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Ham's Strat & Chill (HSnCv3.5cC)
Submitted by
Ulfsire
- Filesize:
- 1510.11 KB
- Rating:
-
(4 votes)
- Downloads:
- 985
- Uploaded:
- Sep 20, 2019
- Updated:
- Feb 3, 2020
- Resources:
- 1
- Author(s):
- Ulfsire
- State:
- Approved

This bundle is marked as approved. It works and satisfies the submission rules.
Discord link: Join the Ham's War Game Discord Server!
Hello Hive,
An unofficial sequel to Build and Brawl, this is a strategy map in the vein of Risk / Broken Alliances, except with reduced micro-management and sandbox random world generation. You only have control over your Leader, who can issue attack-move commands to your units. Your Leader can also construct various buildings and cast powerful spells.
You start the game with a Capitol and a small army. You have the option to join a Culture, read from a book of Magic, and join a team.
The goal is for you and/or your team to capture the four powerful Altars and hold them for a certain amount of time, until Victory is achieved.
The map features full random generation, and most structures, including Capitols, can be captured. The map will also change over time, as barriers against Hell and the Void are broken. Bandits can invade and Ancient Liches will rise from the Underworld. Player actions will influence this.
Unused player slots will be filled with AI players that will join teams and try to capture Altars / Capitols.
This map can be played like risk, but making elaborate bases or focusing on your Leader/Hero like an RPG are also viable strategies. The game is intended to be open world and supports many different play-styles.
For example, a valuable teammate might choose to build walls and towers around their Capitol, worship the Void as their culture, focus on Lumber income, and disrupt enemies by summoning Shadow Horrors on their spread-out empires.
Players are never eliminated, and can always reclaim land by resorting to banditry.
v3.5b+c + C (1/31/19)
- several balance changes and bugs fixed
- terrain generation updated to not get messed up in Reforged
- Lichcraft should now work properly
- names MESSED UP
- (C) fixed 100% slow form poison + melee slow
- (C) removed the black mask at end
- all models should still work in both classic + reforged - if anything is broken in CLASSIC, let me know
- (cC) frost slow reduced
- (cC) units resized because of reforged scaling changes
- (can't change player names) -- this is supposedly being "worked on" by blizzard
v3.5a (1/24/19)
- several balance changes and bugs fixed
- more researches added / reworked
- powerful magic items can be created by using Wild Alloys, that appear in the world and the other Planes
- Leaders start with spell scrolls that can be enchanted to become a spell, based on your Book of Magic
- the Pact researches are much more powerful, and the AI rushes with greater effect
- perhaps it is all for nothing, brothers and sisters, as reforged shall break the systems
Resource Credits: Loading Screen by unknown
Testing Credits: Hamsamwich, Flymanzen, Hot Grill 2, SlyM, LUMBER/DEADLY
Hello Hive,
An unofficial sequel to Build and Brawl, this is a strategy map in the vein of Risk / Broken Alliances, except with reduced micro-management and sandbox random world generation. You only have control over your Leader, who can issue attack-move commands to your units. Your Leader can also construct various buildings and cast powerful spells.
You start the game with a Capitol and a small army. You have the option to join a Culture, read from a book of Magic, and join a team.
The goal is for you and/or your team to capture the four powerful Altars and hold them for a certain amount of time, until Victory is achieved.
The map features full random generation, and most structures, including Capitols, can be captured. The map will also change over time, as barriers against Hell and the Void are broken. Bandits can invade and Ancient Liches will rise from the Underworld. Player actions will influence this.
Unused player slots will be filled with AI players that will join teams and try to capture Altars / Capitols.
This map can be played like risk, but making elaborate bases or focusing on your Leader/Hero like an RPG are also viable strategies. The game is intended to be open world and supports many different play-styles.
For example, a valuable teammate might choose to build walls and towers around their Capitol, worship the Void as their culture, focus on Lumber income, and disrupt enemies by summoning Shadow Horrors on their spread-out empires.
Players are never eliminated, and can always reclaim land by resorting to banditry.
v3.5b+c + C (1/31/19)
- several balance changes and bugs fixed
- terrain generation updated to not get messed up in Reforged
- Lichcraft should now work properly
- names MESSED UP
- (C) fixed 100% slow form poison + melee slow
- (C) removed the black mask at end
- all models should still work in both classic + reforged - if anything is broken in CLASSIC, let me know
- (cC) frost slow reduced
- (cC) units resized because of reforged scaling changes
- (can't change player names) -- this is supposedly being "worked on" by blizzard
v3.5a (1/24/19)
- several balance changes and bugs fixed
- more researches added / reworked
- powerful magic items can be created by using Wild Alloys, that appear in the world and the other Planes
- Leaders start with spell scrolls that can be enchanted to become a spell, based on your Book of Magic
- the Pact researches are much more powerful, and the AI rushes with greater effect

- perhaps it is all for nothing, brothers and sisters, as reforged shall break the systems

Change Log
Changes:
v3.2f (1/2/19)
- several balance changes and bugs fixed
-blight entirely removed, have tentatively stopped experiencing desyncs (!)
-the AI will now generally try to ally their neighbors
v3.2a (12/28/19)
- trying to fix a desync issue, tutorial temporarily disabled
-kobold distribute wealth improved
-some magics changed
-necromancer ult now only summons in the world and not hell etc
v3T (12/25/19)
- big changes - Merry Christmas, you can now enter and conquer Hell!
-New and reworked magics added to the books
v2.9 (10/31/19)
- big changes - Altars reduced to 3, map size reduced
- can enter the Void AND the Underworld, with various structures to conquer - Hell to come in v3
- MANY balance changes / reworks, several new Magics that give spells to units
- collision globally reduced, units move through narrow openings more fluidly
v2.6
v3.2f (1/2/19)
- several balance changes and bugs fixed
-blight entirely removed, have tentatively stopped experiencing desyncs (!)
-the AI will now generally try to ally their neighbors
v3.2a (12/28/19)
- trying to fix a desync issue, tutorial temporarily disabled
-kobold distribute wealth improved
-some magics changed
-necromancer ult now only summons in the world and not hell etc
v3T (12/25/19)
- big changes - Merry Christmas, you can now enter and conquer Hell!
-New and reworked magics added to the books
v2.9 (10/31/19)
- big changes - Altars reduced to 3, map size reduced
- can enter the Void AND the Underworld, with various structures to conquer - Hell to come in v3
- MANY balance changes / reworks, several new Magics that give spells to units
- collision globally reduced, units move through narrow openings more fluidly
v2.6
Change Log
(10/31/19)
- fixed some outdated hints
- Altar of Wealth should now work properly
- universally increased the cost / train time of all turrets
- Meisterzwerg now has a bouncing spark attack, and is primary INT attribute
v2.5 (10/25/19)
- several new Magic research items (Blood Vengeance, Firegeist, Astral Army, etc)
- 2 new cultures, Dryad Conclave and Assassin's Guild
- Night Witch re-flavored to Vestica, with several units / structures getting Romanian / Serbian names
- "Warmage" learned hero passive added to several leaders, which increases the damage of their spells by 10% every level
- Autarch structures / units given more Greek / Byzantine names
- two new Altars, Wealth and Spirit
- turned off "Wilderness attacks" (there is a bug where they won't attack Altars, it was just adding unnecessary lag spikes)
- Knight, Bandit Knight and Cataphract armor reduced, Cataphract upkeep reduced
- several bugs fixed (such as paladins blessing arrow turrets)
v2.4 (10/16/19)
- fixed a bunch of buildings randomly giving mana tribute
- Dwarf set to "finished"
- Increased the Hell and Void breach of Open Hell and the Netherdrake
- Shredders, Goblin Missileers and Missile turrets added to Factories, unlocked with Goblin culture, and Goblin culture gives vision of all factories
- some changes to Night Witch (assassin)
- Orc Warmage reflavored to Szaman, with polish-derived unit names
v2.3 (10/12/19)
- balance changes
- Factory neutral building added, wood income, allows training of additional Shredders if Goblin culture, trains Clockwork Soldiers if magic is Book of Metal
- Shredder upkeep 4->3
- **NEW LEADER** Meisterzwerg, a chief of the dwarves
- Dwarves can train riflemen and mortars and powerful mechanical units with periodic cannon attacks
- lots of AOE damage, cannon towers, strong stone walls
- Unfinished, leader still lacks a W ability
- To come: AI for Dwarf, W ability, and more!
v2.1+.2 (10/9/19)
- Assassin Queen is now Night Witch, ultimate and shadow ceremony changes
- Defensive Tower, a Kalima, added to Caliph
- reworked "world knowledge" building into a multiboard, along with teams (suspected the text changing was causing lag"
- note: much lag is still being caused by late game AI commanding large armies
- Player 1 can type -noai (After game starts) to turn off AI behavior
- several balance changes / tweaks, Caliph AI still not as intelligent as he could be
- original player names revealed 10 seconds after game ends
v2.0T (10/7/19)
- new Leader, the Caliph; trains sacred Ghazi and unclean Sahiri, can transform Nodes into holy Masjids
- Assassin Queen to Night Witch, Shadow Ceremony changed (more changes to come)
- Or can now train Marauders and Flame Turrets in war halls
- New Tech, Vine Defense (Life)
- FIXED problem where you could attack your own capitols / altars to spam events
- FIXED several "Target building" abilities could target units too
- many other balance changes, more additions to come for version 2+
v1.999 (10/2/19)
- reduced solar turrets created by Autarch's ultimate spell
- reduced headhunter damage gain
- improved tutorial
- MADE WIN GLOW NOT PERMANENT (it just flashes now to warn players)
v1.997 (10/2/19)
- added a NEW intro cinematic, should be more legible
- added Hamlets that spawn during world generation for Wilderness, guarded by a Priest
v1.996 (10/2/19)
- fixed bug that spawned a ton of Ledgers
- removed attack from livestock so they don't aggro
v1.992,3,4,5 (10/2/19)
- *BIG CHANGE* - Force Move command cooldown changed from 120 - 15 seconds
- Attack Move will order a direct attack if it targets a unit, cooldown raised to 5 seconds
- *NEW LEADER* - Angilak, commands the ice folk, can also train and summon various beasts and spirits, gains boons when using magic on ice or snow, can spread ice and snow
- New mobile wood income buildings, in the form of "livestock," for Angilak (seal) Khan (sheep) and Pit Lord (blood swine)
- Leaver AI added for Pit Lord, Druid and Autarch
- Grand Market (baron) can now continuously raise the mana of your Culture
- Baron can now build Shrines
- glaciers will now generate in the northern regions of the map
v1.991 (9/27/19)
-Hotfixed some icons and units costsh
v1.99 (9/26/19)
-Black Market (Culture) unlocks illicit trade in bandit tents and bandit tower
-Gnoll Junta (Culture) unlocks Gnoll Bruisers in mills
-Grand Burrow (Culture) unlocks Kobold Comrades in mines
-Book of Stars improves Contact Mutts
-Book of Blood improves Contact Imps
-Book of Fire improves use of Stone of Transmutation
-brought Autarch right back up a bit
-added AI for Autarch
v1.98 (9/24/19)
- brought Autarch down to a reasonable power level
v1.96 + 1.97 (9/23/19)
- added a new Leader / Race, the Autarch
-magic-heavy High Elves with powerful defenses and good Mana Tribute
-tweaked Troll and Druid
-added some units that can be summoned from Crumbling Barriers, at the cost of weakening respective Void / Hell barriers in general (this will be expanded upon and be perhaps Book-dependent)
-Anger (Book of Fire) research changed to Martial Might, which gives +20% damage to any trained unit
v1.94 + 1.95 (9/20/19)
- hotfixed an outrageous bug with Demolisher
-Divine Judgment now actually summons a Paladin
-fixed a few other bugs
v1.93 (9/20/19)
- released on Hive
- fixed some outdated hints
- Altar of Wealth should now work properly
- universally increased the cost / train time of all turrets
- Meisterzwerg now has a bouncing spark attack, and is primary INT attribute
v2.5 (10/25/19)
- several new Magic research items (Blood Vengeance, Firegeist, Astral Army, etc)
- 2 new cultures, Dryad Conclave and Assassin's Guild
- Night Witch re-flavored to Vestica, with several units / structures getting Romanian / Serbian names
- "Warmage" learned hero passive added to several leaders, which increases the damage of their spells by 10% every level
- Autarch structures / units given more Greek / Byzantine names
- two new Altars, Wealth and Spirit
- turned off "Wilderness attacks" (there is a bug where they won't attack Altars, it was just adding unnecessary lag spikes)
- Knight, Bandit Knight and Cataphract armor reduced, Cataphract upkeep reduced
- several bugs fixed (such as paladins blessing arrow turrets)
v2.4 (10/16/19)
- fixed a bunch of buildings randomly giving mana tribute
- Dwarf set to "finished"
- Increased the Hell and Void breach of Open Hell and the Netherdrake
- Shredders, Goblin Missileers and Missile turrets added to Factories, unlocked with Goblin culture, and Goblin culture gives vision of all factories
- some changes to Night Witch (assassin)
- Orc Warmage reflavored to Szaman, with polish-derived unit names
v2.3 (10/12/19)
- balance changes
- Factory neutral building added, wood income, allows training of additional Shredders if Goblin culture, trains Clockwork Soldiers if magic is Book of Metal
- Shredder upkeep 4->3
- **NEW LEADER** Meisterzwerg, a chief of the dwarves
- Dwarves can train riflemen and mortars and powerful mechanical units with periodic cannon attacks
- lots of AOE damage, cannon towers, strong stone walls
- Unfinished, leader still lacks a W ability
- To come: AI for Dwarf, W ability, and more!
v2.1+.2 (10/9/19)
- Assassin Queen is now Night Witch, ultimate and shadow ceremony changes
- Defensive Tower, a Kalima, added to Caliph
- reworked "world knowledge" building into a multiboard, along with teams (suspected the text changing was causing lag"
- note: much lag is still being caused by late game AI commanding large armies
- Player 1 can type -noai (After game starts) to turn off AI behavior
- several balance changes / tweaks, Caliph AI still not as intelligent as he could be

- original player names revealed 10 seconds after game ends
v2.0T (10/7/19)
- new Leader, the Caliph; trains sacred Ghazi and unclean Sahiri, can transform Nodes into holy Masjids
- Assassin Queen to Night Witch, Shadow Ceremony changed (more changes to come)
- Or can now train Marauders and Flame Turrets in war halls
- New Tech, Vine Defense (Life)
- FIXED problem where you could attack your own capitols / altars to spam events
- FIXED several "Target building" abilities could target units too
- many other balance changes, more additions to come for version 2+
v1.999 (10/2/19)
- reduced solar turrets created by Autarch's ultimate spell
- reduced headhunter damage gain
- improved tutorial
- MADE WIN GLOW NOT PERMANENT (it just flashes now to warn players)
v1.997 (10/2/19)
- added a NEW intro cinematic, should be more legible
- added Hamlets that spawn during world generation for Wilderness, guarded by a Priest
v1.996 (10/2/19)
- fixed bug that spawned a ton of Ledgers
- removed attack from livestock so they don't aggro
v1.992,3,4,5 (10/2/19)
- *BIG CHANGE* - Force Move command cooldown changed from 120 - 15 seconds
- Attack Move will order a direct attack if it targets a unit, cooldown raised to 5 seconds
- *NEW LEADER* - Angilak, commands the ice folk, can also train and summon various beasts and spirits, gains boons when using magic on ice or snow, can spread ice and snow
- New mobile wood income buildings, in the form of "livestock," for Angilak (seal) Khan (sheep) and Pit Lord (blood swine)
- Leaver AI added for Pit Lord, Druid and Autarch
- Grand Market (baron) can now continuously raise the mana of your Culture
- Baron can now build Shrines
- glaciers will now generate in the northern regions of the map
v1.991 (9/27/19)
-Hotfixed some icons and units costsh
v1.99 (9/26/19)
-Black Market (Culture) unlocks illicit trade in bandit tents and bandit tower
-Gnoll Junta (Culture) unlocks Gnoll Bruisers in mills
-Grand Burrow (Culture) unlocks Kobold Comrades in mines
-Book of Stars improves Contact Mutts
-Book of Blood improves Contact Imps
-Book of Fire improves use of Stone of Transmutation
-brought Autarch right back up a bit

-added AI for Autarch
v1.98 (9/24/19)
- brought Autarch down to a reasonable power level
v1.96 + 1.97 (9/23/19)
- added a new Leader / Race, the Autarch
-magic-heavy High Elves with powerful defenses and good Mana Tribute
-tweaked Troll and Druid
-added some units that can be summoned from Crumbling Barriers, at the cost of weakening respective Void / Hell barriers in general (this will be expanded upon and be perhaps Book-dependent)
-Anger (Book of Fire) research changed to Martial Might, which gives +20% damage to any trained unit
v1.94 + 1.95 (9/20/19)
- hotfixed an outrageous bug with Demolisher
-Divine Judgment now actually summons a Paladin
-fixed a few other bugs
v1.93 (9/20/19)
- released on Hive
Resource Credits: Loading Screen by unknown
Testing Credits: Hamsamwich, Flymanzen, Hot Grill 2, SlyM, LUMBER/DEADLY
Contents