Moderator
M
Moderator
Moderator: StoPCampinGn00b
|
(10 ratings)
Moderator: StoPCampinGn00b
|
Moderator: StoPCampinGn00b
|
I think i found a bug... When io induct the village, i could control the villagers there and let them go around,
also pls don't let villagers wander off too far, it's annoying sand sometimes they go into enemy territory and get killed!
Hi, thanks for your comment, about your question...This needs a better tutorial, I've tried it more than three times and still have no idea how to produce troops other than occasionally use the lord's "Attack here" ability.
The AI tends to block itself into its own base, maybe you could adjust the building collision to avoid this.
You should have a scoreboard indicating gold and food income so as not to get caught by surprise when food starts getting low.
Workers are unselectable and don't repair anything. And what is the point of suicidal buildings?
Rebel units retain their color.
I defeated the Templar kingdom (playing only against them) and got a defeat message.
I would suggest switching the icons for walls and public buildings.
What do the altars and statues do?
Hi, thanks for your comment again.Getting the defeat message every time I defeat the enemy AI.
Income: I mean something that tells you how much gold/food you're getting (i.e., gold income is (# of markets)*5 - (# of farms)*10). If you start getting lots of military units all of a sudden, your food/gold starts plummeting, so an income tab that warns you it's about to go negative would be helpful).
By suicidal buildings I meant those that take continuous damage for no reason, sorry about that. The well's field of effect seems far too small for the amount of buildings required.
I tried the Worship icon at all the altars, but nothing happened.
The Lich's revival cooldown is far too long, all the enemy needs to do is have a few units near the marker and kill it again and again.
The units you can build when the Earl controls you are far too slow to be of use.
As in, once the center AI falls, be it undead or templar, I get the menu saying I lost the game.
As for the buildings, you should have some way of forcing citizens to stay near them, or upgrade the well's range. Also, upgrades to farms and markets would be useful to avoid cluttering.
So if you're conquered by a fellow AI, you can attack their castle and they eventually fall to you. Is that supposed to happen?
The lord can attack it (presumably trebuchets can do so as well). I didn't say it was an effective method, just possible. This was against an AI, but I daresay the probability of human players trying to undo their defeat will be higher.
There needs to be some way to relocate citizens when they spawn in blocked areas. I mean, sure the "Stupid King" is funny (and should result in an uprising), but it's not very efficient.
Awesome map,but I have two questions:
-Why is the map protected? I'd love to see the code...
-I did a 19 minutes game and after that, I lost! It said "you were forgotten by your people" or something like that...WHY?! I was doing great! What happened? Please tell me!
Hello,
I was fascinated by the level of automatisation that varies from the stage of beginning to the stage of conquest, never seen anything similar, except maybe for FOTN that could be competitive, but in different way. However, I find some features which I would really like to see implemented and that are contrasting with the overall level of the game. Here's the list:
1. More units: perhaps, I do not see that ideal balance that passed to the version of 8.3, but maybe at least a couple of new types of units would be cool (pikemen, light chivalry etc).
2. Again, as a newbie I could not see this feature, but would be good if one had a possibility to change everyone's food.
3. Change descriptions, as it is quite boring to read them.
4. As a test feature, to change from weapons-armor upgrades to knights-archers upgrades so the game becomes more picturesque with a bunch of new types of units in it, as stated in point 1.
5. These computers do not make gladiators, though they should to. And don't choose the specialization that would be essential to bring fun to game.
6. Here comes the most important thing. City looks cool with the stupid people hanging around, whereas farm should be crowded with horses, sheep and chicken, so the number of animals changes a little the balance of game. This can be followed by dead cow = item of meat, dead chicken => item of dead chicken (nuggets) etc. (ofc dead parrot enclosed)
Also:
1. Make different types of terrain affecting your speed (grass = faster, snow = slower etc).
2. "Fall Back!" ability.
Hope this brief review helps to develop the map. Looking forward for any responses.
Hmm... Nice map.
P.S. some suggestions and questions:
1) Expand the pop limit from 60 to something higher.
2) When an vessel kingdom of a master kingdom conquers Kingdom X, will the Kingdom X automatically becomes another vessel kingdom of X?
@urbase: however, I think that increasing the pop cap to something like at least 70 or 80 won't hurt... however, if you wish to keep the pop limit, then i respect your opinion.
P.S.
about the question again: if More Vessel Kingdom X, which is both vessel kingdoms of Vessel Kingdom A and Master Kingdom B, and suddenly either Master Kingdom B or Vessel Kingdom A falls (but other is still there), will X become independent?
* Please keep vassal kingdoms a different color that your own, it gets confusing when what looks like your troops are running somewhere else.
* There should be a command to get AI vassals to attack.
* Give the town hall or other building the Move and Dismiss commands, interrupting a building sequence to give orders is very annoying.
* Not seeing the point of the neutral buildings/items summoning neutral hostiles, why not make them belong to you? Especially since the Manor building does just that.
* I would suggest making two public works bases, one big so you don't accidentally destroy your own buildings (and switch the icons for public works and walls).
By troop color I meant that when a vassal decides to run his troops back, it looks as though your own troops are running all over the place.
Ok, i'll give this a short review:
At First, You had a Voting System. It lagged, But worked.
You had Tons of Grammar Mistakes.
First Good Point: The AI was Smart and hard. This is a Good point for anyone who plays WC 3 In Singleplayer.
The Terrain, Wasn't great.
Fantastic Gameplay. The Units Had Locust, so You had To Control them Strategically. Controling the Kingdom was hard and I liked it. You had many fitting Systems, That's Great. Food, Gold, Population, King Systems and etc.
Overall a Good Map, Worth the Size (500kb...), I encourage People to play this on Battle.net. So, I Give this a 4/5.
Your map keeps getting better and better.
This map is awesome, I enjoy playing this map.
A few things to say..
I have no idea why soldiers won't attack the walls, the walls were placed on this inclined path towards an elevated cliff like place and they won't attack it no matter what. had to build trebuchets to attack the walls.
Fatal error occurs frequently (2 times in my 2 games, one on me and one on my friend)
Also, satisfaction is way hard to increase (or i just don't know how because the game doesn't explain it very well) I don't know if the effect should be on the buildings/houses or the villagers themselves.
Town office regenerates mana way too slow, specially when i want to call back all the villagers when they wander too far.
The item crafting feature can still be improved (via a craft button, proper recipes)
A way to kill/suicide your villagers to free up food.
Still a very awesome map but the crash ruins all the effort in making a sim like city. xD.
Wait, why the title of the map is now in Mandarin? Even though I understand Mandarin, but sorry, this is an English only site, and I hope you fix that back to English.
AWESOME update, so far, i haven't had any crashes or errors in my game.
BTW, the crafting seems very difficult to understand, i keep spamming the skill of my dwarf in hopes that i might discover something haha.
Just a bit bug, sometimes the miner just stands around and it's unclickable.
Great map!
I did have one crash after i opened 12 mechanical walls at once.
Also one question how do i recruit beasts as madman?
I'm not sure I fully understand why getting things like the Captain or buying a base or even a tower cost you food points in addition to their own cost.
Combinable stuff seems interesting, but you're rarely in a position to do the map-searching required to get the items for it.
Every wave they get more powerful? That explains how they're getting Level 16 upgrades and so on. Frankly, I'm not sure how to match that. The AI builds these mad spawling things. I'm not ure if my tiny places with stuff mashed together, trying to get those overlapping auras is better or worse than this. I don't get much more than two or three levels of upgrade-it's so expensive. I'm missing something, but I'm not sure what.
I wonder if it's possible to somehow get nothing but knights+archers?