• 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Legion TD Mega 3.5 (B4) + 3.41 unprotect

original by LISK, Continue developed by HuanAk



Legion TD Mega 3.5(Beta4) is released ! !


(download link at the end of this post)

3.5 Changes Log :



3.5 (Beta 1) changes log :

Descriptiom bugs:
* Fixed DragonHawk's range description (300)
* Fixed Greymore's damage description (142-168)
* Fixed Machine Robot's damage description (62-68)
* Fixed Soul of Villain's hp description (530hp)
* Fixed Mercurial's range description ( 650 )
* Fixed Gravekeeper's range description (500)
* Fixed Meridian's hp description (1000)
* Fixed Tempest's Range description (300)
* Fixed Defiler's damage type (Chaos)
* Fixed Fangthtooth's damage type description (Normal)
* Fixed Sky Dragon's damage description (magic/piercing)
* Fixed Mitorsis description, should be magic

Other Bugs/changes
* Arena -- Removed bug music
* Arena -- melee will teleport to front, range behind
* Mercenary -- can summon after level 30
* "li" mode -- lower value requirement for 2nd upgrade (1300 to 1200).
* Advance Barrack -- won't reset your hotkey
* Vote Kick -- Only host can start -vk or -votekick command
* Enable poison kill, bounty bug fixed
* King can move after level 31
* Cooldown on Behemouth/Krakken/Infernal/Demon change from 25/30/60/120 -> 40/60/90/135
* disable anti-stuck on fighter, it only work on creep from now on

Unit changes:
* Clockwreck -- AE is working now.
* Sky Dragon -- increase damage on air (90-100)
* Fire Archer(undead) -- increase HP from 100 to 250.
* Young Frost Dragon -- can attack air now
* Violat -- cost reduce from 150 -> 120
* Meat Wagon -- HP increase from 265->280
* War Machine -- HP increase from 600->750
* Guardian of Death -- Life steal aura will include this unit
* Spawn of Dragon -- Life steal aura will include this unit
* Wolvorine -- finishing blow do not work on Boss unit.
* All 3 big dragon-- lower backswing, increase splash area.


Creep Level:
* Level 3 : hp lower (55->45), damage lower by 1
* Level 17: hp lower (699->650), damage lower by 3
* Level 31 = Pit Lord ( ~15,000 value)
* Level 32 = Crypt Lord ( ~16,000 value)
* Level 33 = War Lord ( ~17,000 value)
* Level 34 = Fire Lord ( ~18,000 value)
* Level 35 = DOOM ( too hard to kill)


Beta 2
* Fixed Spawn of Dragon & Guardian of Death's Splash damage
* Lower splash damage on 3 big dragon
* Fixed Holy Light on King
* Remove active ability on King after level 31 (and king can move faster)
* Anti-stuck.. work on creep, and only work on fighter it after teleport to king.
* Fixed "Most leaks" for RED Player in single player game
* Fixed hot key for summon
* level 35 is harder (deal more damage)
* Level 32 & 34 have 0 armor (was -2)
* Add new debug command -kingmax (upgrade king to max)
* Add new beta command -hero (will give you 10 hero points)
* Add first Hero: The Death Knight


Beta 3:

* Level 3 : hp lower (55->45), damage lower by 1 (roll back to 3.41)
* Level 17: hp lower (699->650), damage lower by 3 (roll back to 3.41)
* Elite Archer: same dps, but slower ( 13dmg/0.55s to 18dmg/0.8, 5 target)
* DOOM: increase attack range from 100 to 500
* King & Hero will take 90% damage from all attack type (except Chaos and spell)
* Change minimum movement speed from 0 to 100 (you can't slow unit to 0 speed anymore)
* LTDAC 3.0 (LegionTD Anti-Cheat)
* change builder will disable after built hero

Note: This beta will have -AP as default mode, so player can try out new heroes .

Range hero(attack speed):
* Darkness Aura (-15% damage) -- Dark Ranger
* Trueshot Aura (+15% range) -- Priestess of the Moon
* Brilliance Aura (5%) -- Archmage
* Frost Aura - 50% slow -- Medusa

Melee Heroes (offence):
* Command Aura (+10% melee damage) -- Mountain King
* Endurance Aura (+10% attack speed) -- Chieftain
* Vampiric Aura (15% life steal) -- Dread Lords

Melee Heroe (Defence):
* Unholy Aura (30% movement, 10hp/s) - Death Knight
* Thorns Aura (20% damage shield) - Keeper of the Grove
* Devotion Aura (+3) and Heal (500hp) - Paladin

level 11 ability:
* Dark Ranger -> Black Arrow (-4 armor)
* Priestess of the Moon -> Frost Arrow (30% slow)
* Archmage -> Inner Fire ( 30% attack, 3 armor buff, can cover 3 target)
* Medusa -> Water Shield ( same as sphere, 3 target)
* Death Knight -> dealy poison (150dmg poison, 30% slow)
* Keeper of the Grove -> Healing Wave ( 400hp 4 target with 50% diminishing)
* Paladin -> +3 armor aura
* Mountain King -> Bash (20% chance for 100dmg, 3 seconds stun)
* Chieftain -> Critical hit (20% chance for x2 damage)
* Dread Lords -> Evasion (20% miss)

B4 changes log:

* Elite archer --> upgrade cost increase from 155 to 160.
* Tree of Knowledge --> AoE range reduced from 600 to 400
* Goliath --> attack speed changed from 1.6s to 1.8s.
* Mini Hydra --> HP reduced from 800hp to 600hp.
* Druid --> initial mana change from 10 to 0
* Goblin Blaster --> lower overclock's damage from +40% to +30%
* Necrolyte --> cost increase from 170 to 220, HP increase from 750 to 1000.
* Mutant --> Inject Steroids change from 20% damage&hp to 20% damage only.

* Red/Azure/Death dragon --> increase attack speed from 1.6 to 1.3.
* Red/Azure/Death dragon --> Lower AE damage to 5%/20% on 300 and 30 range.
* Tree of Life --> attack speed increase from 1.8 to 1.2
* Trident --> 20% chance to deal 200 damage and stun for 2 seconds.
* Tuskarr --> Spearman's range increase from 350 to 450
* Ancient Wandigoo --> attack faster : 1.0s to 0.9s
* High Priest --> attack faster: 1.0 to 0.8
* The Butcher --> attack faster: 1.6 to 1.5
* Frenzy Ghoul --> HP increase from 660 to 700
* Gravekeeper --> attack faster: 1.1 to 1.0
* Sky Dragon --> attack faster against air (1.0 speed to 0.6 speed)
* Forsaken One --> Insanity buff change from 20% damage to 30% damage

* add 1000 value requirements on Altar of Heroes.
* Altar of Heroes will disable if player use change builder.
* remove Mercenary race.
* King can move at level 30.
* Enable Anti-stuck for Arena fight (can only use after fight start)
* add "leaked", "int" to W3MMD.

* Fixed change builder bug.
* Fixed King's autocast bug.
* Fixed level 11 Tauren chieftain's critical hit

New mode: -ns (no saving)
- player cannot save lumber above cap
- minimum cap = 200 (eg, cap won't work if you have less than 200 lumber)
- cap = 100x(wisp + lumberjeck) , eg 7/15 = 100 x (7+15) = 2100 lumber.
- cap will check at the end of every wave, and any lumber above cap will remove from game.








LegionTD Mega is base on Legion TD War 1.50c (by LISK), he quit Warcraft 3 and left the map for anyone to continue development.

for this version (Mega), it will be X3 mode only, so I can spent more time to balance the map for X3 mode.



---Overview---


Build towers to defend your team's King from attackers.

Each level, your towers become units and fight for you.

Harvest lumber with workers. Use lumber to buy summons to attack the other team and

increase your income. Lumber can also be used to upgrade your team's King's stats.

Defeat the enemy King to win.

====================================

[rainbow]Game Mode[/rainbow] :

---(Update: 14th Oct 2011)


Primary Mode:
  • -AP : All Pick - All players can pick any race.
  • -AP : All Random - All players are given a random race.
  • -SD : Single Draft - All players are given 2 random races to choose.
  • -HP : Host Pick - host pick a race, every given same race as host.
Secondary Mode:
  • -mm : Master Mind - Restricted vision on enemy's map and information.
  • -hg : Hour Glass - Receive gold for enemy leaks (that reach the King).
  • -gg : Get Gold - Receive gold from kills at middle (near king).
  • -cb : Change Builder - You can pay to change to a new builder.
  • -li : Limit Incomer - Pure income is disabled untill lvl10+.
  • -X3 : 3 Time - more creeps spawn
Default Mode: if you don't enter mode in 15 seconds after game start, it will use "-aphgggmmcbx3" as defualt mode.

Quick Mode: if mode string is 3 characters long, it will use Quick Mode. eg "-ap"
  • -AP = "-aphgggmmcbx3"
  • -SD = "-aplihgggmmcbx3"
  • -AR = "-aplihgggmmcbx3"
  • -HP = "-aplihgggmmcbx3"
Short Mode: make mode shorter for Hostbot or player
  • "gm" = gg + mm
  • "gc" = gg +cb
  • "gl" = gg +li
  • "cl" = cb +li
    (hg & x3 is default, don't need to type)


Hostbot Support:---(Update: 16th Oct 2011)



How to set up map config file:

- Hostbot usually automatic created config for you (sometime they base on Dota, so you may need to changed slot structure).
- Below is working slot structure for 4v4

Information about slot structure
# slot structure
# [PID] [Download Status] [Slot Status] [Computer] [Team] [Colour] [Race] [Skill] [Handicap]
# - PID is always 0
# - Download Status is always 255
# - Slot Status is 0 for open, 1 for closed, 2 for occupied
# - Computer is 0 for no, 1 for yes
# - Team
# - Colour
# - Race is 1 for human, 2 for orc, 4 for night elf, 8 for undead, 32 for random (add 64 to any of these for fixed)
# - Skill is 0 for easy computer, 1 for normal computer or human, 2 for hard computer
# - Handicap is 50/60/70/80/90/100

Note:
- make sure slot 9 = team 1 (left king), computer and occupied.
- make sure slot 10 = team 2 (right king), computer and occupied.


Here is slow structure for 4v4
map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 1 1 100
map_slot3 = 0 255 0 0 0 2 1 1 100
map_slot4 = 0 255 0 0 0 3 1 1 100
map_slot5 = 0 255 0 0 1 4 1 1 100
map_slot6 = 0 255 0 0 1 5 1 1 100
map_slot7 = 0 255 0 0 1 6 1 1 100
map_slot8 = 0 255 0 0 1 7 1 1 100
map_slot9 = 0 255 2 1 0 8 1 1 100
map_slot10 = 0 255 2 1 1 9 1 1 100



Here is slow structure for 3v3

map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 1 1 100
map_slot3 = 0 255 0 0 0 2 1 1 100
map_slot4 = 0 255 1 0 0 3 1 1 100
map_slot5 = 0 255 0 0 1 4 1 1 100
map_slot6 = 0 255 0 0 1 5 1 1 100
map_slot7 = 0 255 0 0 1 6 1 1 100
map_slot8 = 0 255 1 0 1 7 1 1 100
map_slot9 = 0 255 2 1 0 8 1 1 100
map_slot10 = 0 255 2 1 1 9 1 1 100






This map is Hostbot Command Library ENABLE(since version 3.3)
  • you can enter mode from hostbot setting or .config file
  • you can enter mode in lobby room before game start. eg: !hcl apggcb
  • you don't need to type "-", just "ap" is enough
Hint:
  • hg, x3 is default (you don't need to type them)
  • Hostbot have those limitation: 1 character per player/computer(eg 4v4 = 10 chracter)
  • if mode string is too long, you can you short-cut mode. eg: you can replace "ggmm" with "gm"

here is list of shutern mode special made for Hostbot (normal player can use them too)
  • "gm" = gg +mm
  • "gc" = gg +cb
  • "gl" = gg +li
  • "cl" = cb +li
for example: ".hcl apgmcl" will become "-apggmmcblihgx3"

Null HCL Command
  • "hcl 0" or "hcl -0" is special HCL command
  • This command won't do anything to game mode (player can still type their own mode)
  • This command will disable -vk (map's votekick, Hostbot already have their own votekick)
  • This command will enable W3MMD
This map is W3MMD ENABLE (since version 3.41)
  • W3MMD is turn off on default
  • You can turn W3MMD on with any hcl mode (eg, "hcl 0")
  • Stat is update at the end of every wave
  • Final stat is update immediate after King die
  • Player leave within 3 minutes before king die will flag as "Winner" or "Loser"
  • Player leave more than 3 minutes ago will flag as "Leaver"
List of stats for W3MMD:
  • game_mode
  • gold_total
  • income
  • level
  • lumber
  • lumber_total
  • name // player name
  • race
  • score
  • seconds // how long they played, in seconds
  • value
  • flag "winner"
  • flag "Loser"
  • flag "leaver"
How to host Legion TD on playdota.eu bot ?
Step 1: join channel
Go to channel playdota.eu on server EuroBattle or FawkzBNET

Step 2: choose which map
Whisper "/w PlayDota.eu .map Legion TD Mega 3.3.w3x"

Step 3: start game, with your own game name
Whisper "/w PlayDota.eu .gopub Legion TD Mega -ap"

Note: you must use .gopub for custom games(!gopub is for Dota only).

You can get the pattern map name list on this link:
http://www.playdota.eu/maps/map_list.php

How to enter mode in lobby/Hostbot setting ?
Option 1:
open config file and add the line below:
map_defaulthcl = apggcb

Option 1:
in lobby (waiting for player join before game start), type :
.hcl apggcb

Note:
1, you can only type 1 character per player(include computer). so if it is 4v4, max character is 10
2, you don't need to type "-" at begin
3, HG, X3 is default(not need to type)
4, if mode string is too long, you can you short-cut mode. eg: you can replace "ggmm" with "gm"

here is list of mode combo that can replace with shorter mode:
gm = gg +mm
gc = gg +cb
gl = gg +li
cl = cb +li

for example: ".hcl apgmcl" will give "-apggmmcblihgx3"


Creep's bounty, Bonus Gold and Value for every level---(Update: 20th Oct 2011)


Level Creep Bounty # of Creep Gold from Creep Bonus Gold Creep+Bonus Total Gold Creep Value
1 3 36 108 11 119 300 250
2 3 45 135 12 147 419 350
3 4 40 160 13 173 566 500
4 5 36 180 14 194 739 650
5 5 36 180 16 196 933 800
6 5 36 180 18 198 1129 1000
7 6 30 180 20 200 1327 1200
8 6 36 216 23 239 1527 1450
9 5 45 225 26 251 1766 1600
10 51 3 153 60 213 2017 1850
11 5 54 270 35 305 2230 2050
12 6 45 270 40 310 2535 2400
13 7 45 315 45 360 2845 2700
14 12 26 312 50 362 3205 3100
15 9 36 324 55 379 3567 3500
16 8 45 360 60 420 3946 4000
17 10 34 340 70 410 4366 4500
18 8 45 360 80 440 4776 5000
19 10 36 360 90 450 5216 5500
20 86 3 258 200 458 5666 6000
21 10 36 360 110 470 6124 6500
22 9 48 432 120 552 6594 7100
23 11 36 396 130 526 7146 7700
24 11 36 396 140 536 7672 8500
25 9 45 405 150 555 8208 9500
26 12 36 432 160 592 8763 10600
27 12 36 432 170 602 9355 11800
28 23 18 414 180 594 9957 13000
29 14 30 420 190 610 10551 14000
30 123 3 369 400 769 11161 15000
31 0 15 0 0 0 11930 15000

Link for All units stat




Changes Log for all version





=== This map is base on original 1.50c ===
=== Only version list below are made by me ===



---------------------------

3.41 (2011-10-23)

* add W3MMD (more detail on Hostbot Support Section)
* Intruduce "Score", it will use for title in next version
* "-vk" is working correctly (you can start votekick with less than 2 player now)
* GG rules slightly changed (0% bounty if leaked more than 150)
* Remove income cap (high income will get FULL bonus gold)
* level 2 give less gold, lvl3 give more gold (and harder)
* all boss level (10,20,30) will give double bonus.
* lvl7/11/17/25/26/27 are harder (require recommended value)


About Score:
- Calculate from: Value, Income, # of leaked, and how many time you use change builder/reroll
- It is average value from level 1 to current level
- value score = (100-150) x (your value / creep value )
- income score = 100 x income/(bonus*2)
- you lost 1 score per leaked
- for (100-150) modifier: never used change builder = 150, used once = 140, used 5 time = 100

How to turn on W3MMD:
- W3MMD is off on default
- you can turn W3MMD on with any hcl command
- "hcl 0" is special command that do nothing (eg, player can still type mode)
- you can turn W3MMD on with "hcl 0" command

------------------------------

3.4 (2011.9.30)

New Race (Undead)
- Tier 1: range, magic damage
- Tier 2: melee, lifesteal
- Tier 3: range, siege damage, with small splash.
- Tier 4: raise dead, Aura ( -1% hp per second)
- Tier 5: melee, tank. small range aura, both aura stack.
- Tier 6: splash (similar to beast)

Mecenary rework:
- 1st unit: 8 Gold, 25 Lumber.
- 2nd unit: 25 Gold, 50 Lumber, +1 income, 330 Value.
- 3th unit: 50 Gold, 75 Lumber, +3 income, 500 Value.
- 4th unit: 100 Gold, 100 Lumber, +5 income, 900 value.
- Mecenary can defend up to level 31 without change builder.

"Change to Mecenary":
- mode "-li" will disable this ability
- require "-CB" mode
- can only use once
- Available after wave start (if your value lower than 50% of recommend value)

Paladin
- Paladin night attack faster. (same dps)
- Guard attack faster. (same dps)
- Elite archer damage changed : 12->13 ( still 5 target)
- Priest spell change : 50hp -> 100hp (mana cost double)
- High Priest heal spell changed: 100hp -> 200hp (mana cost double)

Marine:
- Hydra's Tripple attack changed: 60% -> 80% damage
- Hydra's mini hydra: spawn 2-->3 mini Hydra
- Highbone : add sphere (cost 0 mana, 7 second cooldown, 10 second duration)
- Sky Dragon's have 100% critical hit on air (sky dragon is upgrade from Egg)

Artic
- Add AE slow to azure dragon
- Ancient Wandigo evasion work correctly(was 7% with fake description, now 12%)
- Dragon Aspect & Azure Dragon have better animation

Ghost :
- Apparition have new aura: 5% (stack with Gravekeeper's aura)
- Apparition/Gravekeeper attack range changed (600->500, so aura cover more unit)
- Meridian (Ghost's 6th unit) HP change from 100->1000
- Ghost's Insanity : remove -12hp effect

Element :
- Mana regen aura : 3% -> 5% (eg, if you have 30mana, it will add +1.5 mana/second)

Shadow:
- Nightmare/Doppleganster tank better (light -> unarmored)

Nature:
- Tree of Knowledge's AoE spell limit to 15 target

Demi:
- Alpha Male: reduce spell animation (almost instantly cast)

Orc:
- Poison cannot kill creep (will leave it with 1hp)

Goblin:
- Goblin's driver will elf-destructive when die ( same effect as small/medium land mine)

Creep:
- level 22, 28 is slightly easier (around 5-10% easier)
- 17,18,23,24,25,26,27 is harder

Summon:
- correct shortcut key for Pudge & shaman
- Add new summon: Infernal (1000 Lumber, melee, Bash, Burning AOE)
- Behemouch changes: add +3 armor aura
- Krakken changes: add healing aura (+4 hp AOE)

Arena:
- Level 10 Arena = 1x free Turtle.
- Level 20 Arena = 3x free Turtle.
- Unit/Turtle won't move untill fight start
- Summon/Pet will remove after fight finish.
- Add new result for Arena: "Draw" (if both team die, they share the prize).
- Builder cannot move outside their own area during arena fight(before teleport)

Bug fix :
- Frost Aura & Telescope Aura won't stay after fighter die.
- Chariot won't make crit on Ascedent/unarmor
- Map is visible to all afer level 31.
- "-next" command won't display anything after level 31.
- Player cannot use Holy Light more than once
- Player cannot use Holy Light on your own building (can only cast on king)
- Player cannot buy wisp at start if -li mode is on.
- Goblin steamroller should summon driver after die
- Correct many description/tooltip errors.

Game & Hostbot:
- Remove income/bonus gold cap on -AP (mode "-li" will enable this cap)
- New map layout & size
- New Loading screen & minimap (thank Shengshun)
- New spawn & pathing (Try out 4v4, lag is much better now)
- Creep enter dark green area will received +2 armor
- Automatic "-next" information at the end of every wave.
- Bounty on leaked is more accuracy.
- Poisons cannot longer kill unit (poison will stop at 1hp, to avoid no bounty bug)
- after game over, game will shutdown in 30 seconds (not more AFKer for 10 hours on hostbot).
- Remove player name "attacker" on player 9 and 10. (hostbot can use these slot for talking)


Votekick :
- add new votekick system.
- start by -kick or -votekick. (you can cancel votekick after it start)
- Host have unlimit -votekick, everyone else can only "Fail" once.
- Require 50% positive vote to kick
- "Positive vote" = "Yes" - "No"


3.3 (2011.6.29)
* Fix Fatal Error/Crash cause by Artic
* Infanty attack faster (still same 30dps)
* Juiced Mutant sell for 100% gold if freshly built
* Quick Mode -sd & -ar now include -li

3.2 (2011.6.26)
* New Race : Orc
* New Special Event: after level 10 & 20
* Mercenary have limit on how much they can summon.
* Mercenary's damage changed (Chao to other)
* Elf's Ascedent is more useful
* Nature's Ygg attack faster(wont' leak level 1)
* Ghost's Forsaken One become better tank(light->heavy armor)
* Marine's Mermaid ability change (+6 -> +3 armor )
* lvl5 is easier, lvl9 is harder, lvl28 is easier
* All race have same hotkey for all tower = Q, W, E ,R , A, S

combined mode (make mode shorter)
-gm = gg + mm
-gc = gg +cb
-gl = gg +li
-cl = cb +li
(hg & x3 is default, don't need to type)

Hostbot Command Library:
- you can enter mode from hostbot setting or .config file
- you can enter mode in lobby room before game start. eg: !hcl apggcb
- hg, x3 is default (you don't need to type them)
- you don't need to type "-", just "ap" is enough
- mode limited to 1 character per player/computer(eg 4v4 = 10 chracter)

3.1b (2011.05.21)
* Mercenary : spell is disable after wave start
* Add glowing aura to Prophet, Artic, Mercenary builder
* disable -cb should disable change to Mercenary
* Fixed Mutant fake anti-cheat warning
* Fixed : -ar mode & type your own mode will work correctly.
* Timer for each wave change (from 30-60 second to 40-55 second)

3.1a (2011.05.15)
* Quick fix bug on east side

3.1 (2011.05.15)
* new race: Mercenary
* Mercenary is BEST race for noob & pure-lumber.
* Mercenary is disable under mode -li.
* Player can change to Mercenary after 75% leaked.
* Mercenary only teleport to king after attacked.
* Mercenary can't defend lvl23+

* Fixed -HP & change builder bug
* Fix lvl31+ bug (scoreboard visible to all)
* Fix Arctic's aura stack & spell description

3.0 (2011.05.05)
Unit
* Fix Maverick's image (creep kill by image will give correct bounty).
* Maverick cannot cast image from building time.
* LoD/hades cannot summon 2 pet at same time.
* Change Royal Griffin's attack&ability( difference graphic, same dps)
* Update serveral ingame message/unit description/ability description

Game
* Game load faster.
* Remove value restrict on wisp (Pure incomer is back !)
* mode -li = Limit Incomer, disable pure imcomer.
* Max cost for lumber upgrade is 200 gold/lumber (8th,9th and higher).
* add 5 more level of lumber research (max = 15)
* can't buy summon from advance barrack untill level 10+
* can't buy Behemouth/Warden/Kraken untill 15+.
* New Race - Artic (difference spell & ability)
* New mode : HP (host pick, everyone will have same builder)
* gg mode changed : small leak = full gold. medium leak = 50% gold, huge leak=0% gold (100%, 75%, 50%, 25%, 0%)
* Anti-cheat monitor installed.

2.17 (2011.4.02)
* New Race - Goblin Builder
* New Race - Prophet Builder
* Warning ! lvl31+ is difference.
* lvl23 and lvl27 is easier.
* Lag reduce from summon system.
* Fix incorrect spell/unit description.
* Hybrid can only change builder once
* information from -next command will display to all allies

* Fix Hybrid error:
- Outcast move from T5 to T4
- Harlot move from T4 to T5
- Troll Fighter move from T3 to T4
- Phantom move form T4 to T3

v2.16 (2011.3.20)
* Change Crusader food (1->0)
* Correct dragon hawk Build's descrition (normal-> magic)
* Change hermit income (5->4)
* Adjust difficuly for -sd and -ar (5% and 10%)
* Lower difficult on lvl8 and lvl21
* Change bonus gold formula ( more gold for lvl 14+)
* Fix Komodo run too far issue
* Add new heal to builder(only work on king)
* Skip cinematic and display score after Victory/Defeat.
* remove lumber/wisp restrict after lvl10.

v2.15 (2011.3.15)
* Fix king upgrade refund bug.
* Fix change builder bug on -ar mode
* -ar = hard, sd=normal, ap=easy (5% difference in creep's hp)
* Maverick's illusion can teleport to king now
* Show list of full mode on startup
* reduce lag during fight ( almost no lag for 4v4 now)

v2.14e (2011.3.10)
* Fix change builder
* you can't train wisp or lumber upgrade untill 500 fighter value ( prevent pure incomer).
* lower starting gold to 270, creep is harder start from lvl3
* Fix Crusader's damage to match unit description
* Change Hybrid T6 cost 315->305
* Elite Archer building is same as Elite Archer fighter now
* level 16 creep hp reduce 335->315
* level 21 HP reduce 780->730
* level 14 bounty raise from 10-12
* level 15 bounty raise from 8-9
* add High Elven Farm 2,3,4,5,6 (200 food)

v2.14d (2011.3.9)
- add unit description(for new race) to Hybrid
- change starting gold to 300
- nightsaber hp change (950>850)
- introduce income cap = level x 20 (nerfed pure incomer, most people will never see this cap untill lvl25+)


v2.14c (2011.3.7)
- Quick Fix Moon Guard food cost (0->2)

v2.14b (2011.3.7)
- Fix Change Builder
- Fix hybrid (new race include)
- Fix doppleganger cost.
- Wave 14+ is easier(remove 15% hp buff for lvl14+)
- Add new command -kill for display total kill
- Add visual effect to Royal Griffin's multi attack
- Add visual effect to Sentry's magic attack
- Buff Cavalier's HP

v2.14a (2011.3.6)
- quick fix to 2.14 for creep won't spawn

v2.14 (2011.3.6)
* Add Change builder(you can only change 5 time)
* Hybrid unit will include elf & paladin
* Upgrade king regenation change(3->5 per upgrade) and reduce king upgrade cost (100-80)
* Add spell to Druid ( Wraith of Nature)
* Nightsaber food reduce from 2 to 1.
* Moon Guard food cost raise from 0 to 2
* Wisp food cost reduce form 2 to 1
* Fix Sentry's ability
* Fix incorrect sell value on certain unit
* Creep wave difficult adjust (1%-15% hp buff move from lvl1-lvl10 to lvl5-lvl19)
* Reduce lag, 4v4 is playable ! (map should be 99% FREE of memory leak)

v2.13 (2011.3.4)
* Change lumber system, research will cost lumber as well as gold (income is more balance)
* Creep wave is harder, from 1% hp buff to 15%.
* Tree of Knowledge changed ( buffed hp, nerfed AE damage to 20 target)
* change Battle cry is self only(+5armor, 20% damage)
* Buffed Golem(element) 's hp
* Buffed Seer/Phoenix's dps
* Buffed warden. it is as good as moon guard now.

v2.12 (2011.3.1)
* Fix texture/skin issue for builder
* Add new builder to random builder
* Correct unit/ability description
* Income and wisp count will update correctly
* Fix debug mode (-restart and -repick will work for all mode)
* Tweaked Spawn of Dragon's splash (increase range, but will never do full damage)
* Tweaked Dragon Aspect's splash ( splash will work on air creep, but never do full damage)
* Fix bounty from summon
* Tweaked lumber system (Wisp is more expensive, eg cost 2 food, 10 lumber.)
* Add 2 more lumber upgrade


----------------------------------------------------------
v2.11 (2011.2.27)
* fix bug with mode
* fix elite archer's multishot ability(increase range, so it will won't shot at 1 target)
* Dragon Aspect's splash work on air, but will never do full damage on splash(will do 40% & 10% depend on range)
----------------------------------------------------------
v2.10 (2011.2.26)
* add new race (alliance)
* remove worker(reduce lag), replace with wisp
* -gg mode only give half gold
* all summon will more bounty to other team
* high level summon have longer cool down
* farm can upgrade 10 time.
* player can see all unit's dps ingame
beast:
* modified spalsh damage(they will never do full damage on splash)
Demi:
* reduce cost on Mutant (400->300)
* buffed oracle's dps
* modified Minotaur/Bigfoot's AE spell (deal less damage)
Elf:
* remove starfall from Nightsaber
* new spell for Ascendent (-8 armor debuff)
Mech:
* buffed Zues's spell damage (40->100)
* buffed Krogoth's dps
Shadow:
* nerfed gate guard's pet hp (185->145)
Marine:
* fangtooth's feast change(from every 3 -> 5 attacks.)
----------------------------------------------------------
v2.0 (first version, 2010.2.19)
* base on 1.50c
* add new race (Elf)
* change unit stat base on forum feedback.


CREDITS



Credit:

special thank to :
PanicX and his clan "UC" for all testing, ideas & bug hunting.

Game :
LISK - source code on 1.50
Ezge - Goblin & Artic race
von_Oberstain - many game design ideas, loading screen and testing
BkO21 - loading screen
Shengshun - loading screen/preview/minimap

and many many people on forum/email with lots of useful imformation.

Unit Models :
Anarchianbedlam - Goblin's Helicopter model
Donut3.5 - Goblin's Mobile Turret / Goblin Drillbot / Goblin Steamroller
Frankster - Goblin's Assault Tank
Tranquil - King's model

Items:
Sunchips - Mecenary's Dagger

Effect:
Ayane - Hero's color Aura
Daelin - Ice troll's Glaciar Aura

-------
The Hive Workshop (http://www.hiveworkshop.com )
The Helper Net Forum (http://www.thehelper.net/forums/index.php)
Warcraft 3 Campaign forum ( http://www.wc3c.net/forums.php )


Forum Link:

Forum :
http://legiontd.in-goo.com/f14-legion-td-mega
http://jx3.net/tdg/forum/viewtopic.php?f=106&t=3913





Keywords:
Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, LegionTD, Legion TD, LegionTD
Contents

Legion TD Mega 3.41 (Map)

Legion TD Mega 3.5 (B4) (Map)

Reviews
05:44, 29th Apr 2011 -Kobas-: Status: Approved Update: Re-moderating with review Date: 2011/Oct/07 23:46:38 Vengeancekael: VM // PM: Status: Approved Rating: 4/5 Recommended Rep Received: 2Reasons: Other: If you have any complaints or...
Level 3
Joined
Sep 23, 2011
Messages
87
It doesn't matter about -li or not, you can buy wisp 1 level later.

and I had proof that :
- element is very strong on early level 1-10 (7/2 - 7/3)
- element is average between 10-20 (didn't leak lvl14,17,20)
- element is very strong again after level 20 ( impossible to leak, I can even kill full leak on lvl29 from teammate

so don't tell me element is weak again.

I really like element because you can't just spam 1-2 unit for whole game.

Undead is in my opinion a much weaker race than element. But its the only one I can think of right now lol.
Without cb mode, beast by example would be weaker than element, since those dragon arent rly strong. But beast early-mid game is stronger.

So with cb being default mode it doesnt rly matter if element is strong late game since you could just random it later.

I think 7/2 for lvl 10 doenst mean element is very strong early game (or all races are very strong early game).

But ok lets say element is not a weak race.
Then i still think that mech, nature, elf, goblin, shadow, ghost, marine are much better.
Beast, demi, arctic, paladin are weaker overall (without cb).
Maybe paladin should go in the strong one, and maybe marine in the weaker one.
I had to write this fast sry if I'm missing a few important races lol.
 
Level 9
Joined
Apr 26, 2011
Messages
403
More Questions: Is Spell dmg unaffected by armor type (100% for all)? Also is it unaffected by auras (eg by captain/admiral)?

On the element replay. Watched it yesterday but did not check if "hg/gg" turned off. As I recalled blue was consistantly leaking even in early rounds, the extra gold from leak will be too significant if "hg/gg" was on.

It have HG/GG on, I think I get 50-70 gold from leaked by level 10.

you can ignore the feed, and copy my safe build for important level: 5, 7, 10, 13, 16, 17, 20, 24, 28 . and spent whatever gold left on lumber.

The main reason for "element is strong race" because they are so powerful after level 20+
- not more hard level for element after 20+
- level 28 is piece of cake for element (you can clear full leak from teammate)
- level 29 is easier than 28 for element


-----------------

anyway, I am done with element talk, if someone still have problem with "element is too weak" in future, you guy can look after that. :xxd:
 
Level 3
Joined
Sep 23, 2011
Messages
87
Ok then can you now post replay of games with undead with good overall incoming.

I rarely play undead and if I do, I rarely play it without switching race after 10.
I'm curious to see if anyone found a way to play it that is very effective without feed.
 
Level 2
Joined
Sep 29, 2011
Messages
10
Also, do we really need 3 dragons :) All the other tier 6 are really unique and has interesting abilities. With exception of azure dragon, the other 2 dragons are so so so so so ordinary. The negligible splash essentially makes them ordinary, big hitting fighters, with no special abilities.

If beast or undead are "weak" (waiting for replays that show otherwise), perhaps you can consider reworking the dragons?
 
Level 3
Joined
Oct 11, 2011
Messages
51
Without cb mode, beast by example would be weaker than element, since those dragon arent rly strong. But beast early-mid game is stronger.

So with cb being default mode it doesnt rly matter if element is strong late game since you could just random it later.

I think 7/2 for lvl 10 doenst mean element is very strong early game (or all races are very strong early game).

Yes. If we play without using cb it's a whole different story.

Here's the way I see it:

(By "strong" I only mean the extremely good units that allow you to income/defend easily, not just moderately good)

Races that have strong early game units/combos:
Nature (Tier 4,6), Arctic (Tier 2,4,6), Beast (Tier 5), Orc (Tier 1), Goblin (Tier 3,5), Mech (Tier 2), Elf (Tier 4,6), Shadow (Tier 5), Marine (Tier 6).

Races that have strong mid game units/combos:
Nature (Tier 5,6), Arctic (Tier 3,5), Beast (Tier 5), Goblin (Tier 3,4,5). Marine(Tier 6).

Races that have strong late game units:
Mech, Ghost (only after lv29 t_t), Shadow, Element.

Races that have strong support units/buffers:
Nature, Arctic, Orc, Demi, Shadow, Ghost, Goblin, Elf, Element, Mech (melee, so dies quick late game).

And of course, there's all those imba unit combos you can get with either prophet or cb; like Magnataur tanks, or Hades Goliath, or lifesteal Wardens.

Currently, the good races are mostly the races that are very strong early, but rely on cb to solve their late game problems (after getting a massive income), such as Nature, Arctic, Orc. Not using cb will indeed bring them down a lot (compared to races that only have "strong" late game units).

Not using cb also means the races that only have good supports are screwed :D
 
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Level 9
Joined
Apr 26, 2011
Messages
403
For me:

0 - "weak" race: leak with recommended value
1 - "good", "normal" race: do not leak with recommended value, small leak on hard level.
2 - "strong", "pretty good" race: do not leak with 90% recommended value, won't leak hard level with 100% recommended value.
3 - "very strong", "best" race: do not leak with 80-85% recommended value. can defend massive leak with 100% recommended value

so element is:
level 1-10 = 2
level 11-20 = 1
level 21-30 = 3
Overall = 2 = "strong" or "pretty good"

you can try same rules for other race

NOTE: above rules only apply to those never use CB

----------
I won't show you how to play undead/beast, because:
- for wave difficult adjustment during beta, I use Beast (and other) to test all wave, and beast can kill all wave with recommend value
- for undead, I post replay before, and I saw someone can reach level 31 with high income/value without change builder.

Element/Undead/Beast have ONE thing in common:
- you can't spam Tier 6 unit untill late game
 
Level 3
Joined
Sep 23, 2011
Messages
87
Beast is much easier to play than undead I believe, maybe because its a race that exist for a while now.

I can play a fine game with undead till the end but if I play any other races in the same game I can get higher income and better value.

Could I know what are those "weak" race? I cant think of any race that leak with recommended value if you know how to play it. (on lvl 20 and under at least)
For beast there would be maybe one lvl and that's lvl 16.

"2 - "strong", "pretty good" race: do not leak with 90% recommended value, won't leak hard level with 100% recommended value."
All races before 10 can kill most lvls under value.


Btw pl0x I would add goblin to the very strong late game race, I think its the best without cb because of copter with tier 6 being ranged.
Elf are also pretty strong late game.
Ghost is very strong on mid game, on early game if you're rly strong before 10 you'll have a hard time at 10, and late game one of the best too.
You didnt talk about paladin, I think archer makes it strong early game, riders makes it strong late game.
 
Level 3
Joined
Oct 11, 2011
Messages
51
Btw pl0x I would add goblin to the very strong late game race, I think its the best without cb because of copter with tier 6 being ranged.
Elf are also pretty strong late game.
Ghost is very strong on mid game, on early game if you're rly strong before 10 you'll have a hard time at 10, and late game one of the best too.
You didnt talk about paladin, I think archer makes it strong early game, riders makes it strong late game.

Hmm. The way I see it:
1. Goblin tanks are really subpar compared to Mech's. They have a shorter range, which hinders their ability of forming a concave. They even have a lower dps per cost that surprised me, considering it is a smaller unit. The free Geo/Clocks that pop out after the tank die is pretty comedic, but that's about all they could do lol.

2. For Elf, it's kind of obvious you shouldn't put your bets on mass wardens, as it will fail pretty hard to lv24/29+. So I'm guessing the main carry unit of Elf is going to be Druids, since it has optimal dps per cost (and good hp too, at the same time). But the fact that magic damage isn't as reliable as Siege still puts me in doubt of this race, because you know, druids can't tank like phoenixes :D.

3. It seems to me that Ghost units are not very cost-effective (before lv30). They all have really low dps/health to cost ratio and thus you don't exactly get the stuff you paid for. For example, the Forsaken One costs 410 gold / 3 food and is a counterpart to the 385 gold / 2 food Greymane. Now you would think it should be a stronger unit; but in spite of that, it actually deals a much lower dps (179.2 vs 222!) and it requires a lot of luck to tank well. Not to mention that Greymane is buffed 24/7 and FO is only "occasionally" buffed. Similar conclusion can be drawn to a lot of other Ghost units. I would like to see what made it "very strong" in normal levels.

4. Paladin? Archers make you do crap at level 10, knights are again, one of those subpar Tier 5 melees compared to Goblin Blaster/Wandigoo/Greymane/Goliath/Krogroth. The nerfed priests require too much resource commitments for it to "support" properly. Again, not very cost-effective to me.

I hope it's interesting read. no TLDR's necessary :DD
 
Level 3
Joined
Sep 23, 2011
Messages
87
Hmm. The way I see it:
1. Goblin tanks are really subpar compared to Mech's. They have a shorter range, which hinders their ability of forming a concave. They even have a lower dps per cost that surprised me, considering it is a smaller unit. The free Geo/Clocks that pop out after the tank die is pretty comedic, but that's about all they could do lol.

2. For Elf, it's kind of obvious you shouldn't put your bets on mass wardens, as it will fail pretty hard to lv24/29+. So I'm guessing the main carry unit of Elf is going to be Druids, since it has optimal dps per cost (and good hp too, at the same time). But the fact that magic damage isn't as reliable as Siege still puts me in doubt of this race, because you know, druids can't tank like phoenixes :D.

3. It seems to me that Ghost units are not very cost-effective (before lv30). They all have really low dps/health to cost ratio and thus you don't exactly get the stuff you paid for. For example, the Forsaken One costs 410 gold / 3 food and is a counterpart to the 385 gold / 2 food Greymane. Now you would think it should be a stronger unit; but in spite of that, it actually deals a much lower dps (179.2 vs 222!) and it requires a lot of luck to tank well. Not to mention that Greymane is buffed 24/7 and FO is only "occasionally" buffed. Similar conclusion can be drawn to a lot of other Ghost units. I would like to see what made it "very strong" in normal levels.

4. Paladin? Archers make you do crap at level 10, knights are again, one of those subpar Tier 5 melees compared to Goblin Blaster/Wandigoo/Greymane/Goliath/Krogroth. The nerfed priests require too much resource commitments for it to "support" properly. Again, not very cost-effective to me.

I hope it's interesting read. no TLDR's necessary :DD

1. Steamroller are weaker than Doomsday but less expensive.
How I see it, its exacly because goblin's tank have lower range that copter can stay out of trouble, while captain die rly fast, which make goblin's dps better for the cost overall.
Also, steamroller hp racio is better than doomsday machine hp racio.
The only minus is the lower range of steamroller but they are also smaller so they block themself less than doomsday.

2. I never build forsaken, or rarely cause they rly "suck" lol.
Only because they need to get close to unit before getting the bonus amor makes them so weaker than greymane on ranged lvls.
Phantom/hellraiser dps is the best in game but against bosses, dont underestimate spell dmg late game.
With some tank in front massing them makes pretty much one of the best defense at those hard lvls like 28.

3. For elf, ofc you make only 1 line of warden which are very strong tank.
Druids have a part of spell dmg which is very effective, or Ascendant lower armor which make their magic dmg more effective than most attack type.
-Ascendant 420gold, 1450 hp.
-Fenix 745gold, 1700hp + 360mana
I think ascendant can still tank fine for the cost :p and almost no colision.
Dont forget my point here is that elf can be very strong late game, not that its better than element.

4. I never said paladin was strong at lvl 10, its exacly like ghost, very strong before 10 but bad at boss. (depending how you build it)
Also, strong late game, not mid game, exaclty because their tank is "ok" and healer are useless again.
I talked about archers, and Griffins, not healers and cavalier lol.
We shouldn't be arguing on what we both agree on... and before you say it, archer are weak after lvl 10, but they are effective enough to give you a good boost on income for later.
 
Level 3
Joined
Oct 11, 2011
Messages
51
In a lot of games I see Goblin players mass tanks and the 325 range won't allow backrow tanks to fire. In the case of Mech buffers die too fast, I build like 6 of them late game, and try to make them stuck at backrow as long as possible. They won't die out anytime before the other melee units die anyways.
Not counting the hp from clocks, Assault tank's hp-cost ratio is lower than DD machine. (0.3511 vs 0.3722) And the reason for not counting summon, because they don't do 260 dps anymore :p.


So, if you don't build forsakens, what will tank for phantoms? ... weee souls of heroes lol. But seriously, ghost needs melee tanks from other races.

hands shaken on elf. (fenix has 340 mana btw)

I don't see how Griffins are good. They belong to one of the more expensive Tier 6's, yet doesn't really shine anywhere. DPS is 200 which is really low, the bounce doesn't seem to do a lot of damage either. No ability and magic damage on top of that... everything to make it a bad carry unit. I usually make 1-2 Dragon Hawks for lv10 (impossible to beat otherwise, but even if you have them it's not guranteed) and stop there. However, I guess if I need to play paladin without cb I would build dragon hawks as my main unit. (meh magic/medium... will still get owned hard late game)
 
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Level 3
Joined
Sep 23, 2011
Messages
87
If I build outcast I rarely up them, for 200 gold its a fine tank, and soul hero is ok but kinda weak lol.

I just tested in single player for lvl 28 which is I believe the most important lvl to be strong at late game. It also gave me a good idea of what would happen on the other lvls.
I built for 13k value of tanks with goblin and mech, auras in the back.
Result at lvl 28:

Mech: 1 tank left, many tanks were blocking, barely killed the lvl.
Goblin: over 12 tanks left copter still standing, almost all tanks were attacking.
There were ofc many more stearoller and yet less blocking.

Because of blocking, doomsday are doing better against melee lvls though, but still not as good as steamroller.

I agree doomsday is strong, just had an epic game with them tonight, but without cb mode goblin wins against mech.
Also if you make a full defense with melee in front of tanks I prefer by far Goblin Blaster to Krogoth.

For paladin I agree they arent "that strong" btw I often mass dragon hawk before upgrading them, dps is better.
But they are still better late game than beast, undead, maybe even arctic, orc and marine.
 
Level 3
Joined
Oct 11, 2011
Messages
51
Just tested too. Never thought assault tanks can be this impressive. You are right about the clogging on lv28, DD machine is indeed more severe than Assault Tanks on that. This level highly depends on luck (whether you have red hp tanks hitting or not)

Do note that the clogging issue wouldn't exist on any other levels, where either you don't have enough tanks, or the level has a shorter range.

My results: (formation is tri-hexagon)
2-8 DD machines leftover
5-12 Assault Tanks + copters leftover

But it's not over; pure tanks only exist on paper. In a real game there would be tier 5 melees tanking the siege damage for your tanks. (what irony xD) and thus you would have about a row of tanks, which would be delivering free hits and not clogging.

So the conclusion is drawn: for beating level 28, the optimal amount of tanks in a real game is one row; be it 10 DD machines or 14 Assault Tanks. They deal approximately the same dps, DD machines cost a bit less and hits from farther away, but assault tanks last longer in case your front row fails.

I still prefer DD machine though, they synthesize better with Oracles.

Edit: Goblin>Mech without cb on 28? I don't think so.

Just tested. Doomsday/Krogoth looks pretty even to Assault/Blasters, if not better, since Krogoth helped buffers to live longer.

Also for 30+, Mech is likely to better Goblin because of zeus.
 
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Level 3
Joined
Sep 23, 2011
Messages
87
I stoped at 13k value because it was the req value, but I always have around 15k value at lvl 28, just didnt wanted to test for too long with melee in front.
But in a real game you will have blocking later if you have a big defence, 1 line of DD machine is only 7290 value.

And yes I know, I did mentionned DD machine works better on melee, but lvl 24,28,29,30 are the most important one. (only 1 on 4 is melee)
And at lvl 31, captain will already be dead, copter still standing, anyway I dont think you'll convince me that DD machine are more effective.
If I get them with prophet, or if I have mech I'll build them, but if I had to choose, I'll play with stearoller.
I do have a stronger start with mech builder than goblin though.

With cb mode the good point for DD machine, as you said great with oracle.
For steamroller, low range tanks allow all support to hide behind that huge wall, and also units like fenix etc.

I would also like to say than for lvl 31, you will be much better with only 1 player massing DD machine, the other steamroller, than 2 players with the same tanks.
 
Level 3
Joined
Sep 23, 2011
Messages
87
Alot of player started to host 3.42 I think its time to releash another version lol.
I'm telling most host but many just dont care.
 
Level 9
Joined
Apr 26, 2011
Messages
403
Check out this link, There are 5 difference 3.3 fake version that still hosting on Battlenet :
http://www.mapgnome.org/query/2386326/sort-hosted/all/1


But I havn't seen any success cracked on 3.41 yet:
http://forum.wc3edit.net/fulfilled-requests-f75/legion-td-mega-3-41-t23171.html

---------

3.42 is base on beta 3, and somehow I didn't turn on anti-cheat for that version :(

Next time I will remove loading screen on beta, and add lots of raw text (like 3.3's), so people can see the difference between "final beta" and "final release".
 
Level 3
Joined
Sep 23, 2011
Messages
87
Check out this link, There are 5 difference 3.3 fake version that still hosting on Battlenet :
http://www.mapgnome.org/query/2386326/sort-hosted/all/1


But I havn't seen any success cracked on 3.41 yet:
http://forum.wc3edit.net/fulfilled-requests-f75/legion-td-mega-3-41-t23171.html

---------

3.42 is base on beta 3, and somehow I didn't turn on anti-cheat for that version :(

Next time I will remove loading screen on beta, and add lots of raw text (like 3.3's), so people can see the difference between "final beta" and "final release".

Ok so only beta 3 is hacked... well still suck, some people actualy prefer beta 3 because of gold change you did later. So everyone is hosting it :S

And lol on your second link, I find those people so lame "oh thx so much for hacking the map! I'm too stupid to play the real game I need cheats to win!"
 
Level 3
Joined
Oct 11, 2011
Messages
51
The result of my first lv31 race contests has finally settled!

I built all races to approx. 18750 value, try to optimize their lv31 power, and put them straight into the misery of gay armored Legion Lords!

Here are the results: (front, mid, backrow, buffers not mentioned)---------Kills
Beast (a row of bears, several harpies, Dragons)-------------------------------36
Nature (a row of Knowledge, 3 slow aura/Goliath, mass Thunderbird)------36
Arctic (a row of Wandigoo, 3 slow aura, row of Ice Shaman, Dragons)------35
Elf (row of Warden, row of Ascendant, 3 rows of Druid, Mavericks)----------48
Orc (row of Thrall, row of Warchief, 2 rows of Wolverine, row of Warlock, Wind Riders)--46
Shadow (2 rows of Doppel, Hades)------------------------------------------------22 (WTF. Full mana, old summons timed up, still won't summon.)
Element (row of Mud, 1.5 row of Phoenix, Disciples)---------------------------38
Ghost (row of Forsaken, 4 row of Hellraiser+6 Mercurial, 6 Meridian)------78
Mech (7 Krogoth, 1.2 row of tank, mass Zeus)----------------------------------64
Goblin (row of Blaster, tanks tanks tanks)---------------------------------------47
Marine (Pure hydra, a row of mermaid/Highborn)------------------------------55
Demi (7 Bigfoot+29 Mutant+6 Oracles to buff all, Medicine men)------------68 (1450 lumber spent to buff Mutants, no Oracle buff for first fight)
Paladin (row of Cavalier, 2 row of Griffin, row of Priest)-----------------------46 (won't pass lv30)
Undead (Guardian+3 Pudge, 1.5 row of dragon, Necros)---------------------42

QQ shadow and element... Looks like I need some revisions in my "strong unit" post...
 
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Level 3
Joined
Sep 23, 2011
Messages
87
Mass zeus is better than mass tank with mech?
You Blocked captain behind zeus? I think that's pretty much the best way.

Why 2 row of dopple with shadow? Btw with the new shity cooldown with hades I would make half lord of dead or something.

I knew for a while ghost was dominating that lvl especialy since its ignoring the armor.
If you focus more on hell raiser you'll get a even better result, ofc you need a few meridian for lvl 20 and 30.

Element would do much better in a team game with better tanks to defend fenix. Ofc at 31, mana reg is useless since they die too fast.

Surprised how good marine did.

For the previous mech vs goblin im not so surprised I knew mech would do great, I thought goblin would do better though.
After the first fight when all towers go mid, creeps come in straight line and mech has a better dps and range deal on them so they can kill more before actualy being dmged. (and its a melee lvl not ranged)

Nice with demi I always liked mutants :)
 
Level 3
Joined
Sep 23, 2011
Messages
87
Hm I finally decided to install garena master so I wouldn't have to wait to join a room.

Then I started playing, for fun I tried reveal map stuff to see how it was working, wc3 closed saying I was cheating.

Then disable hack, play again, and wc3 keep crashing saying I'm eachting when I'm not lol...

Could anyone explain me why?
 
Level 3
Joined
Oct 11, 2011
Messages
51
1.Zeus has really small size (which is good) so no blocking. If I get lucky the tank row can block an admiral for me. The thing is, you don't really need the captain buffs to do well with mech. the buffs from the king is quite fine already.

2. Since no summons for the second wave... Shadow is going to do shit no matter what I built. (Huan don't blame me for changing it, I didn't ask for not summoning when the old summon timed up lol.)

3. Perhaps I could cut some Meridians, (Mercurials debuffs really help your units live longer) but that will mean more Hellraisers idling at back during initial wave (also suspectible for lv29, bec you need the magic dmg)

4. If things are tanking for Phoenix, it means they aren't taking dmg to regenrate... Anyways things aren't looking good for element's 31+ capability. You might wonder why the disciples would do not nearly as good as zeus, it's because of the missile speed and range. Zeus focus is just really really good.

5. Marine did well because hydras have freakin' 4060 HP each. However, pure hydras isn't a legit build because it will struggle a lot vs. tough armor/attack types (like lv18).

6. For Goblin, the issue is exactly the range. Not being able to own some leglords as they approach can really bring down the score. Didn't try mass machine robots but I highly doubt if it is going to do any better if not worse.

7. You sacrifice a demon for demi that could have been used to attack, so I don't know if that is a big pitfall or a small one. How much of a difference will a demon make at the initial lv31?

@war3 problem, Dunno if it is the same problem, but it's just a message dialog box for me... Ignore it (dont click ok) and keep playing and nothing would happen :p.
 
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Its not the same problem, my wc3 just close itself saying to reinstall wc3 remove cheat and then keep playing...

I dont understand since everyone is using hack, maybe I had to disable more commands, alot were default so I didnt touch them.

I personnally never wonder why disciple wouldn't do as good as zeus, its kinda obvious.
I never massed them I find disciple rly weak and too low on range, even meliai is better.
 
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Disciples actually look pretty even to zeus on paper if not better. (slightly less cost, more hp, more dps, synergy with mana aura)
But the other attributes (range, attack animation, missile speed, collision size) made it bad I guess.
 
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Disciples actually look pretty even to zeus on paper if not better. (slightly less cost, more hp, more dps, synergy with mana aura)
But the other attributes (range, attack animation, missile speed, collision size) made it bad I guess.

I think attack animation is their main problem, same reason why zeus are better than meliai, much faster projectile makes them much better.
If they had faster attack speed with faster projectile, even with the range they have now they would be ok.
They do a little like dragons, they target an enemy, but if the enemy die, then they stop and kinda waste an attack to target another one etc.

Anyway I'm not the biggest fan of zeus since they often fail on lvls like 17, I rarely make a full line.
Btw if you make ALOT of zeus there will have alot of blocking, especialy on ranged lvls.

Edit: Oh one more thing, this delay on attack that looks like an attack is wasted happen ofc much more with slow attack unit.
That's why fast attack unit are better at start, but late game, creeps have much more hp so slow attack unit do much better there.
So on your lvl 31 test many races with tier 6 that kinda suck early game did fine at that lvl, like undead.
 
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Ofc you don't get a lot of them early game. I never massed zeus for late game either, but after this test I might. My bet is having at most 4 zeus for most part of the game, but start massing them at the very end (26+ or something) when tanks filled up the mid row space. (linear algebra anyone?)

To me the only reason dragons can get "some" kills is because they are air. Huan already improved their attack animation, so their breath comes out even before their mouth open :p

Undead is best of the three dragon races because it had a bit more legitimate backrow outputs. If we try to improve the score we might do it by cutting pudge/dragons.

So far I can get Beast's score from 36-->39, Goblin from 47->49, by adding bears/machine robots respectively. Nature also 36-->40 without doing anything lol.
 
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Did you tried nature with meliai behind thunderbird, 1 or 2 lanes, they are kinda good too and too many thunderbird result often in part of them not fighting at 31.

And what's the result for only three of knowledge, or a row of tree of healing maybe instead of knowledge?

I keep playing undead to find a good way to play them and its such a weak race lol...
I tested pudge and they rly are bad, they should be doing fine at lvl like 17, but not rly.
Also super weak at lvl 14-15, and the guardian alternative kinda suck too because they have too low dps and splash.
Everytime I try to include war machines to my defense it fail badly.
Only good unit is necro, but clearly need some better tanks.
 
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Meliai has rly bad dps and as you said before, missile speed. Their attacks most likely won't leave a scratch on leglords (they also take up too much space for their cost too). I sincerely wish I could get them as mech tho. LOL

I choose thunderbirds bec they have some magic damage, and also flying. No units were idling in my Nature build.

The heal trees are meh. They do less dps and have less hp. The heal is insignificant for their cost. At least ToK's explosions can put it a little closer to Hellraiser's awesomeness xD.

For undead, try to use Guardians the same way you use Warchiefs. For 20 gold more you get 150 more hp which is supposed to be good.

Just got 61 and 64 kills with paladin/goblin... Pierce units ftw (more fail for pala at 30). 48 with mass oceans for element.
 
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Hm tell me if I'm wrong:

Zeus dps is 68 + skill which is +50 dmg every 10 attack.
Attack speed of .25 so its 50 dmg every 2.5 sec which mean 20 dps
So 88 dps on zeus for 215 gold, ratio of .409

Meliai dps is 46.1 + skills
- 33% change to deal 160% so overall 120% bonus dmg every attack
- 25% more dmg from piersing so 125% bonus dmg every attack
46.1*120%*125% = 69.15 dps for 155 gold ratio is .446

So meliai dps would be actualy better, but animation and range of zeus + the cost might make it a more effective unit.
My math may also be wrong let me know if its the case lol.

For undead yeah I tried to play with guardians that but I dont know, its not rly working so well for me, and 320 gold is hard to save early, would have to stop income.
Maybe if they had either slower attack, higher dmg like warchief, or lower dmg faster attack.
Because it seem their dmg just dont suit for lvls under 10, work only very good at lvl 7.
If you take warchief at lvl 8, they kill 1 hit which is pretty useful.
 
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You are right about meliai, but for lv31 powers solely, each zeus deals 110+dps due to the fact that spell damage is 132% more effective. 155 gold also mean they take up lots of space when massed, which results in more idling units.

Tier 1 unit is pretty important for undead early game, try to use them (but dont overbuild, as they have little hp and range).
 
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On version 3.3 I was always building far away from entrance, just at the start of dark green arena where the wall end.
That way you have extra space for more towers on the side, can add up to 3+ rows, so 12+ rows instead of 9, and yet you will fight without the bonus armor.
This way of playing is very usefull if you plan on massing less expensive towers like druids, hell raiser etc.
Would also enable you to build a line of meliai behind thunderbirds (which is an already cheap unit) without problem.
Also usefull with zeus, marverick, wolverines etc.

With undead I rly did tried all ways, revenant included, worked "ok" at start, but undead is very weak at lvls like 14 and 17 and making those towers rly wont help.
I prefer massing necros their dps is better.
I tried revenant mainly so they could protect necro's summon, but that makes too many weak units after lvl 10.
 
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Hey huan,

I did some thinking about the lag/delay thing and I can't let the idea go, that some specific unit might be responsible for causing such insane delays.

I just had a game with 8 players, with massive delay right in round 2. I instantly checked the pings and all pings were between 11 and 53ms, so very good pings!

And I think it has to be some unit or some combination of units causing the delay, as round 2 is pretty early and all the pings were constantly very good.

Maybe there is some endless loop or something, something being not terminated correctly, but is then ended by the new round trigger which normalizes the delay for a little while (or something like that.. i just try a shot in the dark here..) until the same "error" happens again

To narraw to problem down, I wrote down all the units being built in round 1 and round 2(unfortunately someone leaked in round 1 and i couldn't tell if the delay was already there in round 1, but it was definitely there in round 2 and all the later rounds till game ended in round 20)

New units in round 1:
Tier 1:
Wolverine
Tuskarr

Tier 2:
Frenzy Ghoul
Archer
Geomancer

Tier 3:
Ice Troll
Nightsaber

Tier 4:
Tree of Travel

Tier 5:
Halfbreed

Tier 6:
Orc Warchief

New units in round 2:
Tier 1:
Tuskarr Spearman

Tier 2:
Elite Archer
Clockwreck

Tier 3:
Machine Turret

Tier 4:
Prisoner
Mudman
Necromancer

So those are all the units which were built until round 2 started. Maybe you can take a look at it and maybe u can find some errors in the map code!
I think some/one of the units in round 1 are already responsible for the delay, but like i said, can't tell for sure if the delay was there in round 1.

if needed, find the replay attached.

greets
 

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Level 3
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I think I found the reason why disciple wouldn't work as well as expected...

Disciple, zeus, messiah, fire archer's +damage orb ability are based on the ladder ability Searing Arrow, which actually deals PHYSICAL damage, not SPELL. They don't ignore armor... My above post is also wrong xD.

Huan, could you change base ability of these abilities to Orb of Annihiliation? because they are meant to deal spell damage (apparently you think so too when you mentioned Disciple for lv28).
 
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I think I found the reason why disciple wouldn't work as well as expected...

Disciple, zeus, messiah, fire archer's +damage orb ability are based on the ladder ability Searing Arrow, which actually deals PHYSICAL damage, not SPELL. They don't ignore armor... My above post is also wrong xD.

Huan, could you change base ability of these abilities to Orb of Annihiliation? because they are meant to deal spell damage (apparently you think so too when you mentioned Disciple for lv28).

Hm interresting this would also explain why I always thought zeus should do fine at lvl 20 but yet, it never worked as good as expected
 
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Apr 26, 2011
Messages
403
Hey huan,

I did some thinking about the lag/delay thing and I can't let the idea go, that some specific unit might be responsible for causing such insane delays.

I just had a game with 8 players, with massive delay right in round 2. I instantly checked the pings and all pings were between 11 and 53ms, so very good pings!

And I think it has to be some unit or some combination of units causing the delay, as round 2 is pretty early and all the pings were constantly very good.

Maybe there is some endless loop or something, something being not terminated correctly, but is then ended by the new round trigger which normalizes the delay for a little while (or something like that.. i just try a shot in the dark here..) until the same "error" happens again

To narraw to problem down, I wrote down all the units being built in round 1 and round 2(unfortunately someone leaked in round 1 and i couldn't tell if the delay was already there in round 1, but it was definitely there in round 2 and all the later rounds till game ended in round 20)

New units in round 1:


New units in round 2:


So those are all the units which were built until round 2 started. Maybe you can take a look at it and maybe u can find some errors in the map code!
I think some/one of the units in round 1 are already responsible for the delay, but like i said, can't tell for sure if the delay was there in round 1.

if needed, find the replay attached.

greets

can't find anything special, so I have to guess:
- Clockwreck's ability is bug atm, so maybe it cause lag ?
- W3MMD cause lag ? (because it update at the end of every wave)
- Lag cause by player with slow PC ?

I remember if I use my old laptop to play legion TD, my Ping still same as play with Desktop PC. but it will lag during fight. (lots of action delay)

so keen an eye for the person with slowest loading, see if they are the one complaint for lag/delay.
 
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Nov 20, 2011
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I think the lag is comming from wave's not from users ... in older versions it's start to lag after 26-7(because i have 1 row(9 units) tanks to take dmg(like demi's BigFoot), 1 row tanks to make dmg(mech's demoliton), 1 row something flying(phoenix or azure), 1 row with flying and units with special auras) lvl, i think u should use the source files for waves from older maps (like 2.7 or 2.8) I think it will be better in battle and the loser's team to get some gold (like 20 ot 25) and for first battle when someone left from one team to add 10-th lvl bosses(3 of them) cause this turtle is OP, second battle is ok, gold from her must be arround 40-50... I think also u must reduce phoenix's price ... this unit with aura's from mech and goblin still making 312-330 crit dmg (normal dmg with this auras is more than the crit o_O) And i think it will be better to add 1 more worker and the max lumberjacking to be 14 or something like this :
if you wish u can make 7/15, after start upgr ur lumberjacking to lock 8-th worker or if you have 8 workers to lock the 15-th upgr for lumberjacking.
Mech's infantry is weaker now ... lower dmg with faster atack... it will be better like before - more dmg lower speed.
Ghost's unit for tank(that from 200 gold, now i cant remember the name :D) after upgr to be with medium armor
Change beast's dragon splash attack to be double to this that now it makes, cause this unit now is really weak ... Add mercenary to -ar and -sd mode, and also remove this li , it's horrible, cause no one want to write the full mods ... some races are able to make 1 worker 1-st lvl, but because this li they cant => losing lumbers ....

P.S. I think it will be some horror to understand what i wrote, sorry :S
 
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Mostly the lag has 2 reasons:
1. Poor GUI coding with mass Memory Leaks. Rewriting 80% of the code in clean vJass would reduce the lag heavily. But that needs a skilled coder and is awfully time consuming.
2. The Warcraft 3 Engine cant deal that well with mass units. At some points units will allways stop to move smoothly. (You can see that phenomenon @ level 11 perhaps)

All in all we will have to live with it i'd say.
 
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Well, 3.42 is the main version hosted now, tried to explain to these host but unless i show them a link, I'm the crazy one.

I kinda stoped playing mega version.

I started playing version 2.9 with dual builder mode and 40 lvls, kinda fun.
The version is much harder so much more fun, but I went only 1 time past lvl 15 cause people can't play it.
Even though games are shorter, I still prefer it, dont see the point of too easy games and yes mega has become a noob friendly game.
Since there are more noobs than good players its kinda good for HuanAk though.

Sad thing is 2.9's races are less balanced, but dual builder mode kinda fix that.

Nice stuff that could be included in mega from 2.9, dual builder, more lvls (which I think you're already working on) gg mode give only around 1 gold per leak but no limit to how much you can get. (better than mass feed at start then nothing)

But you know, if income balance system is put back on, I dont rly see the point of trying so hard to get high income, therefor, for me, I dont see the point of playing it.
That's only my personnal opinion ofc, I think easy game are a waste of time, but many like easy game so np.

Or another option, add a chaos mode, which would make the game harder but only if host type it.

Edit: Even if people prefer easy games, they'll get bored fast (as I did after a while lol), if the game is too hard, they'll be discourage fast, but if the game is just hard enough people will keep playing and playing until they are good at it.
 
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[...]
Nice stuff that could be included in mega from 2.9, dual builder, more lvls (which I think you're already working on) gg mode give only around 1 gold per leak but no limit to how much you can get. (better than mass feed at start then nothing)
[...]

I would also appreciate more lvls and the return of tier 3 creeps. They don't have to cost all >1500 wood but some diversity would be fine (if you do so, don't raise required lvl too much).
Dual builder is a good idea but then i would either reduce or remove change builder in this special game mode.
 
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Been busy, and can't find any motivation to sit down for next version yet... but I will start working on ideas/detail now. :

Phase 1 (beta 1): end of Dec or early Jan
- Wave 30-35
- Tier 7 (can upgrade to many difference aura, can upgrade one per Master of <race> title)
- Start with 500 gold (so player can testing title system and 30-35

Phase 2:
- change back to 300 gold
- new race

Phase 3:
- minor changes eg: possible ideas: 3rd upgrade for tier 1, new mode ( too early for detail)

Possible time for final release: end of Jan
 
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Sep 23, 2011
Messages
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Been busy, and can't find any motivation to sit down for next version yet... but I will start working on ideas/detail now. :

Phase 1 (beta 1): end of Dec or early Jan
- Wave 30-35
- Tier 7 (can upgrade to many difference aura, can upgrade one per Master of <race> title)
- Start with 500 gold (so player can testing title system and 30-35

Phase 2:
- change back to 300 gold
- new race

Phase 3:
- minor changes eg: possible ideas: 3rd upgrade for tier 1, new mode ( too early for detail)

Possible time for final release: end of Jan

Nice, tier 7 and one more upgrade on most tier 1 will make x3 version much better I think.

Tier 7 will mainly be a none attacking unit? that only gives bonus aura?
With 5 new lvls, will you put another boss at lvl 35, or 5 special lvls?

Keep up the good work, I hope the stupid 3.42 version will soon be gone :)
 
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With 5 new lvls, will you put another boss at lvl 35, or 5 special lvls?
You ever happened to noticed the "The Burning Legion" unit in the middle of the map below arena? :D

*hint* :D

ah, apropos arena: arena really needs to be made bigger or somehow reworked. there is just not enough space if its a decent 3v3 or 4v4 game. e.g. trees are always in the back, blocking and totally ruining the arena fight. like default loss..

first arena is pretty balanced if the teams are uneven by 1, 2v3, 3v4... sometimes the team with one player less wins, sometimes the other team.

but the second arena is still imbalanced, team with less player loses in like 99 of 100 games.

lookin forward to new version, like ur thoughts
 
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Oct 9, 2011
Messages
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Been busy, and can't find any motivation to sit down for next version yet... but I will start working on ideas/detail now. :

Phase 1 (beta 1): end of Dec or early Jan
- Wave 30-35
- Tier 7 (can upgrade to many difference aura, can upgrade one per Master of <race> title)
- Start with 500 gold (so player can testing title system and 30-35

Phase 2:
- change back to 300 gold
- new race

Phase 3:
- minor changes eg: possible ideas: 3rd upgrade for tier 1, new mode ( too early for detail)

Possible time for final release: end of Jan

A lot of people are waiting for new release! You motive us to continue playing Legion...do not leave us with empty-handed
I understand that you don't have motivation...bad luck for us
 
Level 1
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Dec 16, 2011
Messages
3
Hi,
I sent an e-mail to HuanAK but I don't know if he got to see it, so I thought I should post here.

1) After the first arena level the background music breaks. We can hear the countdown sound-effect, but as soon as that ends and the battle starts the music silences.
If you force-play the music with CTRL+M twice you can hear the track HuanAK originally intended for the players to hear (a 'dramatic battle' theme), but somehow it's not being played correctly.

After the arena battle, warcraft3's default background music for the race of the player stops playing, and if you force-play it again with CTRL+M twice you can only hear the arena's 'victory theme'.

2) Everytime the Advanced Barracks receives new creep stock (like at level 10 or 15), we lose the hotkey assignment for it (hotkeyed with CTRL+1,2,3...).
You need to change the creep stock by code, not by replacing the barracks with a new house that looks just like it but has the new creep - this new house won't have the hotkey assignment.

My suggestion:
- Make the units' 'Stock Maximum' value be zero, and 'Stock Start Delay' be something like '1 second'. Keep the 'Stock Delay' as usual, don't change it.
- When the unit is supposed to be available (level 10 or 15), change 'Stock Maximum' to '2' or whatever the number it should be. The unit should be then available.
 
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