12:35, 24th Aug 2010
Appears to work.
Appears to work.
i can't play it because i have window xp but i don't care xD
ill vote for approval (Y)
I cant see the replay
this program can "destroy" some stuff ex advance (food limit etc) options or even maps try playing DOTA (defence of the ancients (download it in epic war... the lastest version(6.68c))) try to fix that
Played it. It was pretty cool.
However, the naga mirror spell is to strong. (Attached replay, no cheats used)
Well so you could open it?
if the user is creating a map and he is using this program will it work ? if yes (I haven't downloaded yet , just guessing) you could make it in a way so that the user will be able to select a race ,a handicap (100 ,90 ,80 ,70 ,60 ,50) I know that what I am asking might be too hard (espetially for the race selection part but if you can or if you want to try to make sth like this on v.2
if not plz make it work at least.
^^ will vote after testing it
nice ideas 4/5
try in the next version to add more stuff or do what I have written above
is coral gateway a mode which doesnt exist in warcraft or is it sth like a model with atachments? can you tell me what is it coz I want to have it in one of my maps
about the race selection .... it will be like having 2 programs 1st will be like a window with spaces to fill like ....
Naga Race Race: Handicap: %
then this will be saved and when you will open the second program you will have to select your custom stuff to use Naga
(Fix that I think that handicap and race selection doesn't affect it ...I mean that I have tested a custom map and set race to anything and handicap to 100 and ended up having naga race work
finally the unit with the incursor model you use needs to have a tooltip
(I found the model thanks)
Edit: I also think that the faceless one belongs to Naga because his one hand is like an "octupus" hand
Dude I have to break it to you but it keeps saying that its unable to patch and two my virus scanner keeps thinking its a virus.
Extract the EXE file and put it at the Warcraft 3 root folder.
To fix this issue find this file in the Warcraf III root folder:
Well, here comes the list of my ideas. Please, do not take this as negative criticism - as pointed above, I absolutely love your addon. However, perfection is always hard to achieve. Plus, I have been trying to make my own mod with the additional naga faction, so I would like to present my own ideas as well.
Obviously, I would suggest to change everything night-elven into naga-ish. This would include changes of the naga UI (for every change, I am trying to find a solution), the naga cursor, changing the game warnings (in the Sound Editor, a complete list of naga warnings can be found), changing the rally point, changing the race icon in the game statistics (this can be found in the World Editor as well, together with a blood elf icon), and - possibly - changing the music.
Buildings, units, spells and improvements:
I have not made any research of the balance issues, neither resource balance, nor unit statistics balance. The only things, I will discuss here, is the tech-tree, some alternatives and the uniqueness of some of your ideas.
Coral Entrance -> Coral Gateway -> Coral Monument:
I have seen this model in the "Power of Corruption" mod, for the first time. It serves well as a three-step upgrading building, but a coral reef does not seem to be an adequate headquarters for the proud race of nagas. In my (WIP) naga map, I have rather used the naga citadel model, which features the basic Temple of Tides together with two upgrades (and the second one is really interesting! ). The replacement of the models would require also change of the names (and if I may tell my suggestion, I would say Temple of Seas -> Temple of Tides -> Temple of Depths).
Mur'Gul Slave - the training button has one apostrophe redundant. And what is the reason to give workers two battle-abilities (Feast & increased health from Mur'Gul Vitality)?
Healing Waters - I have always had a problem with unique healing abilities for the naga race. Adding it as an active spell for the main building is really an interesting option, but I would definitely change the graphical effects.
Coral Bed - nothing special to say
Mur'Gul Reaver - I have always understood the naga as a race of invaders, who need to establish a base on the shores of Azeroth as quickly as possible. That's why I have agreed with Reavers being trained in Temple of Tides (or generally, the main building). It gave the race a special feeling, when they could rush just by building the Altar and getting a hero - the basic melee units would have been trained already. I know, there might be some balance problems, but I would suggest returning this unit to the main building. And, I would also change the Feast ability, because this way, Reavers are too similar to Ghouls.
Naga Myrmidon - wow, Battle Instinct is really a cool ability. This way, the Myrmidons are sort of giant-slayers. However, I would change the Amulet of Azshara into an active ability. In the human Skill Tree in the Editor, you may find a spell-blocking ability, very similar to Footman's Defend, but making the unit invulnerable to spells instead of more resistant to piercing attacks. I would suggest to use that ability, instead of the Amulet.
Snap Dragon - a nice earth-only pierce-attacking unit with Nerve Poison, nothing to comment.
Coautl - just change the Armour-piercing Spines effect.
Tidal Guardian - OK.
Altar of Depths:
Dreamstealer - an interesting Mur'Gul hero, but I would change some of his spells. Windwalk and Sleep should definitely go out, since they are just copies of Blademaster's and Dreadlord's abilities. On the other hand, Mind Eater and Mind Gateway are pretty cool.
Enchantress - I do not know really why, but I dislike this hero... it did not manage to enchant me. Although Song of Ocean's Wrath is an awesome ability, Song of Serenity and Song of Clarity are too similar. And Song of Betrayal is just a massive temporary Charm, plus it does not affect Mountain Giants, which made me loose one important battle... So, I would just pass Song of Ocean's Wrath and one of the healing songs to Dreamstealer.
Tidebaron - my favourite naga hero. Turning the Tide is an interesting alternation to Pitlord's Howl of Terror. Burrow is just awesome (although the spell effect could change) and both Serpent Strength Aura and Call of Invasion are pretty useful. However, I would consider changing his model, to make him more distinctive - either to this, this or this.
Sea Witch - I did not see any changes to the original Sea Witch, so I like this hero as much, as I liked her before.
...now, you might ask me for a substitution for the Enchantress. Well, I have always kept in mind the naga connection to Old Gods, so what about adding the Fire Lord? I know, it may sound ridiculous, to add a fire elemental to a sea faction, but if you view the naga as masters of destructive elemental magic, Firelord fits there pretty well.
Mur'Gul Hall - the upgrades are OK, but what is the Mur'Gul doing???
I do not fully understand, why did you choose to make a separate building for 2 Mur'Gul upgrades and a wood drop-off point(the Mur'Gul Hall) and a separate building for general upgrades? Plus, I would add one more upgrade (to match with the four types for each race). Maybe an building upgrade, that would add some kind of aura to the naga buildings - this aura could slow down the enemies, when entering the naga base, slowly draining their mana, or giving some buff to allies.
Another big issue is the Magic Wagon. The item offer is quite good, but why did you have to make it a trainable movable unit? I would suggest using the "Serpent Treasury" model from "Power of Corruption" mod (and maybe naming it "Bazaar" would be suitable ).
One more time: why did you decide to make a building (that does not look like a building) produce a unit, that may become a building itself? Do not understand me wrong, I loooove Ancient Turtle, but why do I have to produce it in another turtle? I would just give the Mur'Gul Slaves an opportunity to build (or plant/raise/farm) the Deployed Ancient Turtle straight away. This then could be un-deployed and moved to target location. As I have already said, I adore the Ancient Turtle (although its shell resembles rather night elves, than naga) and the idea to make it an drop-off point is just brilliant, but there is a small bug (or, at least, I believe, this was not your intention) - the Slaves can drop the harvested resources even when the Ancient Turtle is un-deployed and moves.
Juvenile Turtle - for me, this unit is just as redundant, as the building, in which it is produced. A more efficient wood-cutter might be useful, but the Goblin Shredders can do that 4-times better.
Dragon Turtle - classical naga siege creature. It's OK.
Shrine of Azshara:
Naga Siren - I love the way, how you altered her skills. This caster is great, although Ice Touch changing the melee attack to a ranged one seems to be too powerful.
Storm Spirit - a flying non-attacking ethereal caster? Well, that's called uniqueness! However, her spells might need a bit balance.
Naga Sorceror - another unit, that I do not like. Despite its abilities, which are really interesting (Destroy Magic is the most inventive healing ability, I have ever seen) I would put this unit away, for several reasons: 1. naga males are (in most cases) not able to practice magic (source), 2. there are already too many anti-magic units (Myrmidon, Storm Spirit and Sorceror), 3. it's head model is strange, 4. I don't like it
Temple of Basilisk:
Considering the usage of Naga Citadel model as the main building, I would change the model for the Basilisk Temple, either to the model of Coral Monument, or to the Naga Observatory (however, this model corrupted some of my maps)
Greater Basilisk - the elite units of other races are making a space particularly for a walking (or rather, non-flying) ranged unit. Basilisk is such a unit, but it looks quite unappealing. Instead, Hydra might do better - but hydras are already creeps. So, as a unique serpentine ranged unit I would suggest a Kirin (or Quilin), like that one in M&M:H6. It might be a floating (not flying!) unit with very interesting (and cool) appearance!
At the end, I would just summarize the unit changes, that I consider most important:
- remove Juvenile Turtle
- replace Turtle Hatchery with Deployed Ancient Turtle
- change Storm Spirit's appearance (and maybe a name change will be required, as well)
- replace Naga Sorcerer with a completely different unit
- replace Greater Basilisk with a Kirin, or a different unit
Just to give some quick ideas, you might use a Medusa with Petrify ability, or a Nian. You might also consider the naga expanse in Outland - they could bring back some netherrays, tripods, beholders or even the nether dragons...
I hope, you did not get angry, that I dare to interfere into your addon. I may assure you, that my intentions were pure - I just wanted to make this addon even better. I would be very happy, if you would find any of my ideas good enough for implementation. And I would be even happier, if I might participate in this project as well
EDIT: Just two more notes:
- Destroy Magic should have auto-cast, because this way it's used too little
- Spirit Mirage is too strong. In the late game, I just make one or two Greater Basilisks, and a bunch of Storm Spirits. I just go, attack enemy base, and copy my basilisks as long, as I do not run out of mana - which is quite long Therefore, I would suggest raising the mana cost drastically, or lowering the stats of the mirage & shortening its duration