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Founders of the North 1.15

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.





In a land of countless perils and infinite opportunities you begin your journey. A world where the Church wars the Northern Pagans, where trade flourishes throughout the lands, a world where crafts and trades fill the days and wolves control the night.



Basics and Tips
- You can only sell items at the Town Market.
- You can revive your hero at the Farm House or the Town Tower.
- Mana will be reffered to as Inspiration.
- Heroes can only gain Inspiration from "Companionship", in other words from being around other characters.
- You can buy coins from the Merchant's Guild which can be sold for the same price. (Stops you from losing money)


List of basic commands
Equipment sellers: Pings the locations of stores that sell items needed to earn different forms of income.
-hunting
-fishing
-farming
-gathering
-wood
-tower
-market (Pings the locations of the three towns markets)
Town locations: Pings the locations of recommended places to found your new towns.
-town
Other commands:
-cam (Resets camera)
-cl (Clear messages)




Jobs
Jobs


Hunting
Get money from hunting around the land, and selling the hides at local town markets.
To begin hunting you will first need a Hunter Equipment, whick can be bought from one of the two guilds found in north-west. (To ping these type -hunting)
Hunting can be the fastest way to get money earlier in the game if used properly. The hunting system is simple: if you kill a wild animal (rabbit, wolf, deer etc.) while you wear the Hunting Gear, the killed animal will drop hides or furs which can be sold.
Hunting Bands are formed by players in the early game, which is simply a group of heroes hunting together. This way they will all gain inspiration from companionship and will be able to use Heroic Might ability.


Fishing
Get money from fishing from various fishing spots along the coasts and rivers, and selling the fish at the local town markets.
To begin fishing you need to travel to one of the Fisherman's Mills (to ping these type -fishing), and buy fishing equipment as well as a fishing manual wich will ping the locations of the most fishing spots.
Fishing is a very useful form of income; it is one of the few forms of income that isn't affected by the numbers of people doing it.
To fish you need to use the Fishing Equipment on one of the fishing spots found around the map.


Farming
Get money by buying seeds, planting them and then simply watch them grow.
To begin farming just buy seeds from the Farmer's Guild, plant them somewhere safe and return when they are fully grown to harvest them, and sell the item at the market.
Later you will be able to buy better seeds; to do this you will need to build a Seed House.
Notes: - Plants DO NOT grow in the snowy area.
- Animals will attack your plants.


Gathering
Get money by finding herbs and either selling them at face value or using them for medical or alchemical process.
To begin gathering you will need a Gathering Equipment from a Hunter's Guild (Ping these with -gathering), then you simply need to use the equipment anywhere around the nort, and wait while the user looks around to find herbs. After some time herbs will be found, or not, so you need to look again.
Note: - When the Gathering Equipment is used it will take some time to find herbs.
- Gathering Equpment can only be used by your hero or your wife.


Alchemy
Get money by making potions using herbs and others items found in the north. Alchemy may not be the best income resource at first, but it will be useful. To begin alchemy you will need a Cauldron which can be bought from a Hunter's Guild. You will then need to obtain herbs to extract their properties. (This can be obtained through Gathering)
Founders of the North has a unique alchemy system that uses the properties of certain items rather than the items themselves.
Basics: - All herbs have properties which can be extracted with the Cauldron.
- These properties will then be added to your "Pool".
- The properties in your Pool can be used along with Potion Vials to make various potions.
- Currently you can obtain vials from Caravans and Leonardo the Thinker.


Herding
Get money by raising sheeps and pigs, and later kill them for profit.
To begin herding you will need to build a Barn, and this cannot be done at the very start of the game. Once you build a Barn you can begin training pigs and sheeps which will gain MP or "get fatter". When these sheeps or pigs are killed the owner of the killed unit will gain gold equal to MP of the unit.
Note: - Other players and wolves can kill your animals and you'll lose your profit, so keep them in a safe place.
- DO NOT kill them when they are less than 200 MP because you paid 100g to train them, so it would be a lose of money.


Merchantry
The concept of trade is simple: each good is sold at different values on the three towns. This way you get gold on the diference of price; however the price of all goods will increase when the supply of that good will decrease in that town.
Market Repot: Buying this item will display the current prices of all goods in the town. This item can be found in each of the Town Markets. (to ping these type -market)

Later Jobs


Banditry
Bandit play involves hiding from patrols and running from town guards. Chase town defenseless travellers and trade caravans to make a living. You will become a bandit when you die and have no means of reviving yourself. (this is when you have no Farm House or a Town Tower)
It is not possible to become a bandit before grace period ends.
Tips: - Use the Sneak skill to slip in and out of towns when you need to buy items, or find companionship at the Tavern.
- You will be able to sell items at your Hide-Out.
- Buying a torch will help you out at night. (be careful with the Hide ability)
- You can revive at the Hide-Out.
As you get money and infamy you will be able to build a Bandit Camp, where you can hire others to work under your command and begin a path to become the bandit lord of the north.

Other Jobs


Production Chains
Some items can be used by buildings to make more valuable items, which can be sold for more money. This are the production chains.
E.g.: - Fish can be used with Fireplace to make Meat which can be sold for more money, if it's sold to the right market.
- Wheat and Corn can be used to make Flour at Windmill, which can be used after to make Bread at a Bakery.
Most buildings built by the Engineer are Tier 4, which are buildings that work to make more valuable items from less ones.


Mining
There are three types of raw materials that you can mine, but you can have only one mine; this means you will have to choose which material you want to prospect.
Iron: Iron can be used to make weapons for your units; this is the most common type of material.
Silver: Silver can be used to make goods to sell, and can also be used to make the best weapons if you have Iron Ore as well.
Sulfur: Sulfur is used to make a very valuable good to sell, as well as other valuable items. It is the rarest material.


Screenshots

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fotnpresentationscreens.png




Events
Nightfall

The importance of day and night has been greatly stressed in this map, as many aspects of the game will change during the night:
- During the night all units will experience reduced movement speeds.
- There is a massive decrease of the line of sight during night.
- All wolves will begin hunting at night and will call for their pack if they attack you.
- There are some places that can be entered only at night.

Siege

It's stupid to think that you will be able to crush a powerful enemy town with just one attack; this is almost impossible. To destroy a town you will need to "Siege" it; this is where you stop your enemy from leaving their town by building your own defences around it as you first attack.

Awakenings

Awakenings are when a boss is spawned on the map by a player who has an item called "Special: Dark Age Literature", which can be earned by answering the Fun Quizz correctly. Each of the spawned bosses will drop an Artifact, an item of great power. To perform an Awakening you must seek out "Talia The Collector" a wandering NPC who will be able to spawn bosses if you hold the Dark Age Literature.

Calamity

Calamities are terrible events called on using Special: Dark Age Literature, which can be obtained by answering the Fun Quizz correctly.
Calamities may be difficult to deal with but those who are willing to deal with them will be rewarded with special items; some calamities have a boss that must be killed to end them, others are not so simple. It is difficult to deal with these on your own, so you may need help from others in order to survive.
Some items obtained trough Calamities:
- Heart of Darkness
- Plague Essence

Unsealing

Unsealing is an ancient art of the north; it has the ability to release the true power of an object.
Unsealing can be used to release the true form of an artifact. An unsealed artifact does not drop when the wielder dies, as it is bound to their soul and spirit.
Unsealing Artifact Blades: To unseal artifact blades you will need the Spirit of the North artifact obtained from the Great Owl Spirit Famriel. Simply bringing the two items together will release their true power. Blood Vengeance is unsealed with Heart of Darkness.


Renaming
To change your name type: -name [Desired name]

Companions
Companions reffers to the potential partners in the game, including:
- The Apprentice Merchant
- The Wolf Spirit
- The Sheperdess
- The Alchemist
To choose a partner you will need to find them around the map and use the "Ceremonial Ring" item ability on them. After doing so you will be teleported to the Northern Shire or the Great Church. Having obtained a partner you will now have access to more skills as well as their "Companionship". (To ping the locations of the companions type -companions or -wife)


Caravans and Travellers
Caravans and travellers are some of the many people that wonder the great north.
Caravans: Sell various useful items. Each caravans route sells a different special item; these can be very useful in turning the tide of a battle.
Travellers: Both travellers and caravans are converse targets to try and get a rare item or two. But mostly they are there to act as a feed to Bandit players.




Changelog

Version 1.0
- Map released.

Version 1.03
- Added "Calamity" aspect to game that can be accessed through Talia the Collector like awakenings are.
- Added "Plague" calamity.
- Added "The Covenant" calamity.
- Expanded Bandit techtree.
- Added Pack mule unit for both Founder and Bandit techtrees.
- Reworked some units.
- Enabled the existing currency system which kicks in later on. (Read in-game help)
- Added "Admiration" to all units which works in a similar way to Attacking
Experience and Defending Experience.
- Added new items to be made at Bakery.
- Wool from sheep can now also be used to make armor at Tannery. (Like with hides)
- Bosses no longer get stunned by mass axemen.
- Fixed imbalances with units.
- Fixed the bug with trade system where trade item could move (or not be picked up)
if too many trades are conducted at the same time.
- Added Famriel The Owl Spirit Boss in the south of the map.
- Several Special items (e.g. Lucky shell, Stun Shrooms, Plague Cure etc…) at
various places and to trade caravans.
- Added Unsealing of Artifacts.
- Tweaks here and there to minimize lag. (Which has not been an issue)
- Fix various small bugs. (There were so damn many it seems)
- Added version number.
- Changed Minimap preview.


Version 1.04
- Added "Lycanthrope" calamity.
- Fixed minor elements. (e.g. Rotation on Wooden Walls and scaling on Stone Walls
Etc…)
- Added Hero Mounting system. (Temporary, after this version you will have to do a quest to obtain the mounting skill for your founder.)
- Fixed even more typos…
- Expanded Help Guide.
- Added the long awaited Alchemy system.
- Added Gathering to accompany Alchemy.
- Added a multitude of Herbs and Potions.
- Improved the interactions of Travelers and Patrols. (This will become more apparent with the additions of Guild Founding in the coming versions)
- Improved movement speed of all wives by 25%.
- Bandits are now allowed to use Hunting Equipment and Fishing Equipment.
- Added more new questions to the Fun Quizz.
- Made the Immortal Covenant Calamity More Challenging.
- Calamities are now started at new Overgrown Altar rather than by Talia. (Awakenings still done by Talia)
- Calamities will cost a total of two Dark Age Literatures instead of one.
- Bandits are now able to obtain Dark Age Literature from quizz.


Version 1.05
- Mounted Founder bugs all fixed up, e.g. mounted founder does not lose charges on item when mounted, can carry Trade Goods, does not allow you to access both Bandit and non-bandit tech trees, you can now converse while mounted, items are no longer lost while mounting etc…
- Added Basics of the town management system, not the entire system just some of the basic interaction with non-player controlled towns.
(Town Management can be controlled at Town Tower, But will need Town Centre to gain any profit)
- Added Trade Income for Town Centre, these include new Caravans for Bandits to raid, the location from which these caravans will spawn can be changed at the Town Tower.
- Added extra cut scenes to add to the atmosphere of the game.
- Only heroes can now use Gathering Equipment.


Version 1.06
- Swordsmen, Archers, Axemen, and Stone Walls now enabled after Town Tower not Castle.
- Halved the frequency of all non-player influenced trade caravans.
- Doubled the Bandit profit from all caravans.
- All leaks in script fixed, should combat the lag some people experience very well.
- Increased preloaded content to further minimize initial lag.
- Made some items that didn’t stack before stack.
- Grapevines and Apple Trees added as special items at caravans.
- New loading Screen image.
- And as always typos, etc...


Version 1.07
- Bugs fixed, i.e. disappearing archers etc…
- Fixed day/night times.
- Halved drop rate of apples and grapes from apple trees and grapevines respectively.
- Added new tier 4 buildings to engineer, e.g. brewery.
- Added Brewery to make use of apples, grapes and potatoes.
- Limited Weapons to one for heroes.
- Added Importing of Raw Materials Glass and Stone at Town Tower. (Requires Town Center)
(Stone will be used for construction of structures in next version)
- Fixed Bug enabling Bandit and Founder at the same time.
- New treasure chest system implemented for bosses and special event creeps.
- Getting Blade artifact from each of the existing bosses will now occur 50% of the time from their chest. (Whitefang and Tamriel will still drop at 100%)
- Addition of dungeons. (The dungeons will actually have for the first time in war 3 history opponents that can be much harder, if not impossible to beat unless you use your head. You won’t encounter such foes at first but deeper in the dungeons there will be enemies who will overwhelm you with strange abilities you must overcome rather than just high stats, this will make the RPG element of FOTN grow greatly)
- Released first dungeon: Amarti Mine.
- New Quest System allowing special character progression, items and unlocking more secrets of the north. (More for you RPG lovers)
- Bug with buildings getting infected by the werewolf calamity is fixed.


Version 1.08
- Weather effect (Rain/Wind etc…) no longer effect dungeons.
- Improved terrain in Amarti Mine Caverns.
- Increased cost of Town Tower to prolong earlier game period.
- Added “The Widows Request” quest line to NPC Merin south of the Southern Town.
- Relocated NPC Denti to the southern entrance of the Northern Town.
- Added easy to use and very useful Goods Transportation system which creates transports to move items from various buildings to the Town Centre.
- Added Location Obelisks to all Towns.
- Added Founder’s Ledger to Founders to allow them to see progress of current quest.
(You wouldn’t have noticed but only one repeatable quest can be active at a time)
- Fixed bugs and typos.
- Altered tooltips to have increased noob-friendly…ness.
- Added new Everwood Depths dungeon with more interesting creeps than ever before, as well as a special exploration/progression system within the dungeon.
- Fixed massive issue with importing when not red player.
- Fixed issue with pathing for some growing crops.
- Fixed odd ramps in terrain at various locations.
- Implemented balances for some of the imports, e.g. glass price will rise faster with demand and base price is higher too.
- Torch item can now set alight crops, trees etc more effectively.
- All structures built by engineer now require Town Center.
- Changed massages to address inspiration as "Inspiration" rather than mana.
- Added very helpful optional tutorial that explains the basics to new players.
- Altered multiple locations to make them more spacious and town-friendly.
- Several new items.
- Minor other changes.


Version 1.09
- Precautions taken to fix server splits experienced in previous versions.
- Tutorial Video now skip able by typing “-skip” before it begins.
- Fixed camera issue caused when you die in a dungeon.
- NPC Merin’s quest line now available to all players.
- Castle and other structures given more invent slots.
- New Gatherer’s Post building added to engineer.
- Gatherer’s Post will auto loot two set item i.e. they will automatically be picked up once they are created. These items can be set by placing them in invent slots 1 and 2 of the Gatherer’s Post.
- Expiration Timer added to Goods Transports.
- Fixed bugs with mounting Founder.
- Minor fixes e.g. changed hotkey of “Transport Goods” ability to G from T, removed hero glow from mounted elite archers.
- Added New Item split system which allows you to split an item carried by your main hero in any slot to any given number e.g. “-split 1 10” will break 10 from the item in slot 1.
- Added new naming system which allows you to rename yourself “-name [desired name]”.
- Building info added to Inn/Brewery and Gatherer’s Post.
- Trade goods can now be sold as an entire stack and do not need to be sold individually.
- Town Center can now handle Trade Goods.
- Further extension of help guide (F9).


Version 1.10
- Fixes various issues with the opening video.
- Fixed issues related to skipping the tutorial video and issues with the tutorial itself.
- Altered and shortened the opening video.
- Placed foundation for the Guild System.
- Craft/Cooking/etc… actions conducted by buildings will now automatically process 5 times if possible rather than once. E.g. If you were to Bake Bread and had 5 time the required amount of Flour, the process will be repeated 5 times, however if you only had enough to make 4 bread, it will only do this 4 time.
- The cooldown for all Craft/Cooking/etc Actions have been halved.
Note: Both the above changes do not apply to the Blacksmith, the Tannery, or the making of Potion Vials at the Alchemist Guild.
- All units are restricted to one Weapon and one Armor Equipment item now; with the exception of Pack horses.
- Reworked the classification system for all Equipment items.
- Guard Towers can now load units to keep them secure. (For now his does not provide bonuses to the tower)
- Bandit Towers build time greatly decreased.
- Town Tower, Bandit Camps, Bandit Fortress, and Houses can now load units.
- As always minor tweaks, e.g. Increased Eagle population to original amount.
- As always extended the Help Guide. (F9)
- Begun on massive new RPG item surge with 20 new equips for Founder and Bandit.
- Items will not change the appearance of the wearer as of yet, this will be added in next patch very soon.
- Fixed issue with mounting Founder.
- Fixed issues related to death within a Dungeon.
- Chest similar to the ones dropped by Awakening bosses will now be dropped by all common creatures within dungeons; they will have a chance to give you some valuable equipment relative to the power of the creature that dropped the chest.


Version 1.10b
- Minor changes to terrain i.e. removing/replacing various obstacles etc…
- Fixed recent imbalances.
- Lowered the attack power of Neutral towers.
- Neutral towers have weaker effect against calamity creeps.
- Adjustments made to combat reports of texture loss for some users.
- Cinematic transmission removed again.


Version 1.11
- Fixed issue with fog effects.
- Completely fixed all issues that caused rare cases of texture loss.
- Added Town control NPC fraction entities. (These have little meaning at this point)
- Neutral Towns now controlled by a Baron, a Viscount or an Earl.
- Neutral Towns now have an opinion of one and other.
- Detailed of NPC fractions that own towns can be viewed at Guild Houses.
- Fixed issue with free hunting equipment dropping.
- Game music no longer forced.
- New model for Founder and Bandit heroes.
- Items equipped now show on units. (i.e. attachments have been added)
Note: The above does not include weapons from the Blacksmith or armor from the Tannery
- Added Fallen Shepherd boss fight to Everwood Forest Depths.
This will be a hard fight; going into it head on will be close to impossible, those who already know how to survive in Everwood will probably know what needs to be done here.
- Finished Cavern Lord boss fight at Amarti Mine Caverns.
Another challenging fight with the dark lord of the caverns
(Now that items change appearance, chest drops from bosses with fine looking armor will be released soon)
- Further progress with Guilds system.
- Progress with Festival event.
- Typo and minor bug fixes.
- Ambient music added to Everwood Depths dungeon.


Version 1.12
- Removed left over items from 1.11
- Bandit Hideout now heals like healing wells.
- Neutral Towers now only effect wild animals (This mean bandits and calamities are now more powerful)
- Fixed typos and bugs e.g. misplaced tooltips etc…
- Added new Bandit Bot.
The Bandit Bot can be activated with an Easy AI at map creation.
The bandit AI will roam about the map and do as bandits do; this release is a means to test out how the AI actually performs. Note though that these bots are not meant to be extremely powerful, such bots will be added soon, these bandits simply act as a torn in your foot, they will however be a great danger earlier on.
Currently they are set to not attack you at your town unless provoked.
- Fixed issue with boss summon locations.
- Werewolves from the Lycanthrope calamity can now ground vampires allowing them to even the playing field.
- Bandit Raiders are now heavily armored and take much less damage from ranged attacks.
- Fixed issues with regional price bonus for all items associated with it.
- Gatherer’s Post now auto loots herding products too, i.e. wool and meat, making heading a great deal easier.
- "Members Only" system added. This makes some new actions (Obviously no serious ones) require the entering of a command (This command can be found on the members only page at the official FOTN site)
Note: This version has no such new members only content as of yet, and it does not have a means to validate your membership in game as there is no need to, this will however be added in the next version.


Version 1.13
- Fixed issue with Currency items color code irregularities.
- Fixed typos. (E.g. Burning Soul, Plague Bearer, etc…)
- Bandit Raiders can now be healed at wells.
- Addition of “Contributors” list.
- Expansion of help guide.
- Wall protection bonus added (Stone walls now provide a defense bonus to nearby friendly units) Towns will now be even harder to siege.
- Limited construction of Thieves’ Guild to 1 for Bandit players.
- Fixed cost issue with Elite Swordsman.
- Reconstructed main towns in preparations for allegiance and vassalage systems.
- Added a further 15 names to the possible Barron/Viscount/etc… names list.
- Altered the name of AI bandits.
- Altered the team color of AI bandits.
- AI Bandit heroes no long invulnerable while tutorial is running.
- Guard posts at Mercenary Camp no long attack.
- Hp bonus from Enraged Beast's Symbol reduced to 450.
- Inspiration bonus from Ring of Dreams reduced to 400.
Note: Accessories still not limited. (May be limited to 2-3 in the future)
- Fixed camera reset issues related to dungeon death.
- Massage added for attempted mounted entry into dungeons.
- Improved proactive nature of bandit bots.
- Bandit bots no longer situate in unfavorable locations.


Version 1.14
- Fixed numerous typos.
- Fixed ramps all over the north.
- Map Expansion!!
- More town locations.
- More scenic locations.
- New dungeon locations prepared.
- New and unused Ancient Obelisks.
- Expansion of some of your old favorite town locations.
- A new lake among the new locations allowing an additional player to use lake fishing boats.
- Many locations were made in preparation for upcoming additions.
- More neutral towns.
- New dungeon cam, cam is now further away and on an angle.
- Bandit bots are more inclined to ignore northern part of the north.
- Werewolf defense type changed to increase difficulty of Lycanthrope calamity.
- Leader/Mother/Head/Great Werewolf health increased, retreat health cap increased, and is now immune to mass stun when health is low.
- Terrain of Amarti Mine Caverns expansion completed, it will not be accessible however in this version.
- Changed odds of animal spawns to maintain balance of hunting system.


Version 1.15
- Mac Compatibility! All issues related to Mac crashes have been fixed. (This has not been thoroughly tested, as that is the main reason for this release)
- Dungeon monster now only spawn upon entry, this will remove the lag they generated when not being used.
- Stronger creeps in dungeons will now drop a new Iron equips set. (Details on official site)
- Bandit AI issues from 1.14 have been fixed.
- Fixed oddities in new dungeon camera.
- More addition made in preparation for later additions.
- Several other technical issues were fixed.




Credits

Mr. Bob - Building Models
World of Warcraft - Icons
Ergius - Iron Ore Mine Model
Ergius - Silver Ore Mine Model
Ergius - Gold Ore Mine Model
HappyTauren - Grassie Model
olofmoleman - Peregrin Falcon Model
Skrik
Karland90



List of Beta testers

- Ben_dover
- Elite5150
- die_fuke477
- goblinlord21
- Nicholas2
- eadon






Much more information in-game. Read F9 details!
Contents

Founders of the North 1.15 (Map)

Reviews
18:56, 1st Aug 2010 ap0calypse: Approved 04:27, 10th Jan 2011 -Kobas-: Map status set to rejected (only way to close thread)! Comment

Moderator

M

Moderator

18:56, 1st Aug 2010
ap0calypse: Approved

04:27, 10th Jan 2011
-Kobas-:
Map status set to rejected (only way to close thread)!
Comment
 
Level 1
Joined
Aug 3, 2009
Messages
501
Description is in process...

Why upload the map then ?...

Anyway, preview image is...I don't know how I can associate it with the "description" itself...

Improve descriptions, add screen-shots, etc.
 
Level 1
Joined
May 28, 2010
Messages
4
The game is interesting, but when it reach the later part , it turns boring.
Maybe you can add some twist and event.
 
Level 8
Joined
Sep 1, 2009
Messages
124
I played this yesterday with you, and I really enjoyed the map.
A bit of detail is missing however, and I feel like it could be adressed.
-You should be able to cook each fish individually and sell it for the appropriate price, not just cook x amount and get the item you get for cooking any type of fish.
-Bandits are pretty darn simple, you could add a few more buildings to their arsenal.
-There are multiple typo's in the game, such as Strables, i'm sure you remember that part :p

Overall i love the game, and hope you keep going with it!
And to the people commenting on the loading screen and wont play it, thinking its just another retarded anime ripoff of something, its not, it's very in-depth and you should play it regardless! The pictures grow on you anyway :p

3/5 (Lacking some things, but very, very nice otherwise.)
I recommend approval.
 
Level 2
Joined
Feb 15, 2010
Messages
20
I suggest a Kill command so that I can kill early game mercenaries easily to get axeman

Lumber harvesting upgrade doesnt work

It would be awesome if the buildings are usable by allies, so we can ally with a friend and share a base. I find that there is way too many things to do once I get mining/farming/herding/gathering pearl facilities.

Also, I cant figure out how to use the fishing boats. when i use the fishing boat's ability at "Fishing Point" it gives error saying that the targeted thing has max health.
 
Last edited:
Level 7
Joined
Aug 14, 2009
Messages
121
TwentyThree said:
Overall i love the game, and hope you keep going with it!
And to the people commenting on the loading screen and wont play it, thinking its just another retarded anime ripoff of something, its not, it's very in-depth and you should play it regardless! The pictures grow on you anyway

You are right there. This map has nothing to do with the anime, just the name. I hope the author will change that minimap preview in the future versions.
 
very excellent game, absolutely great fun. just needs to be more finished and have some grammar/spelling fix ups, maybe a better method or so for getting those dark literature things than the quizzes, and perhaps some options for being able to really MONOPOLIZE trade - getting 2-3 mines, or being some army master guy or something like that. also - if you make this 480x480 and fill it in entirely.. orgasmic.
4/5
 
Level 8
Joined
Jun 25, 2010
Messages
126
Good to see someone added this here ^^

Currently working on much of what u guys mentioned needs to be changed.
If u got any other suggestions or u can help me scout out some of those typos (Like "Strable") I would really appreciate it. Unlike other maps that have tool tips that tell u nothing I tried to make it as noob friendly as possible, which was a lot of work and caused a mass of typos.
If u read the coming soon you would know what’s in the next version and some of the basics concepts need to be messed with as well apparently.

Overall the lack of a sense of urgency that The Pale King mentioned really is so that noob players can play at their own pace, but when people get into it with serious contenders and bandits rushing around; you find that you are suddenly rushing to get everything done to survive as in the full house games with 2nd time players.

Anyone who just played it through by themselves wouldn’t really grasp the really engaging nature of the war, banditry and other aspects of the game, so if you can try hosting it, it truly is awesome fun.

Threeright if u could tell me where you found a fishing spot where u couldn’t use the boats ability, it would help.
Anymore typos that need fixing that people could post here would be nice too.

Ill release the next version soon enough, this one was really a trial to see if people would like the map or not, and I am very happy to say that everyone I have run it with has loved it ^^.

Seriously if people get into this map it would be insanely fun.


Fixes people suggested so far:
Added a pack mule unit, this way you will have access to more 6 invent units other than your Founder/Bandit and wife
Fixed typos
Extended Bandit techtree a little
Messed with some of the balances (i.e Assassins are stronger etc…)

Thx again Domasi for posting this here, good to see people care for the map ^^
 
Level 8
Joined
Sep 1, 2009
Messages
124
hey map creator... i stole your statement:
It just sux to lose because you forgot to declare war -_-
all creditz to you of course :p
oh i noticed, JUST NOW, that you have a MAJOR BUG IN THE GAME
if you attack another founder during grace, you get hunting equipment. I know this is intended, but you can unally somebody and stand them beside the respawn point and spam hunting equipments forever. Friend did that just now. we had to rm.
 
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Level 8
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Jun 25, 2010
Messages
126
lol I figured that might happen, changed the gold for selling Hunting Equipment to 1 gold (Buying price is still the same) thx for the heads up.
Also added trigger to make you unally anyone who unallys you, just need to test it online.
 
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Level 8
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Jun 25, 2010
Messages
126
Yea the item spam can become an issue, but setting their gold to 100 wont really do what that feature is there to do, which is to act as guidance for noobs who have no idea what they are doing, im not sure they would do much with that gold ^^

But yea that’s a valid point, so I changed the hunting equipment so it wont drop when your founder dies, it will simply disappear from the world entirely… without a trace…

Also changes that will be implemented in the soon to be released next version!!
Change log:
-Added “Calamity” aspect to game that can be accessed through Talia the Collector like awakenings are
-Added “Plague!!” calamity
-Added “The Covenant” calamity
-Expanded Bandit techtree
-Added “Unally when unallied” system (Not tested online, ill get to it)
-Added Pack mule unit for both Founder and Bandit techtrees
-Reworked some units
-Added “Admiration” to all units which works in a similar way to Attacking Experience and Defending Experience
-Added new items to be made at Bakery
-Wool from sheep can now also be used to make armor at Tannery (Like with hides)
-Bosses no longer get stunned by mass axmen
-Fixed imbalances with units
-Tweaks here and there to minimize lag (Which has not been an issue)
-Fix various small bugs (There were so damn many it seems)

This and more obviously, look forward to it ^^
 
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Level 2
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Feb 15, 2010
Messages
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The weapons/armor should have something like 15-30% drop rate from a unit wearing weapon or armor or should disappear completely.

It really sucks when I spend hours and hours equiping my army with silver weapons/quality armor only to find that when I lose a single battle...

All that hard work spent on crafting my armor/weapons is not only lost, but also ends up in my enemy's hands...
 
Level 3
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Aug 26, 2009
Messages
48
Woah man.... Good map. Its sorta like Werewolf: Transylvania but this seems a wee bit better... I dunno. But dude moving the mine from the current deposit to another just sucks. Maybe you can create a mining network system thingy. Like if you build a main mine in your base and let the engineer build up to 3 other smaller mines elsewhere! Maybe those small mines could even be used by the enemy to attack yer base so that you will have more need to defend the smaller mines. I dunno. But hey its your map ignore the above if you dont like the idea.
 
Level 7
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Aug 14, 2009
Messages
121
Woah man.... Good map. Its sorta like Werewolf: Transylvania but this seems a wee bit better... I dunno. But dude moving the mine from the current deposit to another just sucks. Maybe you can create a mining network system thingy. Like if you build a main mine in your base and let the engineer build up to 3 other smaller mines elsewhere! Maybe those small mines could even be used by the enemy to attack yer base so that you will have more need to defend the smaller mines. I dunno. But hey its your map ignore the above if you dont like the idea.

I think the mine system it's just as it needs to be. That would be a bad ideea and would ruin the mining part of the game. And it's only one mine for one player, else would be a race for who takes the mines first.
 
Level 8
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Jun 25, 2010
Messages
126
Annoying as it is when someone loots your hard work as spoils of war (especially if it was armors, silver weapons or even worse artifacts) its works in your favor just as much, as winning the battle would mean you don’t lose any of the equipment you worked to obtain, also bare in mind that items are really easy to destroy, if you lose something and it looks like you wont be able to loot it, shoot it with archers, or if you can, run it out with cavalry.
Personally I felt that spoils of war is fun and scanning through a field of glory picking out opponents silver weapons is always rewarding, in the same way the loss feels shameful.
Although if people keep suggesting it, I will change the drop rate to 50% or so.

Further Changes:
- Fixed the bug with trade system where trade item could move (or not be picked up)
if too many trades are conducted at the same time.
- Added Famriel The Owl Spirit Boss in the south of the map
- Several Special items (e.g. Lucky shell, Stun Shrooms, Plague Cure etc…) at
various places and to trade caravans.
 
Level 8
Joined
Sep 1, 2009
Messages
124
Sifonseal, I think you should add some more usages to Farming, other than selling and making bread that is!
Something like actual apothecary potion used by making the right plants to make potions or something, something to make farming way more rewarding, cause people just drop it when they get chickens and mining, they have no use for farming!
And you could add more things to trade caravans.. such as the random trade item, like meat, wool, or minerals that people could buy. And a really good thing is to add, depending on what the trade caravan is holding, to drop it when a bandit player kills it. Like a chance to drop, if the caravan is holding meat for example, would drop the meat when a bandit kills it. This adds a little trading system for the Bandits, who have no other way to obtain these items, other than raiding the founders towns.
and send out the new update soon ploxes ^_^
 
Level 7
Joined
Aug 14, 2009
Messages
121
Sifonseal, I think you should add some more usages to Farming, other than selling and making bread that is!
Something like actual apothecary potion used by making the right plants to make potions or something, something to make farming way more rewarding, cause people just drop it when they get chickens and mining, they have no use for farming!
And you could add more things to trade caravans.. such as the random trade item, like meat, wool, or minerals that people could buy. And a really good thing is to add, depending on what the trade caravan is holding, to drop it when a bandit player kills it. Like a chance to drop, if the caravan is holding meat for example, would drop the meat when a bandit kills it. This adds a little trading system for the Bandits, who have no other way to obtain these items, other than raiding the founders towns.
and send out the new update soon ploxes ^_^

I agree with the farming. Anyway Sifonseal said that the next version will have alchemy, so I guess the plants will use for it. Let's just hope he will do it. :)
 
Level 8
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Jun 25, 2010
Messages
126
As for the uses of crops, yes the alchemy will make use of a variety of them ^^ as well as items from the gathering system. (When it’s added, can’t think of a nice way to integrate it into the current game play, open to suggestions.)
As for the coin issue, I’m sure people have noticed that the currency system is turned off, this is obviously because newbie played would not have been able to hack it, but it will now be turned on after you have build a town tower and will act as slow constant money loss, thereby forcing you to use coins. (Wont be annoying to hold since you have pack mules now)
I don’t know about taxes since your town is a town in its own right within lands which you claimed and become the lord/king/whatnot of, but I am working on a most interesting system that people will definitely like. It sets in after you get the Town Centre (Not Town Tower) where you can allocate work to the lazy lay about villagers that hang around, you can also import special goods from the towns, all with the push of a button. (When you request it a caravan will leave the town of your choice and walk over to your town centre (Bandits can raid these) )
Furthermore the church will request tribute for their “blessing” (-_-‘) or you will have to face “divine judgment” etc…etc… (These can also be raided)
Remember thought bandits already have an insane amount of things to raid, don’t forget that every single crop you grow, every trade good you buy, every slice of bread, every thing to make, every ore you mine, all needs to be moved around or shipped to town… that walk is the bandits window for raid.
The tribute and massive Town Centre thing might not be done by this version (since its coming up later today), but if I manage it all the better.
 
Level 8
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Jun 25, 2010
Messages
126
Yea sorry about that, I did finish up a lot of things but then I came up with an awesome unique alchemy system, so I scraped some of what was just added, ill send what I got now up onto epic war
But it does have some items (e.g. potion vials used to make potions) lying around the map (at shops etc...) while there is still no alchemy.
I figured I needed to release this version at least since its got so many fixes and as well as small and big things that the map really needed.
The alchemy stuff is all on the map just missing some of the connecting parts, ill send it up in a day or so, didn’t expect to suddenly get this great idea for alchemy.
 
Level 1
Joined
Jul 2, 2010
Messages
4
I played it a couple of times, and i really liked the map. The possibility to make an huge base, to trade and harvest at mines and fish, this is really good.
I give it a 4/5 :thumbs_up: because, i think there's missing something :

-An RP mode, chosen at the start by the host ( generally red ) or by a vote of all the players, majority winning. If not chosen, back to the normal and current mode.
This RP mode, would be activated by the command -RPMode, or any others commands. And what it does is :
When someone want to unally a player, it request to the concerned player if, yes or not, he want to unally the person. And if this player ally the other player, there are automatically peace within the two persons.
Because i think you want to orientate this map in a RP, that's really annoying when a player wich don't understand RP subtilities unally all and kill the base of all, ruining an exellent game.
I forget : the protection would only be for the building. So the bandits can raid player's caravans, etc...

I have some mores suggestions, but not as urgent as the RP mode ( i think ) :
-To add some 'uniques artifacts' to the caravans routes, for a high price and/or special items ( like dark litterature, or simply shells, trade goods, minerals... ). So that's not only things to sell at the city market.
-To add probability to get some minerals ( diamong, ruby, emerald, etc... ) while harvesting to a mine. We can imagine the sulfur mine have more probability of dropping them, and silver mine, a few less probability, but not as less as the iron mine. That's to diversify the mining methods, and give it some more interesting choices ( will i choose silver for best weapons, or sulfur to make trade goods with gems ? )
-When you get a good city level ( all building builts ? ) you can develop the "Market" technology : the possibility to make a Market at your city, limited to one, where you can sell yours trades goods and all.
-The possibility to buy Trades Reps. At market or while discussing to travellers, sometime they would join you as trades reps.
-( This one would be impossible, but... ) The possibility to assign orders to trades reps, like it :
I harvest some seashell with my perl boats at the south sea. When i atteign a certains limit [ fixed by a commands like -limitS(hells) XXX ], the pearlboats return to the see, where a trade reps wait for it. It take the items of the pearlboat automatically, and then walk for the city [ designed by a command like : -TradeC(ity) E(ast)/N(orth)/S(outh) ] automatically too, selling items and going back to the beach ( like a patrol but in more developed )
Same for mining, alchemy trades goods, jewelry...
The limit of Trade Reps would be of 2, but the merchant companion upgrade it to 3 ( because she can summon one ).
-You should diversify the artifacts dropped by boss summoned by dark age litterature.
-You should add some otherway to gain Dark Age litterature items ( speaks to travelers, make them in store for some caravans... )
-You should diversify creatures encountered at nights and days ( but i think it's already planned ).
-Add a blueprint to buy at farmer guild : The possibility to make an field who improve the growth of seeds in it.


That's all for now. I'm impatient to play the latest version :smile:
 
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Level 8
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Sep 1, 2009
Messages
124
>_>
don't forget to update it on Hive now :p
And how is this money thing going to work? Like whats the math behind it, what rate do you lose cash at? cause i know some people who hoard cash and some who spend it as quickly as they get it, so i'm wondering how much i need to change mah gameplay style with the taxes :p
also.. how many pack horses are you allowed to make?
forgive my incessent Q's! :p
 
Level 8
Joined
Jun 25, 2010
Messages
126
Currently the loss if 5% of your total cash every 60 seconds, this seems to be fine, since it give real incentive to use coins, but is it too much?
And don’t worry about the questions, its helping me get an idea of what needs to be changed, keep them coming ^^
Also the update was delayed because some changes had causes the game to crash when bandits started doing their thing. Fixed now, will be out, but alchemy will sadly be delayed again because I don’t want to send out a half complete system.
 
Level 7
Joined
Aug 14, 2009
Messages
121
I think that withen 60 mintues of the game there should be an Orcsish invasion. Also when it rains it should give units a buff that gives them a 5% chance to miss. When it snows make it lower the units speed or something.

Orcs or an Orcish invasion have no connection with the story and concept of the map. As for the other ideea weather effect on units would be useful, yes.
 
Level 2
Joined
May 17, 2009
Messages
5
Glitch?

Hey, when i start up SaW: Founders of the North. The cienmatic shows the terrain, but my computer screen shows its all white. Like no texture on all the terrain at all just plain white. Even after the cienmatic is over, its still white, the mini map i can see fine, plus my founder i can see his abilties and protrait.. But only the terrain is messed up, does anyone know what's wrong?
 
Level 8
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Jun 25, 2010
Messages
126
Thx for the feedback guys

@ ipwnnoobsforlife, Yea the weather effects are a good idea, and easy enough to do, ill get to it after alchemy. As for the invasion idea that’s really why I added the calamities, so people can have a non-player opponent, although the vampires seem to be insanely weak, they also serve the purpose of allowing you to obtain special items, giving you incentive to actually try them… added one more calamity and improved the existing ones just before.
@Ctp.Flowers does this only happen with Founders of the North? If you have noticed it with other maps before, it could possibly be the fade filters since they affect the terrains, otherwise it couldn’t be an issue with the textures of the map since it does not use too many imported textures for the terrain. If others have the same issue its worth looking deeper into.
 
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