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Battle of 2154 1.3.1

Submitted by Uklabokalala
This bundle is marked as approved. It works and satisfies the submission rules.
Battle of 2154 1.3.1


In the future (Around 2087) a nuclear war broke out. This caused most of the world to be a dry wasteland covered in ruins of mankind and the mutated corpse of the ones that survived in a bomb shelter. The only safe place is Canada (Or the Holy Land as some call it.), where the cold temperatures repel the mutants and some how keep radiation out. But it isn't as safe as people thought it was. During the Imperial decision to reclaim America and Russia, an organization called the Terran Republic attacked. They believe that mankind is suppose to live in the "Holy Land" forever and that the rest of the world wasn't ever suppose to be. So before the Imperials sent out their first expedition into America, the company of soldiers that was suppose to reclaim America was attacked in the Canadian wilderness. European Mercs. were also hired to kill the company soldiers because other civilians who have the same beliefs as the Terran Republic had the same idea, but didn't actually want to fight. Last but not least, Russians who somehow survived in the wasteland got word off this expedition, but to them, the wasteland is better than gleaming cities, so they also had the idea to attack the Imperial force. This is the battle of 2154, and you decide what happened during it and which faction came out victorious.

Images

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If you have complaints, questions, or comments about the map, or ideas for updates, please tell me!

Credits

Models: chilla_killa, Fingolfin, Illidan(Evil)X, Kuhneghetz, General Frank, Kofi_Banan, Ket, SataX,Mc !, Burning_Dragoon5,Kwaliti, GhostThruster, Ujimasa Hojo, JB_McKnight, The Weird Human, killst4r, Mechanical Man, jk2pach
Icons: Huinipachutli, Mechanical Man, Illidan(Evil)X, Sin'dorei300, Blizzard Entertainment Warcraft II Icon, Blizzard Entertainment, epsilon, GhostThruster, Kimbo, NFWar, HappyTauren, Dristitia, bigapple90, Ujimasa Hojo, Kwaliti, olofmoleman, 4eNNightmare, Hemske, Zombie, -Grendel, General Frank, darkdeathknight, The Weird Human, 4eNNightmare, Bas, CRAZYRUSSIAN


Change Log

1.1- Added a hidden unit, changed the way artillery cannons attack, added a missile to the hover tank, mortars now attack faster, mortars now have a fixed animation, commander unit was added, starting units were added and they don't take up food, you can no longer build Command Centers directly, you get Head Quarters now from 4 captured reactors instead of 3, the test unit was removed, fixed the alien grunt, fixed the capture the reactor mode from needing 8 reactors to all of them, removed defensive reactors, 1.1.5- removed horse test unit, leaks fixed, new message when you earn the Headquarters, new message at the beginning.
1.2- ADDED FREAKEN' AI hahaha!, special unit builds no longer require an item which breaks the game.
1.3- Massive Overhaul (Still not perfect though) Reactor Guardians are now Neutral Hostile, Mechs are now smaller, you can now see the Grunt projectile, Mortar has more HP, Mutant units now have auto-cast initially on, Food limit is now 150,Transport training time and cost have been reduced, Teir 3 HQs now provide 10 food and can be a resource drop-off,Control Centres now provide 10 food, changed unit food costs, Nerfed Behemoth, Removed Mutant Mode, Removed the Immortality Project (Wouldn't work), Added a Power Cell building for food (10 food),Changed the HQ model and icon, Fixed AI, Lowered the amount and power the creeps have, lowered the Grunt armour, Medical Super Soldiers now heal a lot faster.
1.3.1- Fixed the requirements for the Academy and Bio-Lab, added more/ better creeps, gave more gold/ lumber to AI so they can start faster, nerfed the Mech Suit's damage, tweaked how the AI attacks. (I'm still working on the AI, this needs a lot more fixes I think, but I'm getting there)


Keywords:
Future, wars, battle, 2154, Canada, mutants, zombie, modern, game, modes, uklabokalala, AI
Contents

Battle of 2154 1.3.1 (Map)

Reviews
Moderator
18:47, 25th Aug 2015 Shadow Fury: The map is approvable. It's a nice altered futuristic melee map which offers a modern race to control against enemy units. Taking over the reactors from the hostiles and protecting them from enemies provides a...
  1. 18:47, 25th Aug 2015
    Shadow Fury: The map is approvable. It's a nice altered futuristic melee map which offers a modern race to control against enemy units. Taking over the reactors from the hostiles and protecting them from enemies provides a challenging gameplay. It is quite strange to see the terrain changing tiles magically in the beginning; it would be better to do that before away from the sight of players. The landscape is lacking since it's just composed of trees. Decorations would be better.
    The absence of heroes could be awkward for some players so you may consider implementing them if you want as they would surely spice up the gameplay.
     
  2. I think you forgot to remove a testing unit for player red, the dragon hawk.

    The tile variation change should not occur once the game has started, or has it a purpose it does ?

    There is no way to increase food early without expanding and building new HQs. for player red ?

    The building time seems quite high to me compared to the amount of resources gathered, there is kind of an imbalance in my opinion.
     
  3. LordDz

    LordDz

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    "Artillery Cannon can shoot anywhere on the map"
    Has a max range of 1400.

    I need reactors to upgrade my tech, but there is nothing telling me that guarded reactors exist on the map, the players have no knowledge about this from the start of the game.

    And to get reactors I need an army, but most of my food is used by workers + the artillery cannon that can shoot anywhere on the map with the range of 1400.

    I can upgrade my HQ to a control center or I can build a control center directly from the worker. Why?

    The marauder unit needs his Damage point fixed, he currently plays his animation and then about 0.5 seconds later the missile is shown.

    The hover tank uses the instant attack, for a missile model.

    So yeah, the map has potentional but currently it's not in a release stage.


    EDIT:
    I looked at the triggers a bit.
    This is bad:
    • Common Terrain
      • Events
        • Time - Every 0.02 seconds of game time
      • Conditions
      • Actions
        • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 3) and shape Circle
        • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 2) and shape Circle
        • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 4) and shape Circle
        • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Grass using variation -1 in an area of size (Random integer number between 1 and 6) and shape Circle
        • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 3 and 7) and shape Circle


    I recommend ya read about leaks: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/
     
  4. Uklabokalala

    Uklabokalala

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    I'll see what I can do to the map when I got the time, and yes I totally forgot the test unit, sorry about that.
     
  5. Shadow Fury

    Shadow Fury

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    I checked the map and I see that the issues have been fixed. The idea of offering a modern technological race is pretty cool. There are indeed location leaks in the "Move" triggers and unit group leaks in "Immortality" triggers. You must fix these leaks to avoid lag (the looping trigger especially).
    If we have to talk about test units then there is the rideless horse located at the south of the map. It is useless so it should be removed.
    Finally, why does the terrain keep changing tiles at the beginning of the game? It was snow then it turned into all the other tiles out of the blue.

    The map is nearly ready for approval. Fix the leaks and the terrain issue if possible and approval will follow.
     
  6. A Void

    A Void

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    What is the Eldar Fire Prism doing there? It is from W40k universe, looks a bit out of the place tbh.
     
  7. Uklabokalala

    Uklabokalala

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    i've always been a fan of 40K so i just decided to add it, and i love the Eldar race even though i mostly play necrons.
     
  8. Unkn0wN_Merchant

    Unkn0wN_Merchant

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    Will there be simple AI
     
  9. Uklabokalala

    Uklabokalala

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    Now there is, but to all the other previous comments, I still haven't found time to fix the leaks.
     
  10. cleavinghammer

    cleavinghammer

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    * T3 centers don't return resources.
    * Neutral Hostiles guarding the reactors should be, well, Neutral Hostile. Currently the only one is a yeti hidden in the trees in the northwest.
    * Super Medic doesn't heal any faster than the regular one.
    * Zombies' parasites should be autocast, including the spawned ones.
    * The AI had a Reactor in their base when I killed it.
    * Grunt doesn't have a projectile.
    * Killed every enemy including the browns, but it didn't trigger victory.
     
    Last edited: Sep 24, 2016
  11. Uklabokalala

    Uklabokalala

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    I'll see what I can do. The reactor thing in the base is the only way the AI would work (this is my first time making one) and the victory thing I'll look into, it might be because of the game mode... I know at least one of the game modes are broken.
     
  12. Shanghai

    Shanghai

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    i like the idea :)
     
  13. Alok

    Alok

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    If you work on it, this map can be really good, but in its current state I don't think it belogs in the Approved maps section. No offense, but it is off in many aspects. Here it is in short:
    - Balance is completely off, you need to rebalance all units and everything
    - The terrain needs a lot of work and adaptations
    - Aesthetically, it needs a lot of work too (wrong tooltips; models, icons, etc. that fit better together; etc.)
    - You need to change certain aspects of the custom race and its units and buildings
    - You need to do a detailed checkup when it comes to bugs, and remove all of them
    - Trigger leaks should be removed
    - The AI doesn't attack at all as far as I could see
    - You should make a quest that contains the elementary things about how players should play and what they should do
     
  14. cleavinghammer

    cleavinghammer

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    As far as I can tell, the AI attacks only when you move into its corner, amassing troops until that happens. Those without a computer player just sit there.
     
  15. Alok

    Alok

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    Then it should be changed somehow to attack on its own too, since that's how it works normally.
     
  16. Uklabokalala

    Uklabokalala

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    I have seen the AI attack, but only when it amassed a LOT of troops. I don't know how much I'll keep working on this map since I can never properly test it. I will see what I can do with all these suggestions. Also if a unit is unbalanced please tell me so I can work on it. Thanks for playing, I appreciate it!
     
  17. cleavinghammer

    cleavinghammer

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    Mech can't attack buildings, that should appear somewhere.
    You should make the Foundry a lumber-drop building.
     
  18. Alok

    Alok

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    For the AI attacking, take a look at "IV. Attacking Tab" of this tutorial Tutorial: The WC3 AI Editor - Wc3C.net, and also make sure that you have "Have No Mercy" ticked in your AI properties, otherwise the AI won't attack properly.
    When it comes to unbalanced units, here are some:
    - Behemoth is way too strong, it has 8x the health (8500) and 5x the damage (500+) above average, it can decimate everything
    - Mech/Hover Tank are way too big and they can get an army stuck at some choke points in the forest, so you should increase the width of the paths and/or reduce the collision size of the bigger units:
    Screenshot_1.png
    - Transport isn't so useful, and it has high build time and food cost
    - Mortar has too low health
    - Unit production buildings shouldn't be upgraded from the main building
    - The buildings are too big/have too big building plots
    - Immortality Project doesn't only give resurrection to infantry, as it says, but to everything
    - Most units have too little food cost
    - Building HQs for food isn't a good idea, since they cost too much, take too much space, and have too high build time for that purpose, and they are the only ones that add food. They also lose much of their food when they are upgraded to the unit producing buildings.
    - And, from what I've seen, many other units and buildings probably have too weak or too strong health/damage/armor/abilities or too low/high cost/build time, and they are not standardized, but that needs to be tested in detail and carefully calculated.
    Also, it is not recommended to have such a high food limit as 300, since in Warcraft 3 you can control/select only 12 units at a time.
    Edit: Also, don't add workers to the attack forces in the AI, otherwise the AI won't attack properly.
     
    Last edited: Sep 25, 2016
  19. cleavinghammer

    cleavinghammer

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    * Starting units and built units are considered separate units.
    * Mutants have a tendency to stop moving before attacking, at least in the beginning stages.
    * In Mutant mode, killing a town hall gives a "Player color was defeated" message. Except it gives the message every time you kill one, and they build a lot of town halls. When I got to the last player, killing a single one won the game.
    * Had some massive lag spikes in Mutant mode, but not when the mutants were moving, strangely enough.
    * HQ and Control Center have the same model.