- Joined
- Feb 27, 2016
- Messages
- 617
(8 ratings)
you talking about cornwall or? what when you talked about being more wider, since the distance from cornwall to kent is allready way too wide atleast, my personal opinion but stillThe map is pretty Awesomei loved the soundtrack By the way
but the kingdom should be more wider than this
anyway try to call moderator to approve your map
Rate:4/5
+Reputation point
Nvm i'am started with a bad kingdomyou talking about cornwall or? what when you talked about being more wider, since the distance from cornwall to kent is allready way too wide atleast, my personal opinion but still
yeah i noticed those green icons, forgot to fix the icon paths for them as they're the same icon as those Stormgarde footmen unit looking uníts' iconI really like how you took effort to make everything historically and geographically correct, and how you used all those different names for everything. One thing you should look out for is the button position and green bugged icons, because they are a mess at the moment.
well i believe i've mentioned this to someone before, but am not using more time creating fantastic Description Before further down on road with updating as currently the map is Quite plain for nowMe neither. It is not bad (the story element is real nice), it is just incomplete.![]()
seriusly just because decription doesnt tell everything it has to be in Substandard? AuchAlright!
Then this will have to be moved to substandard until it is updated.
Just contact me when the description is updated and I'll move it right back![]()
hah... eeh pink isnt supposed to be weaker than orange, the races won't change in huge difference, considering they're all humans afterall <3, eitherway pink starts off pretty much strongest vs everyone. etcAs much as i like the structure of the map and the story element i think you should customize the races a litle bit more so that each race additional vurnability and invurability to other races.Like pink weaker then orange and purple stronger then orange.I played this map with someone on Gameranger i just think it needs more balance and custimization of races.For now its 3/5
Please remove the RPG tag. You can replace it with RP, it's more suitable.
- Some icons like Rule Settlement's have no DISBTN. They look green on F10/game pause. You could make disabled versions with this: Button Manager v1.8.2 Also learn about icons:
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon- Rule Settlement's description isn't clear on what it does or how or on what to use it.
- Please credit other resources not taken from this site, like sounds etc.
- Weird that you can learn an ability which has a requirement to be used (Defend). Also it does not say what it does on each level. Learn about tooltips:
Tooltip Tutorial
Creating Good Descriptions- No DISBTN: Ramm.
- Morale Boost Aura has an active ability icon. You can make it look passive with the program I linked earlier.
- Germanic Gothi's Poison Sting has no description.
- Vitkis are basically Gothis and they can even summon some.
- Noble Fury's icon=Bloodlust's.
- Not everything is in English for example Geneat Cyning af Sussex.
Generally it's OK but abilities are pretty much Warcraft III ones. You could inspire yourself more from games and maps of the genre.
(previous comment :The Brytenwalda)
Why is this tagged with AI?
It's confusing. AI is usually used for maps which can be played without the need of other players.If thats too basic then i can just remove the tag.
Il look into this.One unit (Vitki or Vikti, I think) can train another spellcaster as an ability. Nevermind, it upgrades them but the tooltip doesn't say so (and doesn't mention how much mana is needed).
ImplementedUnits available in limited quantities like rams and nobles should show the limit in the tooltip.
This was probbably fixed long ago, but depends what hero you are talking about, some do have enough INT to use the ability.One hero can start with Shockwave but doesn't have enough total mana. He also moves disturbingly slowly.
Horseman can only be healed by stables, and they now also have bonus health regen.If a church tries to heal a knight, it says "can't target Ancients".
Druid runestones are something you should order to attack yourself instead of having your units attack them on sight.Druid runestones should be NH.
Implemented.The final tier of upgrades should list when it becomes available instead of disappearing.
While every realm has access to become christian, but some realms can become celtic and other ones germanic, but no realm has a choice of all 3 religions, this is intentional for historical purposes.No Celtic religion upgrade?
Destroying buildings has to do with the fact that capturing towns requires investment to repair all the damage while markets represent something that the local people repair themselves.If the large building area can only turn into a smith, might as well have it transfer directly like marketplaces.
Implemented.The "become national entity" button should have a way of pinging which locations are needed.
Fixed in upcoming reforged patchOne Picts trade says "I need more gold, will give 100 gold for 200 wood".
Upgrade Sails should not use the Backpack icon.
Mines and Farms still have Research Backpack.
Ragnar has too many abilities, they can't all fit on the card (and by the time he gets to 20, he can't have them all maxed out).
I think you are misunderstanding how drakkars work, its just a special ship that green starts with that cannot be trained again, the cooldown is high to prevent from constantly beaching and unbeaching it. The aura is just a heal and can be clearly seen that its active on other units. The entire ship is sort of a movable building for green to use, and to drop off wood, and to garisson units for protection. It can also train and muster units anytime, so you don't have to always beach it. You are never supposed to be able to train/build them.Ragnar's Beach Ship and Land Hero are on the wrong forms (hero has the ship's and vice-versa). It also has no learning tooltip (does it reduce the cooldown?).
Why is the cooldown for beaching ships so long?
Having a ship go out to sea has the same name, icon and tooltip as Beach Ship.
Beached Drakkars' healing aura doesn't have a buff.
Beached Drakkars can load units. Does that work like Battle Stations?
Unbeached Drakkars can still train a unit and use the Muster Men ability.
Drakkars (the non-Stor kind) should be able to beach themselves, just have less abilities than the Stors.
Archers havean annoying tendency to acquire and attack things that are far out of their range (especially when you're trying to move around them).
Upgrade tooltips:
* Enchanced Marksmanship -> Enhanced
* Basic Arhitecture -> Architecture (ship armor should be a separate upgrade from buildings)
Archer Critical should use a passive icon and should not be called Long Range.
Vitki tooltip:
* Can cast, Bloodlust-> Can cast Bloodlust
* Tooltip should also mention it can upgrade to another units and that it has a poison attack.
* Gothi tooltip should be something like "Upgrade to Gothi (requires 150 mana)"
Hwrdd says it's limited to 2 but has no limit.
Hwrdd uses weapon upgrades, Ram use Elite training. Both do the same amount of damage when upgraded.
Shipyards should have different names if they can build different units.
Build Locations all look identical and are the same size, towers should use the small circle and barracks/workshops should use the same circle.
Units can get stuck behind the Alt Clut workshop.
Units with autocast abilities (nobles, religious units, berserkers...) should have them marked as Active.
Kinship links 2 units, not 4.
This is intended and used to bypass some region checkers, gameplay-wise it dosen't affect anything other then being unable to heal them but they have low max HP and high HP regen anyway.Leasswere- Lesswr- Lasswèr- Spy units keep the Undead classification.
Vikings raiders cannot just conquer stuff and manage it, the only way to start a real conquest is to summon the great heathen army, with enough kills and using the command.So when Vikings kill buildings they turn neutral/allied instead, how do they own buildings (e.g. Snekkja requires a Lumber Mill)?
Balance and historical purposes, ships couldn't just go around and destroy entire coast around this timeframe.Ships should have more than 200 range, especially since the standard archers have more.
No clue what you mean with these first ones, the events work but can take time to happen, if yellow is wiped out he gets those colonies instead of green. The army you get is ragnar's raiding party into East Anglia and he gets more experience, there is nothing wrong there. Also if OJ was empty then he will just autodecline it in 20 seconds :/Got a message saying there were viking colonies in Ireland, didn't see anything appear on the map.
All of a sudden I had a huge army near the orange towns and Ragnar was replaced with a level 9 version with different abilities.
Got a message about Orange becoming my tributary (Orange was an empty slot) but didn't get any messages about accepting or refusing. I didn't see any army appearing there either and my income was less than 30 afterwards.
"The [King X] of [Kingdom Y]" -> no The in front, and the names should be the player color.
Only 2 levels for Marksmanship upgrades?
Il look into these, but whats wrong with valorous stand being mana shield? It's just changing a name into something more realistic, not into touching the spell models.Started building a Karvi on a beach, it drifted out to deep water where the Thrall couldn't keep building it. I canceled construction, and it was now complete (but heavily damaged).
Beached Drakkars say they give 12 food, but beaching one only gives 6.
Heimthegi appears to be limited, but this isn't stated
Berserkers should have Frenzy instead of Bloodlust.
Knarvi tooltip calls it a close quarters ship, it has more range than most ships.
Turning off Valorous Stand has no DISBTN.
Valorous Stand buff is still Mana Shield.
Religious buildings are named and unique, you can't really do that and there is no reason to convert them when there is plenty around.Religious buildings should have an option to replace it with your faction's building (church/runestone).
That's Saxon translation, we aren't using Norman English for unit names.Ramm -> Ram
Well the nobles who don't like your alliance choices probably wouldn't be living in countryside?NH units should appear outside of towns not in them, and not in the middle of small islands as there's no away to defend them.
Spy: As in, the Undead classification should be renamed to something more appropriate (just as Mechanical was renamed to Construct).
Heathen army appears at certain date regardless if you typed it or not, to keep the historical flow intact and gameplay as wellI didn't type -heathen army and yet the army appeared (at least, the wording implies you need to type that for it to work). Also, buildings neutralized by the vikings should be transferred to them once the army shows up.
Slightly weird remark i suppose but something minor to fixValorous Stand: As in, the buff's tooltip still uses the name Mana Shield and the blue circle icon instead of the red sword.
They're Raiders, Hostile troops all the sameThey have names like Frankish Raiders, I don't think they're rebels.
Cadeur IS Supposed to be there, sail research is notBriton Barracks has the Sail research. Also, Cawdr or Cadeur?
Thats only issue mainly on the Bretons as they dont have access to stables yet need access to all of the possible tech, which was rather impossible to do, but with sailing moved along with one other thing they should get enough space to do the basics unitsBriton Barracks (possibly others as well) can't produce ranged units unless all upgrades are being researched, as this frees up the space for the skirmisher's icon.
all of the Clans are equal what they Can do, and you can't be serious about wasting 45 seconds on failing to type simply spelled names?While playing as the Picts, there should be a timer and explanation as to what the clans can do, I was still trying to get the spelling right on the clan when they gave me the separation message.
No just no.In fact, early-game options and alliances should be a dialog box or a chooser unit, the language is already complicated enough to read without having to type it.
Trees aren't supposed be destroyable for a good reason, so you cant remove anyone's resources entirely, as for the fortifications allready suggested, but untill siege units are further implemented, NoWorkers should be able to set up small fortifications to better defend towns (especially those that can't be gated off). Also an ability to destroy trees.
For a small brain person, The shieldbearer upgrade applies to everyone with Shield, as for Direct exchange, never going to happen as that would end up being AbuseableShieldbearer upgrades (Defend and X Will) should mention which units get increased armor.
There should be some way to directly exchange gold and wood.
Icon Unecessarily allready fixed behind my back, Larger ships, most definetly should not Have multishot if anything a boarding ability, but that one failed at the tracks.Multishot should be a passive icon.
Larger ships should have Multishot.
The ingame year is the Game Timer (1 year equals to 45 seconds)Time-locked upgrades should mention the year they become available since there's no game timer.
Stables getting the same upgrades and researches as Barracks is redundant (and why would they have the Spy research)? Cavalry also lacks upgrades.
no s*it thats what you get for playing SP, Hounds arent mercenaries per-say they're Pets so they go along with heros, only 2 harvests so you cant queue them up indefinetly so you actually need to focus on itDark Blue player is called Player 14.
Hounds require a hero to be hired unlike the other mercs.
Why only two Harvests at a time?
Many nations starts with priests / Druids, But with out religion, since you are supposed to have a choice, as for tooltip ill get on that, -ransom red requires 2 player particepation (you can also go manually destroy the target to do the same purpose)East Anglia starts with a bishop and a priest but isn't Christian.
Bishop's Soul Burn ability's tooltip is unchanged.
As East Anglia, used -ransom red (red's slot was unfilled) and nothing happened, it should be automatic.
Ofc rams can attack beached ships seems completly natural. Picts dont frankly care for any players that dont damage them within their territory or that of their vassal they will however with out a word or warning declare wars within lowlands now and then attacking anyone in thereRams can target ships.
Weird one with the Picts: I'm hostile to them, but their buildings don't shoot back at me.
replacing religious buildings is unegiotiable so stop suggesting it They're all Unique.Replacing religious buildings: this would allow those who start with the wrong kind of building to gain access to one (i.e. Cumbria can grab the runestone in the SW, but if they want priests can't do so right away). There could also be map-wide buffs based on which religions currently has the most influence, with priests/druids/gothi gaining and losing bonuses as appropriate.
Viking ships can use their Muster ability at sea, resulting in a melee land unit trapped in the water.
Hmm? It appeared for me alright.1.32c map doesn't appear in the selection menu (might be due to having a pre-Reforged game).
1.32c map doesn't appear in the selection menu (might be due to having a pre-Reforged game).
Should be fixed by now.The current version has all slots except for red locked so Wessex is the only playable faction in an SP game.