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Great Battles - Middle Ages v.15.4

Submitted by Ironside
This bundle is marked as approved. It works and satisfies the submission rules.
Creator

Created by Ironside



Great Battles-Middle Ages Team

Ironside = Project Leader
Vikus = Grammar check
krisserz = Trigger check
8Ball777 = Object edtor
Wasp = Terrainer
CyberDuelX16 = Grammar check, Map Testing, Tooltip fix
KraZy_Marm4SET = Grammar Check
eclyptk = Terrainer


Credits

Samurai by BlinkBoy
Blood Sword by Kitabatake
Blue Blood Sword by Kitabatake
RPGHero by Tenebrae
All buildings by Mr. Bob
The Shotting System by assasinater
Bane Web by D4RK_G4ND4LF
PlatedFootman by HappyTauren
FootmanCavalry by wingednosering
Spells Quick Act & Arrow Armageddon by defskull


Gameplay

You begin with a custom race. Then build up your base. Train a strong combo army and attack the enemy.
The game is based on Levels. So there are 3 Main Buildings, 3 Towers, 3 Barracks, 3 of each Unit-Type. This excludes the King.


AI

The map uses a full custom AI, created by me, that is actually quite good once your a good player at this game, and is very strong for new players.


Terrain

The map uses a standard map (DivideAndConquer) for terrain, since I suck at terraining, I would make the map completely boring.


Commands


# is the the color of a player (example -ally light blue).

-ally # ---> requests alliance towards player #.
-accept # ---> accepts alliance towards player #.
-war # ---> declare war on player #.
-retreat ---> tells that you are retreating.
-defend ---> tells that you are defending your castle.




Screenshots
Screenshots

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]



Help

Also if anyone wants to help me with this map, then this is for you: http://www.hiveworkshop.com/forums/project-recruitment-256/great-battles-middle-ages-165309/


Keywords:
Altered, melee, custom, race
Contents

Great Battles - Middle Ages v.15.4 (Map)

Reviews
Moderator
16:42, 20th May 2010 ap0calypse: Approved
  1. Ironside

    Ironside

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    Hmm... well it's your opinion...
     
  2. 8Ball777

    8Ball777

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    you can add new hero (king) and new units such as mercenaries or paladins. Also improve descriptions. For example: Soldier |n max hit points:550, armour 2 |n damage - 14-15, attack speed 115 |n attack range - meele. |n movement speed - 325 |n|n abilities: Shield.. .. ...and so on. map will better
     
  3. Ironside

    Ironside

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    That's boring for me to do...and time consuming as well...I make new units, spells, buildings, upgrades, but tooltips are always bad by me, as I don't have patience to write that stuff.

    So, if I'll have luck, someone on the forum in the Map Developement will accept the job to improve the tooltips, that's the only way.

    Also, I already have the hero King in the map...
    And I am already working on custom items, also there will/is only be one shop, and that is in middle of the map, protected by red. It currently has 3 items in it, I'll get on removing the default items from creeps soon.

    I still have to upload 5 versions to the Hive, but I won't until I get a resource, that I'm waiting for.

    Also if anyone wants to help me with this map, then this is for you: http://www.hiveworkshop.com/forums/project-recruitment-256/great-battles-middle-ages-165309/
     
  4. Bowman

    Bowman

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    I really like the idea of this map. Taking over your enemys base when you kill his kind is quite fun, though mid-game this makes every smart player just surround his king with towers and walls. also, I get a rondom fatal error crash in this version (8.1) only.... Wonder if anyone else does?

    anyways great map, love the skins and the idea. Will be downloading your updated versions and testing further with my friends.
     
  5. Ironside

    Ironside

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    You get a fatal error?, this is just what I've been looking for, I thought it was only me... Guess I'll really have to find what is causing it then.
     
  6. Hawk

    Hawk

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    Lol this map is still not approved ? Why ?
     
  7. ap0calypse

    ap0calypse

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    Because I didn't approve it yet.
     
  8. Ironside

    Ironside

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    Exactly :D, I'm not in a rush for a review, as I still am waiting for my team members to look at the map.
     
  9. pray

    pray

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    Can i play it with Al?
     
  10. Ironside

    Ironside

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    Yes, the map has an AI from the 1st version, but be aware, that the AI is strong, and you might lose to him.

    Also if you'll get into trouble, better ally a computer, by typing -ally color
    Computers automaticaly accept ally requests, players have to do that with -accept color.
     
  11. -Kobas-

    -Kobas-

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    Well I just love to see nice map description :thumbs_up:
    I will try and leave comment for sure :D
     
  12. Ironside

    Ironside

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    :thumbs_up: Very well, thank you
     
  13. -Kobas-

    -Kobas-

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    Finally I find some time to test this :at:

    Things that I like:

    1st - Map Description
    2nd - Memory leaks are cleaned
    I must place this to show people how it's done, even in win trigger

    • Win
      • Events
        • Time - Every 2.50 seconds of game time
      • Conditions
      • Actions
        • Set Leos = (Units of type Leo)
        • Set LeoEvils = (Units of type Leo evil)
        • Set Tokens = (Units of type Token)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • And - All (Conditions) are true
              • Conditions
                • (Number of units in Leos) Equal to 1
                • (Number of units in LeoEvils) Less than or equal to 0
                • (Number of units in Tokens) Less than or equal to 0
          • Then - Actions
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + ============================================))
            • Game - Display to (All players) for 9999999.00 seconds the text: (((|cff + Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))]) + (Name of (Owner of (Random unit from (Units of type Leo))))) + has won the game.|r)
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + All players may leave at will. The game has ended.))
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + ============================================))
            • Player Group - Pick every player in (All players) and do (Actions)
              • Loop - Actions
                • Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Entire map)
            • Custom script: call DestroyGroup(bj_lastCreatedGroup)
            • Custom script: call DestroyTrigger(GetTriggeringTrigger())
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • And - All (Conditions) are true
              • Conditions
                • (Number of units in Leos) Less than or equal to 0
                • (Number of units in LeoEvils) Equal to 1
                • (Number of units in Tokens) Less than or equal to 0
          • Then - Actions
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + ============================================))
            • Game - Display to (All players) for 9999999.00 seconds the text: (((|cff + Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))]) + (Name of (Owner of (Random unit from (Units of type Leo evil))))) + has won the game.|r)
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + All players may leave at will. The game has ended.))
            • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + ============================================))
            • Player Group - Pick every player in (All players) and do (Actions)
              • Loop - Actions
                • Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Entire map)
            • Custom script: call DestroyGroup(bj_lastCreatedGroup)
            • Custom script: call DestroyTrigger(GetTriggeringTrigger())
          • Else - Actions
        • Custom script: call DestroyGroup(udg_Leos)
        • Custom script: call DestroyGroup(udg_LeoEvils)
        • Custom script: call DestroyGroup(udg_Tokens)

    3th - Nice usage of sound editor
    4th - Nice usage of import manager (no large files)
    5th - Nice usage of Object Editor
    6th - Custom Models for buildings
    7th - Ai
    8th - Units Descriptions
    9th - Dialog Buttons
    10th - Nice Credits ingame!
    Things that I don't like:
    1st - Well terrain (I am terrainer so what can I say)
    2nd - Corrupt king has Illidan Icon
    3th - Worker who build gates
    4th - King ability that give sword to him will be placed on 1,2 instead of 0,2 (x,y) when he learn it
    5th - Some abilities should have better description
    Word or 2 to Author:
    1st - Add more doodads to improve terrain, looks to empty this way.
    2nd - Replece worker that build walls and gates with 2 more building!
    (you can add ability to Gate that will rotate building, when player choose right place he can cast another that will permanently replace gate to one that can maybe be upgraded to stronger etc)
    3th - Improve some abilities and gameplay descriptions
    4th - On loading screen white text about contact looks bad (Create better Loading Screen with that or colorize text and change it's position)
    Off topic

    Well I don't really like this kind of games, just think what can happen if 2 players play and some of them build some building on each map corner, 1 hour to find and destroy :ar:, but honestly this one looks good :ag:! There is still loot of work and you know that! You can ask someone to create some icons or maybe more models! Add more buildings, units, maybe you can create some new races, you can add more game modes, even fun ones (create only kings and make something like arena on center of map, within walls etc etc)! Also maybe you can create some units/building like fountains that will increase armor, reg hp or mana, reduce same etc etc! And at the end you can add level up system to units so they gain movement speed or attack speed or hp, mp, armor etc etc after each kill (Veteran skill or something like that):at:

    I tested map in Single Player mode :asad: my friend don't have time to test with me so here it is 3/5 from me now!
    (I will give you more but there is still much work to do just like I write above so I don't want from you to get lazy :aht:)


    3/5 + Vote for Approval
    +Rep for very good triggers and map idea
     
  14. Ironside

    Ironside

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    Fatal Error has been found, if you play with the AIs in the game, then you will probably get a fatal error, if no AIs then there can't be a fatal error.
    This is tested and proven to be the case.
     
    Last edited: May 11, 2010
  15. Hugomath

    Hugomath

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    So... AI Disabled?
     
  16. Ironside

    Ironside

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    No, AI will not be disabled, but as said, you'll get a fatal error when playing with them.
     
  17. Hugomath

    Hugomath

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    Oh ok. Nice AI anyways ^^
     
  18. -Kobas-

    -Kobas-

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    New update means that you fixed Ai glitch :D
     
  19. Ironside

    Ironside

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    No, I didn't. I can't find the source of the error, I have been adding other things.
     
  20. J_Low

    J_Low

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    This looks very promising.