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Britain: Revived

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Level 3
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Britain: Revived
by Foley, original map by TheKing

Progress: Private Beta Build
Terrain: ----------
Triggers: ----------
Units: ----------
What is Britain?
Well, Britain wasn't always a happy place. In this map, you play one of twelve factions fighting for supremacy in 10th-century Britain. You must, through careful strategy and diplomacy, conquer all other nations and unite Britain. Factions include:

Kingdom of Wessex
Duchy of Normandy
Kingdom of York
East Anglia
Gwynedd
Jarl of Orkney
Northumbria
Norwayans
Kingdom of Alba
Dublin
Connaught
Munster
The Objective
Your goal is to conquer all of Britain through the use of careful diplomacy and skillful warfare. Once you own more than 60 cities, you win the game.
Features

James's Unit System
All men are in units that always stay together. Whenever any man is selected, he is automatically deselected, and the captain of the unit is selected. It is important to keep your units alive, as when they rack up more kills, they gain experience points and eventually gain levels. Units with higher veterancy levels get more damage and armor, and will generally win a fight against less experienced units. But, once a unit is destroyed, it loses all experience, and as there are no upgrades in Britain, you have to start from scratch with a new unit. Units can be retrained to full strength at a cost of 20 gold per man.

Directional Damage
Attacks from the flank or side deal extra damage. So, you want to be sure to flank the enemy whenever you can, and to use your cavalry wisely.

Diplomats
Every faction has one invulnerable diplomat that handles all foreign affairs. Through your diplomat, you can cast spells on cities to declare war, request alliances, request ceasefires, surrender, or request trade rights. His sight range is very small, so don't count on him for scouting.

City Management
Cities have lots of depth to them. Every city has its own population, tax rate, income produced, and % population support. Be kind to your people and build population pleasing buildings and/or keep tax rates low to please your people. If you aren't kind to your people, there is risk of rebellion - in which the original owner of the city would rule it once more! Upon selecting a city, the following floating text appears:

(Name of City or Town) Stats:
-Income: XXX
-Taxes: (Low/Medium/High)
-Population: XXXX
-Support: XX%
(This feature has been completed, but whether or not it will be used is TBA.)
Credits
Foley - new terrain, triggering
James7 - unit system, inspiration for terrain
Baledwyr (Bors de Gannes) - help with background/historical information
Kira14/cloudstrife14 and Penguinator36 - lead testers, brainstorming
TheKing - original map, a good portion of units
BlinkBoy - original terrain shape

Testers:
Ryansemch
iStayPwnin
Lost.Nirvana
Deathy_man666
LlamaNamedOsama
James7
Kira14/Cloudstrife14
Penguinator36
Inferous
Spankfurt
Screenshots
wc3scrnshot052708224104wv1.jpg

wc3scrnshot052708223954ag8.jpg

wc3scrnshot052708223648vk1.jpg

wc3scrnshot052308165815yf8.jpg

wc3scrnshot052308165950ny4.jpg

wc3scrnshot052308165553yb7.jpg
 
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Level 2
Joined
Apr 16, 2008
Messages
34
Sounds really cool and I like the whole flanking system making some depth in the combat making many strategies possible, I look forward to this.
 
Level 8
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Nov 29, 2007
Messages
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I'll convert it to JASS for you when it's done if you want. I'm working on my own project right now so I can't go make a version of the total war squad selection thing myself right now. But, if you want to release it to the public, that'd be great.

EDIT: your multiboard looks a bit strangem you have great big gaps in between the visible parts. Surely it would be better to make a multiboard for each player and show only the counties they control without the gaps. You could add rows as you need them.
 
Level 3
Joined
Jun 24, 2008
Messages
30
Well, the gaps are there because there's no player in that slot.
And I'm making a new Civ-style city management system that uses the multiboard, so the multiboard will probably be replaced.

So, I'm gonna take a different approach (Civ style) on a city management. Each city will have a floating text on it that shows it's total population - a number between 1-20 usually, colored to show if it's gaining or losing population. When you select a city, what shows up:

(Name of City) Total: 12
-Next Population: ----------
-Supporting Population: 9
-Nonsupporting Population: 3

There will be new buildings for construction (brothel, marketplace, barracks, militia garrison, etc.), and the build time of everything depends on the supporting population. So, let's say a Teir 2 Barracks takes 200 construction points. For a city with 10 supporting population, that would take 20 seconds to build. Income is handled by supporting population also, giving you 7-9 gold for each. Nonsupporting population is simply wasted. Whether or not building units effects population is TBA.

Taxes are adjustable, giving you:
Low - 7 gold/supporting pop.
Medium - 8 gold/supporting pop.
High - 9 gold/supporting pop.

But if you don't want to manage everything, you can always enable auto-manage.
 
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