• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
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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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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
Level 8
Joined
Jun 25, 2010
Messages
126
Ill address any post I haven’t in due time, I just need one quick question answered
Question:
Should I go about expanding the map area of FOTN?
Some people have asked that I expand it, but I felt that it might cause unneeded lag, they seemed to think that the map couldn’t possibly lag.
I’ve had several cases where one player lags out long into the game, is this common enough to be worried about?
... Or should I just go all out with the expansion?

Would like some input here.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Tleno
Thx for your prompt response, glad to know people feel that it is large enough ^^
I can rest in peace… although I did just spend a fair bit of effort expanding it, I would have needed to spend a lot longer to finish it up
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
Judging on when I can see the map 1/10 of the time, yeah, it could do with a small bit more, but it's not really that bad. You could get by either way.
 
Level 1
Joined
Sep 13, 2008
Messages
4
wow.. i've never actually commented before ^^.. I love this map ! as previously stated it has great potential. although i'd say it is already a masterpiece...! Glad to see the frequent updating, but where do i see the changes made :S ?? noticed you fixed the grape-to-wine-transformationrate or whatever :D that was awesome, although i liked the grapes growth rate alot better in the previous versions ;).. looking forward to the adventure-guild thing ! ! btw.. i haven't checked in this version, but in the precious onces, if you die whilst inside the amarti mine or any other "instance" :( you end up stuck... the cam is unmovable after that... i have to say, after playing the game on LAN with a friend for 4 hours, that kind of sucked ! ! and you still have a risk of losing items or at least i lost 2 out of three 5k coins whilst dismounting my EPIC HORSE ! :D but still awesome map

btw, am i to understand that the founder of a guild (player) is gonna be able to create task for adventurers?
 
Level 7
Joined
Aug 14, 2009
Messages
121
Sifonseal of course the map needs more space. Just to make it bigger without any hard work and so, you can expand the bottom of the map. Make that sea like a bay and create another terrain part after it; and maybe create one more town? Anyway if you didn't understand what I really mean I could draw a sketch if you like.
 
Level 2
Joined
Aug 2, 2010
Messages
17
As you can tell from these screenshots gatherers posts should be renamed lazymans posts.

Also if you notice how crowded everything is. There's only 1 person the far north, mostly because you can't grow anything there. Also early game merchantry devastates the income from unprocessed meat. It's hard to live in the north so that's why nobody aside from bandits does it. Pros living in the north usually keep a farming village in the south.

Notice how towns seem to grow in bunches and basically collide. Like suburban sprawl. Not exactly the feel I think this map should have.

I have an idea for how to increase the size of the map without actually increasing the map's size. How about making everything smaller. Like all the units, buildings etc. and increasing the default zoom. Same effect right?
 

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Level 1
Joined
Sep 13, 2008
Messages
4
Sifonseal of course the map needs more space. Just to make it bigger without any hard work and so, you can expand the bottom of the map. Make that sea like a bay and create another terrain part after it; and maybe create one more town? Anyway if you didn't understand what I really mean I could draw a sketch if you like.

He is absolutely right.. more water :D and some land at the far end of it WOULD be epic !
 
Level 2
Joined
May 16, 2010
Messages
21
I don't understand why some people need more space when map itself is basicly huge....:eekani:

If people have problems with placing buildings to get efficency and space that's their problem not the map's fault :slp:

Land after sea ? That would just unbalance the map completly which would be lame :thumbs_down:

And another city would totaly ruin the Trade routes and whole Trade Item Prices....
not to mention making trade route to the 4th city and making items (that are generaly
made in THAT area only) would take hell of a lot time to make :hohum:
 
Level 8
Joined
Sep 1, 2009
Messages
124
i doubt the idea of another landmass after an increase of sea would be smart... then he would have to add another town, which as blazer said would be very long to make.. and would delay the addition of other points that would increase gameplay for everyone.. and if towns get too close kill the other guy >:D
 
Level 2
Joined
Aug 17, 2010
Messages
29
Finally

Love this map, finally got around to registering on Hive because of it.:thumbs_up:
First, @keaponlaffin, stop taking screenshots of my grapeyard, that weirds me out.:eekani:
Second, I'd love to see the sea expanded, so that those naval units that i know i read about being introduced, could be more effective. Idk about a new landmass for founder towns, seems like it might be too easily defended, but I'd suggest a pirate town of sorts, friendly to everyone, including bandits. The town could offer a special naval unit(Corsair)(You could add a special ship to the Trade Port to counter this) or perhaps another special land unit(Swashbuckler?).
The town could have a market, but because of it being a pirate town, the good prices are sporadic(They also tend to cost more then the other towns to buy, and due to them being pirates, they insist on buying cheap)
3rd, still on expanding the sea.... You would have another region to add a dungeon to, it could be a pirate den, a cultist lair, or some strange dungeon with aqua inhabitants.

I'll leave it at that for now, though I do have more suggestions. But before I go, I do have a question.
Is the Lord of Everwood, a joke boss? I saw him, and ALL I CAN SAY IS....WT5.:confused:
 
Level 2
Joined
Aug 17, 2010
Messages
29
Idk about a new landmass for founder towns, seems like it might be too easily defended, but I'd suggest a pirate town of sorts, friendly to everyone, including bandits.
To clarify, I meant that the penisula that is currently in the sea could be expanded a bit into a medium sized island with enough room for a town and perhaps a dungeon. I'm guessing it'll end up as an island, so adding a southern coastline(a nice sandy beach) at the edge of the town would make sense(pirates love beaches almost half as much as wenches and grog).
 
Level 1
Joined
Jul 31, 2010
Messages
9
i like to think of the map as 4 quadrants separated massively with tiny chokepoints. because of this ppl in the same quadrant pretty much either gotta hug or beat it out, cause in no time you'll be walking sending troops through the other bases and what they consider their lands. This scenario is what makes the map feel small, the constant ending up trapped by your neighbor. any change in this scenario would alter the dynamics of the game resulting in less interaction between players and more reclusive behavior. We want players to be forced into situations where they must deal with each other, dont increase size of map.
 
Level 12
Joined
Feb 13, 2009
Messages
388
Hey, awesome map. It gets boring in the end because of the lack of things to do (there seems to be a gap between stages. 1) "I am a roaming hunter/fisherman/trader"; 2) "I have a small village"; 3) "I have a sprawling city"; ... ; 4) "I am attacked by werewolves/vampires".

There has to be something to do between 3 and 4. Dungeons are nice but most of the time people can't find them. You need to make pings or more obvious entrances, or just more dungeons :p. And invent more stuff to do please. It gets boring right after you got everything up but you're not strong enough to kill werewolves/vampires.


With more action/content this is going to be my favourite map :p.

Btw, I can't find Amarthi mines. Really, I remember how the entrance looked. Where's it on map? I can't find it :D.
 
or if you do increase the map size, just by a small amount, don't go crazy. :D
I agree with Blazer_Knight and darkmuch about reclusiveness.

@Siphonseal quick idea for the dark cult, how about it changes the spawn of your neutral peasants (from houses and the town-center) to acolytes? or from towns your guild faction controls, same thing with the other guilds.

@Deon
The amarthi mines is right by the wolf spirit wife in the southwestern forest.
 
Level 3
Joined
May 1, 2010
Messages
54
Increasing Map size a bit at a time would seem best, however I think it'd be a good idea to expand gameplay, such as increasing the amount of things each player can have like maximum number of units. This way your town could become an Empire, depending on the map size.
Also finishing what has already been planned, then expanding would be best.
 
Level 12
Joined
Feb 13, 2009
Messages
388
Well, I prefer the "hero-centered" gameplay.

Perhaps make it a gameoption to satisfy everyone's needs. I don't want it to be turned into pure strategy, but some people may like it, so "-empires" or something else at start should work (increasing the amount of food for example and maybe increasing output in gold by the town management).

I don't mean we shouldn't have units, I just never hit the food limit because I was using small parties and was happy about that, so in my game style I wouldn't want to be zergrushed because someone spammed 200 units :). That's the idea.


Also please please please, make different types of towers (and make default ones to upgrade into them). Upgrade tree for towers is something I love, probably it comes from Tower Defence maps :p.

Also if it's possible, make towers to cost food, otherwise it's too easy to spam them all over the map. Making them stronger and making them to cost 3-4 food is a good idea, thus you will have a few upgraded towers which will work and even look nicer. 5x5 square of towers breaks the immersion :).


P.S. Oh, and what influences your gold lost to "corruption"? Sometimes numbers are crazy, like -850 gold, while the income is maximum 200 (and sometimes 0, why?), what influences corruption and town income?


The amarthi mines is right by the wolf spirit wife in the southwestern forest.
THAT'S what that entrance was... Doh. Thank you. Then I was thinking about another dungeon, with skeletons and ghosts. Where's THAT entrance? I remember it was to the north from the wolf spirit, but I can't find it.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@MaCto
Glad to hear you like FOTN ^^
(So wait what’s new?)
You can find details of the update change logs here on hive (In the description on page 1)

(Eternal tomb)
Yes the dungeon death thing was fixed

(The guild did what?)
Different guild will allow you to do various things, and yes several of them will be able to create task (i.e. bandit organizations and mercenary guilds will be able to place bounties on any unit)




@Domasi
I see what your saying, but some of the posts below your raised valid points about the imbalances the expansion would cause and the promotion of reclusive game play it would cause.
Regardless a simple extension to the sea area couldn’t hurt too much.





@Keaponlaffin
(Wait wheres my base end and wheres yours start?)
Hmm… your posts screenshot and all have shifted the bar a bit towards an expansion, but still not sure… this crowding cause’s tension, which acts as a catalyst for the much needed war, clearly the north isn’t big enough for you and your neighbor, someone going to have to go…

(Honey I shrunk the north)
As for shrinking units down and zooming the camera, while that’s usually the way to do, I would rather not, since you cannot reduce the size of the ground textures or the level of detail in them, this just makes the map look poor, its fine for map that have just the same grass repeating across the entire map, and some massive dirt areas, but I wanted to make FOTN easy on the eyes.
Also I’m going to work in the Vassalage idea system so that instead of killing this annoying **** (<---- Profanity) you can become their controller, i.e. they take on the same color as you and begin to act in your interest. (Ill explain this further soon)

p.s. lol LB and Teal have been decimated in the second screen shot





@MaCto II
As stated about, naval expansion may happen, but there is no way any significant land mass will appear on the other end of the water, it would cause countless issues.




@Blazer_Knight
(Couldn’t have put it better my self, but I’ll expand on it ^^)
All very true, these are some of the main reason I did not want to expand the map.
A forth city, or distancing player locations from the central network of the existing towns and facilities would be strange, the current layout was very carefully planed, the locations all have advantages and disadvantages based on their distance to facilities and the accessibility of the location, expansion would throw all of this out of balance, even the traveler motion is very evenly regulated (Its simply chance that they seem to go to one place more than another, or simply that they get killed along one path)





@Twentytree
(“If towns get too close kill the other guy >:D)
That’s the sprit!!
But as I said above ill provide an alternative to simply killing others.





@Darkmuch
(You can’t have your north and eat it too)
Another truly insightful remark, it’s good to know that many people understand the dynamics of the current map structure.




@Deon
(3.5? What 3.5?)
Don’t worry much will come to fill in this hole you dubbed 3.5

(Wait, where’s mine?)
The mine entrances are directly south of the northern town, and below the Great Southern Port village.
Pings will be added for each of the dungeons. Why are there two entrances to all the dungeons? Well that’s simple, this allows players in different locations to not be disadvantaged, it also allows you to coordinate dungeon parties easier as people who are far from you can always use another entrance, etc…etc…





@The Pale King
(Easy does it)
Yea perhaps a minor expansion, this would do

(Guild influences)
Yes guilds will change the travelers, the villager etc… etc… in the north as their influence increases, in 1.11 there will be the addition of a festival that takes place every 3 days or so (Yes that’s a long while but frankly its meant to be special).
At this festival their will be various competitions, i.e. fattest pig, free combat duels, etc… etc… these events will also be effected by guilds and the wealth of the north, which you can imagine will start off fairly low, its up to you, the FOTN to develop the north into a great nation.





@TheOverwhelming
(Get your priorities straight!!)
Fair enough point, but some system like guilds would need to take into account changes to the map dynamics, this is why I pushed this discussion forward, and it seemed to yield good result ^^
I need you guys to keep me doing the right thing, remind me whenever I stray into random additions.
…Still the entire guild thing is very daunting to continue work on, and it will make the next few versions seem small while a lot goes on in the back related to guilds.

(Eternal Hunter)
Huh, I’m not sure what this is about, I haven’t noticed something like this my self ill go check it out soon, if I don’t mention it at some point, remind me please ^^




@Deon II
(You and what army?)
I felt that the balance between hero influence and army power is fairly well balanced now, while a hero can decimate a small band of warriors, he has trouble taking on a well trained army, if someone feels that there is some tweaking needed with hero strength, I would love to hear the suggestions, frankly I love it as it is ^^

(What is this tower defense?)
Yes more towers are long due, as is gunpowder; it will be in either 1.11 or 1.12
Massed towers seem like they are indestructible, but sending a few catapults at them usually does the trick, also if you allowed someone to mass up that many towers your partially at fault ^^
Also note that once gunpowder is introduced Cannons will make laying siege a lot easier

(Where my food at?)
I don’t think towers should cut into your food budget, but perhaps ill limit the Cannon towers built with gunpowder.

(Wait this isn’t right, is it?)
Yes the dungeon next to the Wolf spirit is Everwood Depths; I mentioned the locations of Amarti Mine Caverns entrances above




@Hero_Lief
I don’t remember if I mentioned this before, but 1.11 should fix your problem if it is what I think it is, if not I will do as you suggested and see what I can do about an Invisible weather command




@Blazer_Knight (Post before the entire map expansion discussion)
Thx, I really appreciate the sentiment ^^
But seriously why is it that the rep never gets to me >.> Note: I didn’t post map on hive, good old Domasi beat me to it ^^








Did I miss someone, if so please repost, on one goes unheard in the north, well except Leo, but he don’t have no sound set!!
All suggestions are greatly appreciated ^^
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
I think that corruption is a small percentage of money you own. Like if you have 1000, you loose about aprox 100...
And that trading income is the cash you got from selling stuff in markets...

By the way, Inn/Brewery still has tanery tooltip and you should immprove that citizen tooltip that they build some structures founder can't.

Forgot to mention, but it seems you forgot to fix the problem with bandits not beeing able to build gates!
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Tleno
Ah thx for mentioning what I forgot to address.
(Do explain…)
Corruption is equal to 5% of your total cash on hand, it is deducted every 40 seconds, this means that the number you see in the “Last loss to corruption” is not your total loss over the period, but simply a small portion of it. (Realistically corruption is hard to put in numbers)
To avoid corruption simply leave you money in the form of coins.
Trade income is simply generated when the trade caravans arrive at your Town Centre and are processed, it will always be 200, if it was 0, it means the path to your town is unsafe or you are using a town too far away, use the “Change closest town” option in your town centre to set the closest NPC trade town.
Trade income will be influenced by other factors in later version, for now it will always be 200.

(Wait this is a tannery?)
Ah, right, ill get right to it, how come this has gone overlooked for so long…

(Why exactly is there a hole in my wall?)
I seem to have forgotten why they shouldn’t have a wall, lately the balance between Founders and Bandits is very tipped, ill get to fixing this soon, but for now, ill give them a gate.

Thx for the quick aid again Tleno
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
You suggested it was related to the time of day, and only happened at night, however my problem isn't related to time of day at all, but instead weather. So, yeah, hope the invisible weather gets added in by the next version. I REALLY WANNA PLAY D:
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Hero_Lief
The issue is likely due to the fog during rain (Or rather the fog when rain isn’t there), when you said that the weather was the issues, did you mean you can only see during rain? If so this will solve the issue ^^
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
I'm not sure what it is, but yeah, it's probably related to fog. Maybe we could experiment? What are the fogs/rains you use?
 
Level 8
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Jun 25, 2010
Messages
126
@Hero_Lief
By Friday hopefully, if it’s not ready at that time, ill release it with what is there disabling several half complete features so you can finally get into it ^^


Btw several people have asked that I update the FOTN official website with a forum, so that matters can be addressed individually, it’s fair point, but is it too soon to leave the warm embrace of hive? (Obviously I will still actively respond here on hive)


Edit:
Btw, sorry if anyone was disappointed with the end of the map extension discussion, but I felt that it was the best decision for maintaining the integrity of FOTN
 
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Level 12
Joined
Feb 13, 2009
Messages
388
I honestly think that gameplay mechanics like guilds, advanced professions, longer crafting tree and new items are more important than map extension. It's already quite big, and I would love to see some additions to it, but first I would like to see more stuff to do with the current map :).


I agree that army balance is good as it is. Someone suggested that you should put more food into the game, and I answered that it should be done ONLY as an option, because I prefer the current balance.


Also, more on towers: I feel like it is important.Right now it's easy to build towers ALL OVER THE MAP. I mean really, they are cheap and weak.

If you made them 1) limited or 2) more expensive and/or stronger, it would be cool.

Notice how real towns have just a few. And player towns have 20-30. It just doesn't seem right and looks ugly.

Make it more profitable to build one and upgrade it rather than build 2, and players will start building them in key points and make them bigger and stronger rather than spam the map.


I can't wait for the next version. Some guys on Dwarf Fortress forums and me are really eager to see what this map becomes :). It looks very promising.
 
Level 3
Joined
May 1, 2010
Messages
54
Corruption is based off of current gold, hence the Currency system. Also, should make Currency be not-clickable and such as that, and maybe edit the Constants and change some things, like what Gold is since they aren't mind from Gold Mines and, as a suggestion, should be something like Bronze or Treasury Count.
Also, why do all the units get stuck patroling near the bridge area? If you hardcoded each area, or whatever you did, add a chance to go somewhere else.
Edit: Founder with Horse costs 0 food, should be 1 since the Horse costs 1 food.
Dunno what to do about Plague though.
Your "Limit structure to 1" thing doesn't work when you upgrade it.
 
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Level 2
Joined
May 16, 2010
Messages
21
Really....If you people wish to Avoid Corruption Loss ( especially if your city is under siege ) I made up with simplest system to save up money due to current 5% loss due to corruption which is so simple it makes me cry someone didn't figured that out before :hohum:

When you get alot of money from trade / hunting / mining / etc. just go to your village center (or at Merchants Guild at one of three towns) and buy current:
- Faram Coin : worth = 100 g
- Firring Silver Coin : worth = 500 g
- Trenni Silver Coin : worth = 1000 g
- Trenni Gold Coin : worth = 5000 g

Example:
If I have like....5100 g and I go to Town or at my Village Center and I buy
1 Trenni Gold Coin or 5 Trenni Silver Coin or 10 Firring Silver Coins I spent 5000 g on those and I end up to 100 g, and during next Tax / Corruption loss I would only lose 5 g since I have 100 g; BUT I got Coins in Inventory of worth 5000 g....therefore I only lost 5 g (5%) due to corruption loss of money, and if I had 5100 g and didn't changed the money I would lose toal of 5% of 5100 g making that 255 g lost....

So.....I bought coins and I lost less money due to Corruption making my pocket bigger ( in this case ) by 250 g :razz:

Yea I know 250 g saving from 5100 g is a little...but think big and when you change big amount of money like +20 000 g then the amount of saved money also increses by large amounts;
20 000 g (in Coins) = saves you 1000 g on corruption loss
40 000 g (in Coins) = saves you 2000 g on corruption loss

As far as the map itself is concerd I just can't wait untill next Ver. Relese :smile::mwahaha::smile:

PS: Just out of curriosity, on what servers is this map usually hosted ?:confused:....
I'm on Northrend and playing sometimes online with 1 friend who also enjoys the map but that usually it, since this map never gets hosted :hohum:
 
Level 1
Joined
Jan 27, 2009
Messages
5
I se people host this map from time to time on Northrend :) somehow when i try to host the map it just desyncs in the beginning of the game (and yeah i tried the newest ver to... and this is the only map this thing happens to me)

Oh right, forgot to add one thing, when your yellow in the game, you start the game whit only half hp or something.
 
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Level 2
Joined
Aug 2, 2010
Messages
17
sifonseal said:
p.s. lol LB and Teal have been decimated in the second screen shot

Yea purple killed teal and lb got raped by coven calimity after he bsed blue. He tried towering off bran castle but it didn't help. After the first night everybody panicked and we rushed everything we had to the castle, but the vampires were just RAPE RAPE RAPE.

I actually have a replay of that game it lasts 5 years. I went afk after someone summoned wolf calamity, and when I got back all my shit was still alive (elite archers rape wolves). I don't know how the calamities got handled but they got handled. Purple had in the meantime been strangled to death by pink, with massive rows of pinkish towers boxing him in.


Also another disadvantage to living in the north is that if you want to use the significant income given by auto farming you need to build a secondary base, furthermore since the finished products are all trade goods it requires using a hero to transport them instead of leveling the heroes. Alot of times these will be quite far from the main base so clicking transport to town center doesn't work as well, plus the nearest town is often closer than the town center at any rate. This is only really a disadvantage for players who do not choose merchant wives, since the trade spec really comes into play here.
 
Level 12
Joined
Feb 13, 2009
Messages
388
I am playing on northrend but usually hosting it on Azeroth more.

Add me (Deon.AC), and I was sleepy all times I played so I didn't figure out it was 5% (and I was constantly trading so it was hard to spot :p). Now when I know what it is, it will be easier to manage, thank you.

Btw, which wife do you like most? I like wolf spirit because I always want to level her to that crazy lightning (and never get it done :p).
 
Level 2
Joined
Aug 17, 2010
Messages
29
Did I miss someone, if so please repost, on one goes unheard in the north, well except Leo, but he don’t have no sound set!!
All suggestions are greatly appreciated ^^

That'd be me.
Copy pasta is ftw.
Love this map, finally got around to registering on Hive because of it.
First, @keaponlaffin, stop taking screenshots of my grapeyard, that weirds me out.
Second, I'd love to see the sea expanded, so that those naval units that i know i read about being introduced, could be more effective. Idk about a new landmass for founder towns, seems like it might be too easily defended, but I'd suggest a pirate town of sorts, friendly to everyone, including bandits. The town could offer a special naval unit(Corsair)(You could add a special ship to the Trade Port to counter this) or perhaps another special land unit(Swashbuckler?).
The town could have a market, but because of it being a pirate town, the good prices are sporadic(They also tend to cost more then the other towns to buy, and due to them being pirates, they insist on buying cheap)
3rd, still on expanding the sea.... You would have another region to add a dungeon to, it could be a pirate den, a cultist lair, or some strange dungeon with aqua inhabitants.

I'll leave it at that for now, though I do have more suggestions. But before I go, I do have a question.
Is the Lord of Everwood, a joke boss? I saw him, and ALL I CAN SAY IS....WT5.

To clarify, I meant that the penisula that is currently in the sea could be expanded a bit into a medium sized island with enough room for a town and perhaps a dungeon. I'm guessing it'll end up as an island, so adding a southern coastline(a nice sandy beach) at the edge of the town would make sense(pirates love beaches almost half as much as wenches and grog).
 
Level 2
Joined
Aug 17, 2010
Messages
29
If you are going to expanding the sea, you can expanding the fishing profession. Add a fishing boat that can be bought and operated by a founder for fishing far from the coast.
 
Level 2
Joined
May 16, 2010
Messages
21
Strategicly speaking then I prefer Wind Spirit Wife because of good aerial support and vision (very vital if attacking / sieging someone's city)

Economily speaking for fast start up base I preffer Merchant Wife because of her skill to get 100 g easy and Trade Representative

Very hard decision between those two and depends on what
type of other players you are dealing with ingame :wink:
 
Level 1
Joined
Sep 13, 2008
Messages
4
@Hero_Lief


Edit:
Btw, sorry if anyone was disappointed with the end of the map extension discussion, but I felt that it was the best decision for maintaining the integrity of FOTN


I believe this map will be big enough with all the (hopefully :mwahaha:) soon-to-be-added-add-ons . i just feel that the destiny of this map is to expand :wink: and i would've been able to end my life happily after having played the final version of this map WITH more space :D. jus sayin' you seem to be an unstoppable force ! i just want to fuel the fire
 
Level 2
Joined
Aug 17, 2008
Messages
15
Could you please stop the map from playing Warcraft 3 music even though our wc3 music might be turned off? It seems you're triggering the music to play every time night becomes day or vice versa. It's annoying because my warcraft 3 music volume is turned off and it's still playing warcraft 3 music; usually I listen to my own music while playing.

Edit: Also plays dungeon ambiance music during dungeons... even though my music volume is at 0%.

P.S. - Plague is... really hard to get rid of. x.x

Oh and um... Made some icons (I'm a newbie at this but I just had to since I couldn't recognize Holo from the pic used in the map):

Kraft Lawrence:
lawrence1.jpg
-|- Fermi Amati:
amati1.jpg
-|- Fleur Bolan:
bolan1.jpg

Nora Arendt [Shepherdess]:
nora1.jpg
nora2u.jpg
nora3.jpg
nora4.jpg

Chloe [Merchant]:
chloe1.jpg
-->
chloe3.jpg
<--
chloe4ym.jpg

Dianna [Bird Spirit]:
dianna11.jpg
-->
dianna4.jpg
<--
Holo [Wolf Spirit]:
holo1q.jpg
holo11.jpg
holo2.jpg
holo12.jpg
holo3.jpg
holo4.jpg
holo5.jpg
holo6.jpg
holo8.jpg
holo9.jpg
holo10.jpg


FOTN Map's Current Icons: Holo:
btnhoroicon1.jpg
-|- Nora:
btnnoora.jpg
-|- Chloe:
btnchloe.jpg
-|- Dianna:
btnwitch.jpg


Unfortunately I was too lazy to get rid of the background. (The one with arrows are the ones I think are the best. Arrgh damn Dianna's 1 thread of hair in front of her left eye!)
 
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Level 2
Joined
May 16, 2010
Messages
21
How to get rid of plague...

To get rid of plague get yourself Gathering tools and a Caludron then:

-start searching for herbs that grant Earth Element, switch into the Caludron for
Earth sing element and make yourself free Plague Potion's
(note that you need Basic Alchemy Vial in inventory)...

-do not let anyone in your base since you don't want somone desiesed to spread plague again in your base

-if you aren't in war and sick Founder comes to your place cure him also, for a price that is :wink:

And to rid of the plague in map....get archers to do the job from safe distance (prefferably during day since their sight range is incresed during day)

@abc1337
The map doesn't play music from war3 if music volume ingame is set to lowest even during day changes to night and vice-versa....
So you must've did something wrong since its still playing :slp:

Nice Icons to be frank :thumbs_up:
 
Level 2
Joined
Aug 17, 2008
Messages
15
And to rid of the plague in map....get archers to do the job from safe distance (preferably during day since their sight range is increased during day)

I've tried but it's just impossible to rid the whole map of plague! And then I realized my mortal nemesis when it comes to the plague... The bandit heroes left over from the players that left! Sitting in their little town, unknowingly spreading disease and reviving when killed if the World Order hasn't been researched yet... Other than that, the amount of plague essence items that drop from the diseased is a bit ridiculous. It gets a bit laggy when so many items accumulate in one area (i.e. the bridge where the Pagans and Church units meet). Those plague essence items should really be removed at intervals in time.

But well since I usually have spare money, I just go to the Dark Witch's Altar to buy the cure.

The map doesn't play music from war3 if music volume ingame is set to lowest even during day changes to night and vice-versa....
So you must've did something wrong since its still playing :slp:

I didn't know about this! >:O Thank you so much. My music volume was simply turned off and not set to 0% volume. Seems dungeon ambiance music still plays...

Nice Icons to be frank :thumbs_up:

And thanks. :D
 
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Level 2
Joined
Apr 15, 2009
Messages
25
Btw several people have asked that I update the FOTN official website with a forum, so that matters can be addressed individually, it’s fair point, but is it too soon to leave the warm embrace of hive? (Obviously I will still actively respond here on hive)
Looking foward to it. Meanwhile, your Merchantry System is flawed. The prices arent exact when buying and selling, displayed values are different. You may want to look into your trigger or I could programm/fix it for you. And the economy system needs abit improvement in general, trades between towns etc.
 
Level 2
Joined
Aug 17, 2008
Messages
15
Looking forward to it. Meanwhile, your Merchantry System is flawed. The prices aren't exact when buying and selling, displayed values are different. You may want to look into your trigger or I could program/fix it for you. And the economy system needs a bit improvement in general, trades between towns etc.

The trading system itself is fine... or maybe not. You are being deceived by the false floating text that pops up when selling or you haven't been determining the total price.



--- Determining Total Price ---

For example, lets use a Tier I item like "Trade Goods: Crops."

When you buy the 10g Market Report, you'll get something like:
Tier I Trade: Crops: 50 ... Meat: 210 ... Wool: 190
Tier II Trade: Southern Brew: 210 ... Furs: 510 ... Salt: 470
Tier III Trade: Silver Goods: 570 ... Alchemical Products: 1790 ... General Arms: 1460
[P.S. - The costs change slightly from time to time even without interaction from merchants.]

So, you know that the displayed market price is 50g.

But the item itself costs gold. Tier I goods cost 20g. Tier II goods cost 40g. Tier III goods cost 160g. I will call these the actual item price.

So, you know that the total price of Crops is displayed market price + actual item price so: 50g + 20g = 70g! The total price is 70g! A bit confusing? Maybe. But it's just math.

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--- Examples of: Displayed Market Price + Actual Item Price = Total Prices ---

Tier I Crops: 50g + 20g = 70g
Tier I Meat: 210g + 20g = 230g
Tier I Wool: 190 + 20g = 210g
Tier II Southern Brew: 210g + 40g = 250g
Tier II Furs: 510g + 40g = 550g
Tier II Salt: 470g + 40g = 510g
Tier III Silver Goods: 570g + 160g = 730g
Tier III Alchemical Products: 1790g + 160g = 1950g
Tier III General Arms: 1460g + 160g = 1620g

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--- The Deceiving Floating Text Value When Merchants Sell Items or Total Price Calculation Error? --- (Experiment 1 / Constants: Same Market; Single Item)

NOW IT GETS MORE CONFUSING! There is an error in the calculations for the FLOATING TEXT that is displayed when you sell an item (and maybe the total price calculations as well)! The FLOATING TEXT displayed when you are buying is fine!

Alright so you decide to go ahead and buy ONE "Trade Good: Crops."
It will say something like: "Bought Crops for 70g." So everything's fine and all. You're all dandy and going OMG trading is awesome!

But then you decide to go ahead and sell ONE "Trade Good: Crops" to the same market for no reason!
It will say something like: "Sold Crops for 55g." And your mouth's agape. I lost 15g!? No, in actuality you GAINED 5g.

What the problem is that when a player SELLS an item to a market, the FLOATING TEXT value forgets to add the actual item price (Tier I = 20g; Tier II = 40g; Tier III = 160g) for each item or perhaps the calculation formula is flawed. So, it displays the wrong price! It may be showing the displayed market price from the market report but this is disputable... And if you check your gold, you will find that you actually gained 55g + 20g (which is 75g aka the total price).

But fixing the floating text value or formula when selling a merchant item would be a good idea.

Edit: No, actually there is actually something wrong with the merchantry system... Requires further investigation... Post will be edited.
Edit: Post has been edited.

------

--- Total Price Calculation Error / Flawed Formula? --- (Experiment 2 / Different Markets; Multiple/Bulk of Items; Several Tier I Trade Items Tested)

Perhaps there really is something wrong with the formula or maybe it was intentional... Maybe it was something caused by the change to bulk selling instead of the original selling of each trade item separately (which is a hassle).

Experiment Results for Bulk Selling of Tier I Trade Goods at Different Markets
2 Items ... Expected Price for Selling: 415 ... Actual Price when Sold: 405 ... Profit Lost: 10
3 Items ... Expected Price for Selling: 570 ... Actual Price when Sold: 540 ... Profit Lost: 30
4 Items ... Expected Price for Selling: 770 ... Actual Price when Sold: 710 ... Profit Lost: 60
5 Items ... Expected Price for Selling: 1125 ... Actual Price when Sold: 1025 ... Profit Lost: 100
6 Items ... Expected Price for Selling: 1305 ... Actual Price when Sold: 1155 ... Profit Lost: 150
................................................................................................................ I bet the next profit lost will be 210... then 280... then 360... etc. Even though I may be using different Tier I trade items, as long as the # of items sold in bulk is the same, the profit lost is always the same even though the selling prices may be different.

Let y = Total Price of First Item Sold; z = Total Price of All Items when Sold
Expected Price when Sold (2 items):
y + (y - 5) = z
Ex.: 210 + (210-5) = z
Ex.: 415 = z


Let x = Money before Selling Items; y = Money after Selling Items; z = Total Price of All Items when Sold
Actual Price when Sold (2 items):
y - x = z
Ex.: 3175 - 2770 = 405
Ex.: 405 = z


DOES NOT COMPUTE! 405 =/= 415 ... ... ... End Result: Lost 10g of Profit (but still gained $$$). However, I feel like I'll lose $$$ if I sell extremely large quantities...

Why is this so?

Edit: Post will be edited.

I think the formula isn't suited for bulk selling... I'd rather use the original formula and/or method to sell each trade item separately... it's a hassle but I don't want to lose money.

------

P.S. - Don't forget to change the ownership of the guild houses back to neutral (or spawn new ones) if the player owning the guild houses dies and becomes a bandit. Wouldn't want guild houses disappearing.
P.S. #2 - Could you add some hotkeys for the companions?
 
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Level 2
Joined
Apr 15, 2009
Messages
25
Haha yeah, all that explaination for nothing. But the initial prices could be removed anyway. Eg.: You have 500 gold. Item costs 40 initial + 700 triggered = 740. You try to buy one, you lose the 40 initial gold.
 
Level 2
Joined
Aug 17, 2008
Messages
15
Haha yeah, all that explanation for nothing. But the initial prices could be removed anyway. Eg.: You have 500 gold. Item costs 40 initial + 700 triggered = 740. You try to buy one, you lose the 40 initial gold.

Yeah the 40g is lost... It's not refunded.

P.S. - Calamities can really ruin the game at times.
 
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Level 2
Joined
Aug 17, 2010
Messages
29
Eh, I think merchantry is fine(other then silver goods), the set price for each tier of good helps to insure that you have to be somewhat savy with your trading, making sure that you are watchking the prices to be sure that you are profiting.

And the issue i have with silver goods is, Alchemy props and Arms tend to be much more profitable to focus on

@thorhunter
That's what the trade reports are for, making sure you have enough for the good.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@TheOverWhelming
(What are you being paid for?)
Patrols getting stuck there has always been an issue, there are numerous triggers there to stop this from happening, it really annoyed me since there is no logical reason for it to happen, and it only happens in that one spot, it should go out of its ay to refresh the spot every 120 or so seconds if I remember correctly. (Where are normally there is no timer to traveler movements)

(Hungry Horse)
Point noted, the mounted Founder will now cost 1 food

(Wait don’t I know you?)
The ability to build a structure again after its predecessor has been upgraded was entirely intentional; with the Store House chain this allows more food, with the wells this allows you to obtain 2 wells etc…
If there is such a chain that seems odd that slipped my mind let me know.




@Hostail
(You looking a bit yellow, you alright?)
Wow, that’s pretty weird, yellow player now has full hp



@Chewtoy44
Your post was very articulately phrased, gave me a good laugh. ^^

(I don’t Sea and expansion)
Well this is actually as reasonable request for a minor southern expansion, ill get back to this whole map expansion thing once I’m done with at least two types of Guilds.
(The Keeper of Everwood)
Actually the keeper isn’t the boss, its just one kick-ass peace of monster; as far as I know it’s not possible to kill it. To survive it you can either stand it front of it with a hectic hero using Blood Vengeance, you can run or… no that’s about it…
The actual boss for Everwood will be added soon, after this entire guilds thing -_-‘

(A boat of my own)
Actually I was just about to do this for version 1.11 since it won’t have much else, and a small update doesn’t feel too nice.
Edit: Sadly I might need to push this to 1.12




@Keaponlaffin
(Chests galore)
Fixed it (Haven’t tested this, if its not fixed ill just do something with it in 1.12)




@MaCto
The fire very much appreciates your post ^^




@... A few people
I’m glad to see people understand how useful each of the wives can be in their own way ^^




@Blazer_Knight
Btw your use of color in your post is awesome ^^
Also, if we do start a forum on FOTNofficial then you would be a great contributor to guides I’m sure. You seem to have an aptitude for it.; your guides so far have been, lighthearted and concise but still greatly informative.




@Domasi
(Damn bot took my town)
Actually I was going to give them to a AI when they left, this is why they don’t blow up at this point, if the NPC fraction thing is going to be complete ill need to devise and AI, even if it has to be trigger oriented.





@abc1337
(Music of my own)
Fixed forced music volumes at initialization

(Damn ambience)
I the music in the dungeons is actually a sound, I have no means of getting rid of it for you, but even if I did id recommend you leave it on to fully get into the mood of the dark creepy nature of the dungeons.

(Plagues a bitch)
Yes... yes it is…

(Icons ^^)
Honestly some of the fan art ones don’t do the characters justice, but yea the final Dianna is much better than the one I’m using, and the third, final, and third last Holo one are great too.
(Edit: Some of these positions have been displaced by edits to the post in question)
All in all the icon are great and Id definitely love to use them,
If you could make a more contextual one of Eve (“Fleur” Bolan) that would be awesome ^^

(What explain that again o.o)
Thx for explaining the trade thing before, well said btw.





@Thorhunter
(Reading the fine print)
Like stated in pervious posted, the displayed price does not account for the market fee, while the actual price displayed after it is bought does display the market fee, this was done intentionally.(and was a lot of work might I add)

(Why is the market fee there?)
Well to be somewhat realistic they do need to charge you something for their services.
The small amount of gold lost when buying trades goods and forgetting about the market fee is regrettable, think of it this way; they did go through the trouble of dealing with you and still want their market fee.





@Chewtoy44 II
(Silver just don’t cut it)
Well silver is may not be as profitable a trade as the other tier three trade goods, but the fact that is valued highly in a lot of locations (Albeit not as high as arms or alcem in certain locations) makes it easier to sell silver good you made using mined silver.





@Hero_Lief
My bad on not delivering on the Friday deadline I haven’t been home too much lately.
But yes 1.11 should be up later today, sorry for the delay.




As always if I missed you post repost and ill get right to it ^^
 
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