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Founders of the North 1.15

Submitted by Domasi
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.

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.
-market (Pings the locations of the three towns markets)
Town locations: Pings the locations of recommended places to found your new towns.
Other commands:
-cam (Resets camera)
-cl (Clear messages)


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.

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.

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.

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.

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.

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.

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

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.

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.




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.


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 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.


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 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.

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

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.


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
- 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.


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

List of Beta testers

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

Much more information in-game. Read F9 details!

Founders of the North 1.15 (Map)

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


    Oct 19, 2010

    I've hosted many games now. Please fix the victory conditions. I've never seen the game declare victory, even after all other players have been defeated or left the game. If somone leaves, they should be defeated, and if all players have been defeated, the game should end. I recommend allied victory be allowed, because a lot of players like to ally (I'm not saying that for my benefit. I prefer to be on my own).

    A lot of people get really mad when you attack them. This is a war game, and, although it says something about playing how you want, it also states quite clearly that you have to defeat all the other players to win. I've given advanced warnings (before the game starts and at the beginning of the game), been helpful giving tips on how to play, and sometimes I don't even attack them for 1.5 hours. However, they get mad anyway. They get mad because they aren't trying to win, they're just exploring the game and having fun doing what they want (which is a good thing), and they don't want to be attacked.

    Therefore, I recommend something that someone else suggested, but with some small differences. I recommend you add some way to defeat other players without destroying them (to fulfill victory conditions). I've seen that done before, where you conquer a specific building or kill their hero, and they have to join you. You could also make it so people could surrender to someone if they don't want to fight them (to reduce the damage to their forces and property). Conquered players shouldn't be declared winners if their conqueror wins, but maybe you could allow them to be liberated by their allies. There should also be a benefit to the conquering player (like additional income from taxes). I bet that would add some really cool elements to the game (for example, if you conquered someone, you'd probably want to protect them, and it would feel like you were a ruler defending your people).

    The main reason to do something like this is because it would cater to those people who don't want to fight. It would also give new players a better chance to experience the map and gain the skills necessary to become a full competitor (if that's what they want). That would help the map become more popular because it would be less discouraging to new players.

    Please don't make it like Fantasy Life, where people play until they get bored. I have always felt like that was a very bad design flaw. You want people to have fun from beginning to end, and you want them to come back for more. You should never want them to get bored or tired of playing.
    Last edited: Nov 14, 2010
  2. Davesanz


    Sep 4, 2010
    Very good map.
  3. 88WaRCraFT3


    Jun 9, 2009
    Can you say me, why i can't load the game when i save it. This is what happen: I played the FotN with my friend, but he needed to go somewhere, and we saved the game, after it, when he comed back, i cannot load the map, we tried again to see is it bug or what, but this map cannot be loaded in Multiplayer ://
  4. Luffy_299


    Jan 17, 2010
    Thats not something new, all maps, not only fotn, cant be loaded on me on multiplayer.
  5. 88WaRCraFT3


    Jun 9, 2009
    not true, i played Ultimate Angel Arena... and saved it, and loaded it worked, same for DotA,Forest Trolls,Even for my custom maps!!! etc....
  6. Desktop_General


    Oct 19, 2010
    I think the players have to be in the same slots they were in when you saved the game. So if you were red and your friend was blue, you'd have to be red and he'd have to be blue to load the game. I think.
  7. Hero_Lief


    Apr 18, 2007
    If a map stores any temp data, then it probably won't be resumable. Happens with a lot of maps.
  8. Sifonseal


    Jun 25, 2010
    I’ve loaded a Founders game several times before.
    Host should save it while all players are there (Note it won’t start if even one of the players that was there when the save was made is not there now)
    You have to make sure though that both the saves are exactly the same, this is probably the issue, best bet is to send them a copy of the hosts save
    With this, if all the players are present and everyone is in the right place, it should load without an issue.

    Also I found some time the other day and managed to get some work done on Founders, the next few weeks ill actually be rather busy, but after that will be as free as a bird… figuratively… so I can get back to some serious founding.
    With the time found the other day I managed to actually take guilds from an idea to a working system ^^
    Now I’ve got a system working that will let you found your own guilds of various types, bandit guilds, mercenary guilds, etc, you can join the guilds of others to seize control or build a greater guild together, and you can fund guilds or use the money from your guild to fund your nation.
    Guilds provide income based on your control over the guild and the demand for the guilds services, which is primarily decided by how useful your guild is in the situation of your current game.
    Guilds also start to generate walking Guild Representatives when they grow more and more so that non guild members can pay for the services of the guild.
    You will are also able to hire guild reps yourself to position them where they can sell their goods and services to more individuals of the north to further increase the guilds profit.
    Guilds make money based on how useful they are to the players and the situation of the north. (This is also a new concept that’s under work, it will show changes in the towns and NPC factions actions based on player decisions and the state of the north. E.g. town now have an awareness of how safe it is around them, later additions will show how this contributed to the creation of the FOTN world)
    Different guilds can be used for different purposes; both the bandit guild and the mercenary guild can be used to destroy your enemies and your allies without ever declaring war! The age of sabotage, espionage and cutthroat backstabbing will be here soon!
    Guilds will not always make you money; if someone is harassing your guild reps they might even cause you to have a negative income.

    Amazingly enough the base for all of this is done, and that’s the hard part; creating this “Guild” concept. Now all that’s left is the pretty little bits, like adding services for the guilds, i.e. systems for requesting assassinations, for arranging mercenary attacks, simply recruiting mercenaries into your army and much more!

    Ill probably release a new version sometime soon with just two types of guilds as well as some other new things (A lot actually)

    Just figured I’d let people know I’m still around ^^
  9. Bokalaka4a


    Sep 12, 2010
    Great Map ! :)
  10. Sifonseal


    Jun 25, 2010
    Version 1.16

    Alright, 1.16 is finally out, just waiting on Domasi to update it here ^^

    Changelog as follows:

    Change log:
    Version 1.16
    - Population cost of Villager, Worker, Engineer, and Pack Horse reduced to 0
    - Fixed several minor issues (E.g. problems caused by night shift for calamity videos)
    - Blacksmith can now produce Trade Good: General Arms with the use of iron
    - Fixed issues with bandit players not respawning when they should
    - Balanced bandit unit sight ranges
    - Built the base of village/town NPC factions
    - Village/Town NPC factions now build defenses when they can afford to
    - Village/Town NPC factions now consider their safety and react to their surroundings
    - Fixed leaks found in some farming systems
    - Equipment item sets introduced:
    When you have all the items of a set they will combine into a set item in your inventory providing you with extra invent slots!!
    (E.g. Iron Set which consists of Adventures Armor, Iron Gauntlets, Iron Boots will combine into one item “Item Set: Iron Armor” with the effect of all the combined items and will have a “Socket slot”)
    - Created 4 Item sets in this version (More to come shortly)
    - Socket Slots have been added to some items, these “Socketed” items can be combined with gems obtained through the Founder mining system which is soon to be completed, for now they won’t serve much purpose.
    - Placed male companions in preparation for Female Founder options
    - Leonardo the Think now sells plans for “Leo’s Workshop”
    - Alchemist Guild can finally make Gunpowder
    - Gunpowder is finally introduced:
    Gunpowder can be used with Leo’s Workshop to produce rifles and in turn train Riflemen and other gunpowder units; it can also be used to build Cannon Towers a new elite tower that has various forms of design each with its own advantages and disadvantages.
    - With Leo’s Workshop you will be able to modify all your towers to suit different rolls all over your empire.
    - NPC info added to all wandering NPCs
    - Hunting and Fishing have been balanced for a more interesting early game. Both hunting equipment and fishing equipment will yield twice as much when used by a Founder.
    - Addition of new Awakening bosses:
    Heroic Hawk Spirit Farsai: A legend of the north skies and the deity of storms!

    1.17 will be out within two or three weeks, right now I’m rather busy, but you can be sure that it will have some really awesome stuff ^^
  11. Hero_Lief


    Apr 18, 2007

    Now I have to remember my forum pass. Lol.
  12. Blazer_Knight


    May 16, 2010
    Excuse me while I yell " Finally !!!!!!!!!!!!!!!!!!!!!!!!! " and test it :goblin_yeah:
  13. Desktop_General


    Oct 19, 2010
    Sifonseal, you could post 1.16 to the pastebin

    Hi Sifonseal. I just tried it out, and you could post your new map to the pastebin on The Hive Workshop. It creates a page where people can download the file. Then you click on the pastebin you created and copy the url and you could link to it from a post on your website and/or a post to this thread. Looks like you can have it up for over a month from the last time someone viewed it.
  14. Desktop_General


    Oct 19, 2010
  15. keaponlaffin


    Aug 2, 2010
    Guild reps spam immensely. Only way to get rid of them is through calamity mass genocide.
  16. RadiaNSh0t


    Oct 23, 2010
    i think i saw 1.19 being hosted... is there something wrong?

    ps: 1.16 bugs, i found a couple: Wife Skill: Affection: the 1 that gives 2 - 5x int (somewhere...) to a unit, if u stop it moment it casts, the spell still happens (no mana cost, no cooldown), and the effect happens (trigger spells like dat de mostly). So give it a channeling or something instead. The same goes for converse, was able to converse a single villager like 300 times in 3 min... and get lots of junk from him too, which becomes $$$.

    The vampire... i think its too strong, the feeding vampire (air unit, gargoyle) just kept multiplying early game (10 - 20 min), with no way to stop it, so i wondering if u could put a timer be4 allowing the calamities to happen, or everyone will be wiped out, totally.

    BTW: can u find a way to decrease loading / downloading time? People say its snail like, but its still a fun game, complete it soon!!!
    Last edited: Jan 2, 2011
  17. Luffy_299


    Jan 17, 2010
    No, youre just blind, Domasi doesnt seem to be online ever and Sifonseal uploaded the version by himself.Search for 1.19.
  18. GreedyGoblin99


    Jan 10, 2011
  19. Tleno


    Jul 6, 2008
    StarCraft II Resources:
  20. -Kobas-


    Jan 17, 2010

    Please if you ever come back send map moderators VM/PM and we will change map status to Approved!
    Have a nice day!