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Conqueror 9.0

Submitted by urbase
This bundle is marked as approved. It works and satisfies the submission rules.
Conqueror9.0
Created by Urbase

Map Info:

In this map, you may rule your kingdom by any way, you can become a good lord or a bad lord you want. Build and design your city by your lord, and lead your army to victory, to defeat hostile kingdom or strong AI kingdom.

This map is a translation of map from urbase.net, the map's language is based on traditional chinese. If you meet any problem, you may mail to this mail urbase@hotmail.com, we will try to fix that problem as soon as possible.

Features:

In this map, players can not control most the units, all player can do is give the order for your lord to design your kingdom, and give the order for your army to fight with hostile kingdoms.

  • SIM- Build your own kingdom, let the new people join your nation.
  • RTS- Command your army to destroy the enemies, and after you defeat the enemy, the enemy will become your ally and help you to attack other hostile kingdoms.
  • Support Computer AI- In every Mode, it will support some basic AI kingdom when you open a seat for compuer AI.
  • Collaboration/Against Mode- In Collaboration Mode, players should stand together to defeat the powerful hostile kingdom(Undead Earl or Knights Templar), and enemies will increase the strength every wave; In Against Mode, players should defeat every hostile kingdoms, and force them to join your kingdom.
  • Name of King- In this game, you may own a name for your lord, the reason is based on what you do.(For example: You lead your people hungry, you will get the name is called Tyrant.)

Some tips about map:

1. "Attack Command" of your hero can arm your citizens to the army.
2. Buildings will be on fire when no any nearby citizens there.
3. Children should be educated.
4. No really loser in this map.


Screenshots:

Gameplay Screenshots


Your own kingdom:

[​IMG]

Mobilization:

[​IMG]

Battle:

[​IMG]



Change Log:

Change Log



Version 9.0

fixed:
  • Fix the problem of renaming kingdom grammar
  • Fix the bug of ally can control units
  • Fix the problem that clicking units quickly causing the unit cap is not able to release
  • And so on
Added:
  • New natural camp: Ranger Camp
  • New setting for the wall, after finish the building will not give any special buff when the enemy appear near that wall
  • New setting for income limit, kingdom will not gain more than limits (gold:1000, food: 500) every turn (might be 7 sec)
  • And so on
tuning:
  • Increase game tempo, reduce most of buildings constructing speed.


Version 8.9.f

fixed:
  • Every kingdom can own only one military school
  • Remove some suspect trigger to reduce the computing requirement
  • Set the attack damage point of most of units to constant to reduce the computing
    requirement
  • Fix the bug of skills of Treasure House


Version 8.9

fixed:
  • Increase the time of children for growing up
  • Increase the difficult for Collaboration Mode (Nomral„ÄĀHard and Nirvana)
  • And so on
Added:
  • New education system, citizens are able to be get skill and level up the skill
  • New building Treasure House, it can be built by Vast Public Works Construction Point
  • And so on


Version 8.7.f

fixed:
  • Every kingdom can own only one military school
  • The mana cost and cd time of military school reduce
  • Citizens appear on house-style buildings nearby
  • The difficulty of Knights Templar increases
  • Children will grow up by time
  • The time cost of house-style's upgrade reduces
  • The time cost of college's upgrade reduces


Version 8.7.e

fixed:
  • resize the map to 244*244 due to that whole map (256*256) might cause the game crash


Version 8.7.d

fixed:
  • upload the correct version


Version 8.7.c

fixed:
  • fix a endless loop when the AI is actived.


Version 8.7.b

fixed:
  • fix the bug which will cause the game crashed.


Version 8.7.a

fixed:
  • fix the bug that when build the kingdom on corner of map, then the game will be crashed.
  • add Yearning skill to Steles (wise lord only)


Version 8.7

tuning:
  • higher hostile camps appear
  • the research of Barrack time speed up
  • the construction time of Barrack time speed up
  • the construction time of Castle time speed up
  • each Barrack only can summon one ranger
  • AI's defense strategy is more sensitive
  • the increasing's speed of resource of farmer and merchant is faster
  • increase range of Sale tax of market and Food tax of farm
  • increase the movement speed to the highest unitil the townhall is finished
add:
  • resize the map size in game from 170*170 to 256*256
  • player can let AI play player's kingdom by typing "-aion", and type "-aioff" to cancel AI.
  • In collaboration mode of knights templar, knights templar will release Dwarf Warriors join the battle to attack your kingdom.
  • archers will not crowded together
  • add Drunk skill to Tavern (madman lord only)
  • add Repair skill to Captain (wise lord only)
  • add Flag Presentation to Barrack
  • add new building Field Hospital in Vast Public Works Construction Point (warlord lord only)


Version 8.5.b

fixed:
  • add new mechanism "Induce to Capitulate" in Against Mode
  • AI will try to use Induce to Capitulate for other hostile kingdom
  • increase the limit of resources of farmer and merchant
  • fix some bugs


Version 8.5.a

fixed:
  • add new mechanism for citizen's increasing (when your satisfaction of people more than 50%, than +1 citizen as the bonus, more than 95% +2 citizens)
  • fix some bugs


Version 8.5

fixed:
  • fix the display problem of Satisfaction
  • fix the display problem of victory
  • fix the problem of Barrack, it can be used to break the limit of population
  • relax the penalty of threshold when people are too close
  • adjust the condition of common king (get it difficulty )
  • add some new hostile camp in game (such as: camp of bandit, strange mine, huge spider nest, manor)


Version 8.4.a

fixed:
  • fix bug on trigger (in addition player1, all players will not increase resource)


Version 8.4

fixed:
  • add new controllable unit Captain
  • add information box for balance of gold and food
  • fix the problem of translation on Warlord (Dash)
  • and so on


Version 8.3.e

fixed:
  • fix the problem of translation on trigger (Surrender of townhall)
  • fix the problem of translation on trigger (Common King)
  • fix the problem of translation on unit (Training Field of Beasts)


Version 8.3.d

Added:
  • Translate from Traditional Chinese to English



Credits:

Resources:
Author's notes:

First time to upload and translate the map here, if I did something wrong or some mistakes, please let me know.
Thanks for your download or reading. ;)

Offical Web site of this map
If you want to leave some comments there, you may sign up or using template ID traveler(PW: traveler) there.

Keywords:
sim,rts,kingdom
Contents

Conqueror 9.0 (Map)

Reviews
Moderator
[IMG][c]Moderator: StoPCampinGn00b[IMG][IMG] Conqueror by General / Urbase [IMG] RATINGS Scores[/COLOR]] Gameplay: 27/30 Terrain & Aesthetics: 13/20 Total Score: 40/50 Explanation[/COLOR]]5 Stars: 47+ 4 Stars: 40-47 3 Stars: 25-39 2...
  1. [​IMG]
    Moderator:
    StoPCampinGn00b
    version 8.3.d
    [​IMG] [​IMG]
    Conqueror
    by General / Urbase
    [​IMG] RATINGS
    • Scores[/COLOR]] Gameplay: 27/30
      Terrain & Aesthetics: 13/20
      Total Score: 40/50

    • Explanation[/COLOR]]5 Stars: 47+
      4 Stars: 40-47
      3 Stars: 25-39
      2 Stars: 10-24
      1 Stars: 1-9

    [​IMG] CRITIQUE
    Gameplay:
    The gameplay isn't just another strategy builder map, it's quite different, creative, and innovative. Players build their towns/cities and manage their economy, but the combat system is different. It's not fast speed micro, the leader (the hero/builder) must command troops with a set of abilities, but how well depends on the economy and techtree of the bases. The map works well and is neatly polished. It's Chinese to English translations are easily understandable, despite a few minor grammar mistakes present. The variation of modes and difficulties makes this map flexible for many players. The AI is a major step up in a map like this as maps with AI are usually arenas and offense genres.

    The camera options are very useless, they are all way to close to the ground level, sometimes even in the ground. I suggest you fix them by zooming them out more. Also, it is a little annoying for soldiers to get stuck behind buildings, perhaps an unstuck would help solve this issue. That's all the problems/bugs I've experienced, nice gameplay that suits well for competitive or cooperative play, single player or multiplayer!

    27/30
    Terrain & Aesthetics:
    The terrain is sub-par, around 5 tiles are used moderately across the map. The map isn't flat, the cliffs make up for it and they actually look nice and fitting to the type of map this is.

    There is a lacking amount of doodads. A few trees, and items like barrels and hay are to be found, but there really isn't enough of it. What makes up for it though is how the cities look when you build them. Some buildings are faced randomly which makes it give a cozy feeling with villagers wandering about. Walls add a fun military feeling with it if you put some soldiers near them, I can imagine a few people making sim cities with this map.

    13/20

    [​IMG] VERDICT
    The only way a map can be approved is if it follows the map submission rules that apply to the map type.
    - All rules followed, map approved!
    [​IMG] NOTES
    Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

    [​IMG] [​IMG]
    [/tdalt][/tr]
     
  2. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,459
    Resources:
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    Review finished!

    [​IMG]
    Moderator:
    StoPCampinGn00b
    version 8.3.d
    [​IMG] [​IMG]
    Conqueror
    by General / Urbase
    [​IMG] RATINGS
    • Gameplay: 27/30
      Terrain & Aesthetics: 13/20
      Total Score: 40/50

    • 5 Stars: 47+
      4 Stars: 40-47
      3 Stars: 25-39
      2 Stars: 10-24
      1 Stars: 1-9

    [​IMG] CRITIQUE
    Gameplay:
    The gameplay isn't just another strategy builder map, it's quite different, creative, and innovative. Players build their towns/cities and manage their economy, but the combat system is different. It's not fast speed micro, the leader (the hero/builder) must command troops with a set of abilities, but how well depends on the economy and techtree of the bases. The map works well and is neatly polished. It's Chinese to English translations are easily understandable, despite a few minor grammar mistakes present. The variation of modes and difficulties makes this map flexible for many players. The AI is a major step up in a map like this as maps with AI are usually arenas and offense genres.

    The camera options are very useless, they are all way to close to the ground level, sometimes even in the ground. I suggest you fix them by zooming them out more. Also, it is a little annoying for soldiers to get stuck behind buildings, perhaps an unstuck would help solve this issue. That's all the problems/bugs I've experienced, nice gameplay that suits well for competitive or cooperative play, single player or multiplayer!

    27/30
    Terrain & Aesthetics:
    The terrain is sub-par, around 5 tiles are used moderately across the map. The map isn't flat, the cliffs make up for it and they actually look nice and fitting to the type of map this is.

    There is a lacking amount of doodads. A few trees, and items like barrels and hay are to be found, but there really isn't enough of it. What makes up for it though is how the cities look when you build them. Some buildings are faced randomly which makes it give a cozy feeling with villagers wandering about. Walls add a fun military feeling with it if you put some soldiers near them, I can imagine a few people making sim cities with this map.

    13/20

    [​IMG] VERDICT
    The only way a map can be approved is if it follows the map submission rules that apply to the map type.
    - All rules followed, map approved!
    [​IMG] NOTES
    Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

    [​IMG] [​IMG]
    [/tdalt][/tr]
     
    Last edited: Nov 26, 2014
  3. jonbon29

    jonbon29

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    This is kinda cool, i loved this map and it has AI so its much fun to play.
     
  4. Ragnoras

    Ragnoras

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    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!
     
  5. urbase

    urbase

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    Thanks for your comment, but I think that might not a bug, because you may control your army(people) in that way is correct, however it will spend some mana point of your leader, after your mana point is running low, you may not declare the new war anymore.

    You may use this way to control your people is ok, but that is danger too, since you have a hostile visitor, you may induct your citizens many times via that skill, therefore, the safer way is keeping the mana point to protect your kingdom anytime.

    Another suggestion about control the citizen is Potted Plant (upgrade by Public Works Construction Point), Potted Plant has a skill which is called Potpourri, that skill can be used to attract citizens, I think that might be useful also.
     
  6. cleavinghammer

    cleavinghammer

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    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?
     
    Last edited: Dec 1, 2014
  7. urbase

    urbase

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    Hi, thanks for your comment, about your question...

    1.AI will stuck sometimes, the reason is AI will try to randomly build the building they can. Adjust the collision of the building might be a good solution, thanks.

    2.Display of Food in our map, that is located on the wood slot, I think that is obvious enough, scoreboard might not be helpful.

    3.Workers only try to automatically fix the building which are taken damage from enemy.

    4.Every building has the skill "Destroy", that skill can be used to destroy that buildings which are built incorrectly.

    5.If you defeated all AI kingdoms, and you got failed message, I think that may be bugs, thanks for report that, I will check that triggers of map.

    6.Altar is a combinational building, it can summon some monsters to service you, sometimes it will cause the chaos too.

    7.Statue can make the city look more beautiful, it can also increase the satisfaction of the people, then the people will pay more tax

    if you mean "Statue of Juggernaut", that are special units/buildings, and it can be summoned by conditions.
     
  8. cleavinghammer

    cleavinghammer

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    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.
     
  9. urbase

    urbase

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    Hi, thanks for your comment again.

    1. Yes, if you defeat a hostile kingdom, it should display some message about that, I think that is correct. Do I misunderstand on this problem?

    2. Okay, I got your point, it's information window of income, I think that should be a good ideal, thank you.

    3. Forgive me, I misunderstood your question, but I know what you mean now. Some buildings will on fire, that is because they are no people there, each citizen has some buff which can repair neighboring buildings in a range(likes well). Therefore, when you claim the war over and over, it mean you have no citizens in your kingdom(Because they are soldiers now), then your buildings might be destroyed by itself. It's also mean you should finish the war as soon as possible.

    4. I guess you are talking about the skill "Worship" of "Nameless Tomb", You should bring some special item on your slots of hero, after it, you can active the "Statue of Juggernaut".

    5. In this map's collaboration mode, after you become a new member of AI, I think you can do three things, one is attracting the attention of the enemy(player), two is moving the AI's castle and try to reinforce the AI's defense, and finally, give the AI a suggestion to attack the enemy(player). But I think become a normal player should be more fun than a member of AI, otherwise players will tend to "lose" at first and make other player suffering.
     
  10. cleavinghammer

    cleavinghammer

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    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.
     
  11. urbase

    urbase

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    Thanks for your comments,

    1.If that really happened, it is a text-bug, thanks for your remind. ;)

    2.In my experience(because that game was released in asia first), I think the setting should be ok, but if you said that, I will recheck that again, thanks for your attention and suggestion again.
     
  12. cleavinghammer

    cleavinghammer

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    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?
     
  13. urbase

    urbase

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    I am sorry. I didn't understand what you mean.

    Assume we have 2 players A and B, if A is conquered by a B, how can A attack B's castle?
     
  14. cleavinghammer

    cleavinghammer

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    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.
     
  15. urbase

    urbase

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    I think maybe I know your meaning now, you may type "-ntk" to prevent the new ally which is conquered by you to attack your units or buildings, if they want to use their hero/trebuchet to attack you, then that unit will die immediately as a penalty.
     
  16. cleavinghammer

    cleavinghammer

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    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.
     
  17. LordVandor1

    LordVandor1

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    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!
     
  18. urbase

    urbase

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    The easiest way to prevent the citizens appear in the blocked area, it's keep buildings are located pretty close, other way is keep buildings are located not so close, that mean you should leave aisle for each building.
     
  19. urbase

    urbase

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    Thanks for your comments,
    1. If you prepare a magic show for children, you will not show how it work, right? ;)
    2. In the mode of collaboration, when you become a slave kingdom of AI, and you try to attack the AI, you will receive a penalty(kicked from game). If you are not belong this case, that might be a bug, I hope you may tell the detail about that, thanks. ;)