
Xia0PiggyX (for testing raider cause no-one wanted it, several times)
Teh Mods (for helping me with the questions)
Everyone on the hive (Thx for supporting me on Hivechat :D)

Keywords:
alliance, horde, defense, siege, units, heroes, tactic, teamwork, war, income, strategy, heroes, micro, macro
Contents

ATS V0.40 (Map)

Reviews
Vengeancekael: Private Message Date: 2012/Feb/04 10:18:22 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object...

Moderator

M

Moderator

Vengeancekael: Private Message
Date: 2012/Feb/04 10:18:22

Reasons:


Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone

Comment: I suggest you look at Kobas's suggestions:
Map is huge without reason, it can be shaped differently.
There can be over 500 units on the map (when all players play), this will lag like hell for those with slow connection.

I suggest reduced number of units and increase stats or limit them somehow.
Admin Contact - Resource Moderation - Rules
 
Level 1
Joined
Dec 11, 2011
Messages
1
the raider ai is too gay

we play 3 hrs of game 1hr we winning then the player leav halfway when we destroying the raider ai base then we started losing then play another 2 hr trying to kill ai and then no building oso got ai units come out from demon stronghold and the executor so gay then halfway the game shippo1314 said:this radian make ai too gay
 
Last edited:
Level 6
Joined
Sep 22, 2010
Messages
285
The terrain needs fixing.... AI acts too predictably.....

I say you should fix the terrain 1st. Details will be given later.
 
Level 9
Joined
May 14, 2011
Messages
524
Map is huge without reason, it can be shaped differently.
There can be over 500 units on the map (when all players play), this will lag like hell for those with slow connection.

I suggest reduced number of units and increase stats or limit them somehow.
I second that,you has not contacted me for sometime,would like to see how its going :ogre_datass:
 
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