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Dawn of Kingdoms

Submitted by Koltira
This bundle is marked as approved. It works and satisfies the submission rules.
Brief Description: A builder strategy game with lots of resources, micromanaging and building up your economy.

Points you need know before plaiyng



  • Units do not regenerate hit points on their own, unlike in melee. Here they have to rest nearby a campfire or a well (unless you have healing magic!)
  • Each player can choose his Leader's personality, affecting his gameplan a little bit. Humans then can choose their religion (from 3 and a "bonus" one)
  • There are a total of 9 raw resources and 12 types of food. Any food type can be used for your people to eat, so they do not starve, but the more variety you have the happier (work faster and fight better) they will be!
  • Each faction has its downsides and upsides, not only its location, but also its unique perks and a special unit.




It is based on the old school building strategy games so beware of the game's lenght! (with a full lobby - it can last up to 3 or 4 hours)

Credits


Model Makers - Mike, Aquis, Mephestrial, Elenai, Wandering Soul, HappyTauren, Direfury, Kuhnegetz, General Frank, Dionesiist, Ket, Cavman, Urkdrengi,
Skipper, Radagast, Wandering Soul, Tranquil, Sin'dorei300, Sweet Oblivion, AndrewOverload519, Kitabatake, levigeorge617, Deolrin, assasin_lord, GreyArchon,
Ket, Pyritie, .KC, Lord-T-Rex, apaka, Norinrad, Mr. Bob


Changelog

--- VERSION 4.99g
1. Ale is now made by units of 3 instead of 2
2. Corin of Eastweald's hit points increased by 32
3. Assassinate's casting time reduced from 2.5 to 1.5 seconds
4. Increased Darrowmere's negative wood starting bonus to -200 from -100
5. Necromancers have 75% armor whilst becoming a Lich
6. Increased Gryphon's cost to 2 gold
7. Reduced the amount of uses for Hound Traps to 4 from 8
8. Sacrificing Food's now choses food to sacrifice depending on how much food you have in store
9. Corpse decay decreased from 160 seconds to 240
10. Zealot's hit points increased to 112 from 80 and their gold payment increased to 1 gold per 2 Zealots from per 3 Zealots
11. Sacrificing Foods rebalanced and slowed
12. Caravans now cost gold payment that is refunded on unloading
13. Tournament Lancer removed
14. Ore placements rebalanced and terrain has been slightly de-mountainized(edited)

--- COMBAT BALANCE REWORK
1. Units no longer lose accuracy when moving
2. ALL Long-Range (archers, crossbowmen, bowmen...) now have slower loading time, this means the process between stopping and shooting their first arrow is roughly double the amount of time than previously
3. Ranged magic attackers do not have this effect (no longer lose accuracy)
4. Long-Range attacks now follow a different patern than previously, in short, this makes the gap between different equipped Long-Range attackers smaller
5. Leather Armor now blocks 3/16 damage instead of 4/16
6. Iron Armor now blocks 6/16 damage instead of 8/16
7. Golden Armor now blocks 8/16 damage instead of 10/16
8. Plague now kills people slower than before (roughly 13%)
9. Amount of Iron and Coal appearing on the map increased (Why these changes?) The Combat Balance Rework's goals are to shrink the ever-increasing gap between different tiers of armor and equipment (no armor - leather armor - iron armor - golden armor). This gap caused great imbalance between factions, religions and even races.

--- VERSION 4.99h
1. Farstrider split into two seperate short- and long-reach units (Outrunner)
2. Mana springs mana regeneration to other buildings increased
3. Reduced Corrosive Pool's cooldown to 40 seconds from 60
4. Increased Poison's damage per second to 4 from 2 and its speed debuff to 30% from 25% 5. Selection size reduced for farmer buildings (elven and dwarven)
6. Starting gates added to troll cities
7. Boiling Oil trap no longer has unlimited uses (16)
8. Ground Pit's size increased to 2x2 and its cost increased to 20(edited)

--- VERSION 4.99ch
1. Guide for Fishing replaced with guide for Cattle Caretaking
2. War Spoils now gives twice as much food, but less scraps

--- VERSION 4.99i
1. Boiling Oil Traps no longer reduce attack speed (previously 50%) and reduce movement speed by 80% down from 90%
2. Hound Cages now release 2 dogs per tick down from 3 and their uses are reduced to 3 from 4 (effectively reduces the amount of dogs per cage to 6 from 12)
3. Protector Rune's uses reduced to 3 from 5 and its usage rate is reduced
4. War Spoils no longer gives iron or pelts and its rate at which gold is gained significantly reduced
5. Cast range of Storm increased to 700 from 600
6. Catapults now have to pack in order to attack and their health is increased to 272 from 192
7. Gryphons can now see invisible units

--- VERSION 4.99j
1. Resources gained from War Spoils reduced (Barbarism's bonuses stay the same as previously)
2. Limited construction amount of towers removed
3. Long-Range unit's rate of fire slightly decreased
4. Cooldown of Mount ability (if it failed to Mount) reduced to 1 second from 15
5. Spike Trap
- Stun duration increased to 3 seconds from 2
- Wood cost increased to 20 from 15
- Setup time increased to 30 seconds from 20
- Size increased from 1x1 to 2x2
6. Hound Cage
- Wood cost increased to 30 from 25
- Setup time increased to 50 seconds from 40
7. Boiling Oil Trap
- Wood cost increased to 25 from 15
- Setup time increased to 50 seconds from 40
8. Spike and Boiling Oil Trap models updated to show team color (see screenshot) Screenshot - 3827782b7230fbdab0e24a492ebfe774 - Gyazo
[​IMG]

--- VERSION 4.99k
1. Reduced the range of Warmaster's long-range stance to 350 from 400
2. Further reduced the loading rate of long-range units
3. Troll Fighters and Bear Warriors now wield shields instead of offhand axes
4. Reduced the range of Rebels to 300 from 350 (inline with other "throwing attackers")
5. Increased Protector's Rune size to 2x2 from 1x1 and its uses to 4 from 3
6. Increased Gryphon's ground movement speed to be the same as their flying speed
7. Walls and Gates' repair and build time increased
8. Caretaker's Hut and Homestead models updated
9. Lanceman's model updated to look more like an actual lance wielder and not a lance thrower
10. Gilneas has a new unique unit: the Javeliner (a short ranged unit with a small shield like in Age of Empires) replacing the Hound Trainer and Hound Master
11. All caster units now have minimal range like all long-range units
12. Barbarian model updated to show more team color and look more human
13. Undead servants removed
14. Sanctity and Arcanism hidden iron bonus removed

--- Economy and core game mechanics overhaul for 4.99k
- Every production building (ones that previously "costed population" as if there a hidden serf inside them) now require a real serf to travel to them and start working
- Fences are buildable only as decorations and are automatically created on building a Caretaker building
- Serfs are now uncontrollable whilst working in buildings, additionally auto-attack has been removed
- Weapon, armor and metallurgy building (the Toolmaker/Carpenter/Smith) has been split into two, a weapon and armor maker and a metallurgy building
- Barracks now instead of training new soldiers "train" serfs that are inside them and equip them with weapons and armor
- There's six new resources - tools, targes, vests, weapons, shields and armor on the resource tab





Without spoiling too much, here are some screenies from ingame:

Mighty Stromgarde (how can a very late game city look!)

[​IMG]

Alterac City

[​IMG]

Lordaeron City

[​IMG] [​IMG]

Durnholde

[​IMG]

Eastweald

[​IMG] [​IMG] [​IMG]

The High Elves

[​IMG] [​IMG] [​IMG]


Contents

Dawn of Kingdoms 4.99k (Map)

Reviews
deepstrasz
From an earlier version. I don't know if you fixed most of them or not but just to be sure: [spoiler] 1. Music through its proper channel. Now it plays as sound. Use the other Play music trigger. 2. What about reduces the time to grow hop? 3. Many...
  1. Olorin

    Olorin

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    Great map, prolly one of the best city/empire builder map out there !

    5/5
     
  2. kyle18

    kyle18

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    A superb map that keeps getting better. A lot of opportunity for construction, trade and war. Interesting strategies can be put in place and the RP can also be present, come change the story!

    5/5
     
  3. Jaxximus

    Jaxximus

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    Oh, I already played this map many times. Either way, the map has a rather unique starting point which you don't see very often in wc3 maps, to most it could seem like your typical RTS at first, but, it gets more and more interesting as you progress! I've played this map personally with my friends many times, and we've had a great time together, the map in all honesty is awesome and I'd recommend it to anyone who is looking for something challenging and fun at the same time! 5/5.
     
  4. Koltira

    Koltira

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    Thanks for the nice comments, it's what kept me going all these yeasr!
     
    Last edited: Jul 15, 2018
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    From an earlier version. I don't know if you fixed most of them or not but just to be sure:
    1. Maybe make the Serfs gather the food from carcass automatically?
    2. You can't see the time it takes for a resource to be gained (wheat, pigs etc.).
    3. Heroes gain XP from Wine being destroyed by Serfs :D
    4. Not sure if Woodman's Cottage actually regrows trees, at least in all places.
    5. The game is pretty much slow paced.
    6. Are you sure the upgraded caretakers work? It seems I get 0 sausages and bread even though my people keep dying and they are below 20 and I have at least 5 of each caretakers plus some wine and wheat.
    7. Lacking the resources to train something still lets you waste time on the training. Also, I had no horses and the Knights were trained after the first one.
    8. Troops are so small, it's hard to know which is which.
    9. After I've upgraded to the last barracks and trained most if not all units in it on both pages, the gnolls far away near their campfire came to the barracks/troops at night. Something wakes them up and "forces" them to come.

    1. Music through its proper channel. Now it plays as sound. Use the other Play music trigger.
    2. What about reduces the time to grow hop?
    3. Many icons have DISBTNs. They look green on F10/pause (seen on Thoradin of Strom):
    Button Manager v1.8.2
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
    4. It would be good to have a detailed description when due. Why is ale necessary and so on.
    5. A Serf changed to Kordun? One came out with the name Baldar. I guess there's a list of randomly generated names. The starting units did not have names though. I can't get Kordun into a Mine. I can't gather wood with him either.
    6. Would be nice to have the buildings you can upgrade the platforms to in the build description.

    It's top quality stuff. Complexity and replayability. One of the best Strategy & Risk maps which requires the players to have quite the patience both in learning and playing. Much attention is necessary to be given to details for there are not only so many resources but unit types and places to be under supervision.

    Approved.



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  6. Koltira

    Koltira

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    Thanks for accepting it! I have not actually ever noticed any missing disabled buts, i'll have to look for that! The reason the Serf couldn't have gathered wood is because of their ability to turn "Auto-attack mode" on, which enables them to automatically gather resources like grain, wine, carcasses, but not wood

    The reason why is ale and generally food variety needed is shortly explained in F9 :), it's not anywhere on eyesight for the common player because it's advanced stuff and i don't want to overload new players with information, so if they are searching, they will find about things like food variety themselves in the Help menu
     
  7. Battleborn

    Battleborn

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    So much love from this map.!
     
  8. Hazop

    Hazop

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    Says 'Cannot Load Map Data" when I try to play it.
     
  9. Koltira

    Koltira

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    Is it in singleplayer?
    What operating system do you launch it on?
    Did you download the version here from Hive?
     
  10. Hazop

    Hazop

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    Wrong operating system from a old Warcraft 3 folder, iz fixed now.
     
  11. Koltira

    Koltira

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    glad to hear!
     
  12. Hazop

    Hazop

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    Wait does the AI work?
     
  13. Koltira

    Koltira

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    There is no AI
     
  14. Hazop

    Hazop

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    you can use this Wheat Field for the wheat at farms, better model.
     
  15. epicfree

    epicfree

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    Multiple Question :
    How do you even played the High-Elves? Cause I wanna play as them, but at lost what is the command

    Is there any way for me to know what's the uniqueness of every single faction? Cause it's kinda time-consuming to play then reload the map just to learn it's meta.

    Any possibility to expand those Vrykul off the Tirisfal Glades Coast? Cause I think they could be some late-game threat that should be dealt with to get some reward like maybe that runestone at Caer Darrow with the Sasquatch.

    What's the point of having specialized Kings rule if the changes are very minimal, unlike changes coming from Faith? Cause I can see unique things coming from the smallfolk king with its new mechanic but the rest are just small number tweaks.

    Could you possibly change the colour of Gilneas to Black? Seems pretty fitting if you wanna the whole old warcraft aesthetic

    Lastly, Are there any planning to redefined the map? Because there is some area that has a bit of too much mountain in a game. like near Eastward.
     
  16. Koltira

    Koltira

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    I'm not sure if i understand the question correctly, but you play high elves the same way as everyone else, just put yourself in the teal spot in the lobby, before the game starts

    I'm working on a way of putting back into the game, but currently the list of all faction bonuses is linked at my patreon page, to which the link is in the community discord #patreon channel

    They're just one of the many unique hostile enemies around the map, adding to variety so there's not just wolves and bears everywhere

    The "King Personalities" are another way to spice up the game and slightly bend your playstyle in one direction or another, they're not meant to entirely turn the game on its head


    Yes and no. I refrain from using the black color unless specifically needed, not only because the color grey is just as fitting, but also black is already used by hostile enemies

    I'm not sure what you mean once again by "redefining", but small terrain changes are frequent (in almost every patch since release) just look at the first and the last version for comparison
     
  17. enyepa

    enyepa

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    For which patch of the game was this map made? 1.27+ or later?
     
  18. Koltira

    Koltira

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    as the map utilizes 14 player slots, you can't run it on lower than 1.29 where the new slots got introduced, sorry for complications
     
  19. epicfree

    epicfree

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    Ahh thank you for your answer, it clears up a lot of things, as for the misconception regarding High Elves playability and Terrain that was a mistake of mine, firstly i was unsure if you can even scroll down on the team selection menu when choosing which player you wanted to play, i only realized that once you pointed out you can play as high elves, secondly about the terrain i think it's more of that i kinda got weirded out of how some spot are obviously can be putted some building like near the river on eastwald starting zone or the edges of mountain north of gilneas starting zone, might be adding more of these plot land so more building can fit inside of it.