• 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 2
Joined
Aug 8, 2011
Messages
25
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

more lvls are definitely good news, but i wish you'd adjust the game in a manner that we could reach them more often.
on 3.3 a lot of games ended at lvl 13 if you had a decent team, as i complained during the wave of betas about that being too hard with a pudge, a furbolg and a commander for each player.
now they end at lvl 17, but the best way to screw up someone's game is more recently massing militia at boss lvls + shamans and demons/krakens. only a big overvalue at lvl 20 can be able to hold all that insanity.
so here are a few requests:
-restrict the barracks for boss lvls, so mass militia won't be possible anymore and only a set amount of wood can be used to summon. ive seen people holding wood from lvl 10 to 20 then just retarding the game. they want to win so bad, they dont enjoy thinking every round about defending and well...just playing the game.
-it would be a great thing if you could go back to the pathing from 3.4, it was so much more income friendly and it wouldnt screw up the master title (50 income minimum and 2000 value after 10, for example) cause if you income too much you wont hit the necessary value hence not get the title, and im sure a lot of ppl will aim for it. i know i will ^^
-reworking the arenas would also be good, if you have one leaver on lvl 10, the turtle will probably win the fight for the team, good players go for piercing units for the bosses and you need magic for the turtle. the nightsabers, disciple, machine turrents (though they should be called turrets) and all other little guys with piercing attacks are powerless in front of the turtle, so its still unbalanced. whereas at the next arena they are all crammed up and 3 turtles rarely make the difference then. and its also a matter of the units spawn in the arena (the forbidden trees are often behind the whole lot of units and die last instead of being in the front and making their ability worthwhile).
-i was also thinking that you could change the time before each round starts. like from lvls 1 through 10 make it 20-30 seconds and have it increase as you advance in lvls, but im sure that would be too much, because youd have to rethink the entire income system. im trying to figure out a way to get through the game faster and enjoy the last lvls more than trying to end the game before or at lvl 20. if any of you guys have any suggestions with that, itd be great :D
-a new race is always welcomed, undead was a bit of a disappointment, i dont like dragon based races anyway and i still havent found a good build for it to help me research from lvl 11 onwards without leaking. give it some decent auras too, the troll of speed, telescope and frost auras really do make a difference in the game. undead's pudge pretty much sucks :D
-id love a new wave of beta versions and us commenting here about bugs and changes, even if i heard a lot of people complaining about them being too many...im sure that if there had been only one or two betas released, 3.4 and 3.41 wouldntve been as good as they are now :D
sorry to hear youre lacking motivation, huan, legion td is a great game and youve made it be this way, i do hope youll keep improving it with time and don't give up on it any time soon ^^
thats about it for now, happy holidays to you and the rest of the players from here! :)
 
Level 3
Joined
Feb 5, 2011
Messages
45
Wow, and now they are hosting a 3.43 version.

Please add a note, that the only real version is at hive or something like this.

I Also Found people that make version 3.43 , 3.41(B5) , 3.44 . Better Give a note the tells '' Do Not Download This Map From Epicwar and also other place as there will be many hack version map that has been hacked ''
 
Level 3
Joined
Sep 23, 2011
Messages
87
more lvls are definitely good news, but i wish you'd adjust the game in a manner that we could reach them more often.
on 3.3 a lot of games ended at lvl 13 if you had a decent team, as i complained during the wave of betas about that being too hard with a pudge, a furbolg and a commander for each player.
now they end at lvl 17, but the best way to screw up someone's game is more recently massing militia at boss lvls + shamans and demons/krakens. only a big overvalue at lvl 20 can be able to hold all that insanity.
so here are a few requests:
-restrict the barracks for boss lvls, so mass militia won't be possible anymore and only a set amount of wood can be used to summon. ive seen people holding wood from lvl 10 to 20 then just retarding the game. they want to win so bad, they dont enjoy thinking every round about defending and well...just playing the game.
-it would be a great thing if you could go back to the pathing from 3.4, it was so much more income friendly and it wouldnt screw up the master title (50 income minimum and 2000 value after 10, for example) cause if you income too much you wont hit the necessary value hence not get the title, and im sure a lot of ppl will aim for it. i know i will ^^
-reworking the arenas would also be good, if you have one leaver on lvl 10, the turtle will probably win the fight for the team, good players go for piercing units for the bosses and you need magic for the turtle. the nightsabers, disciple, machine turrents (though they should be called turrets) and all other little guys with piercing attacks are powerless in front of the turtle, so its still unbalanced. whereas at the next arena they are all crammed up and 3 turtles rarely make the difference then. and its also a matter of the units spawn in the arena (the forbidden trees are often behind the whole lot of units and die last instead of being in the front and making their ability worthwhile).
-i was also thinking that you could change the time before each round starts. like from lvls 1 through 10 make it 20-30 seconds and have it increase as you advance in lvls, but im sure that would be too much, because youd have to rethink the entire income system. im trying to figure out a way to get through the game faster and enjoy the last lvls more than trying to end the game before or at lvl 20. if any of you guys have any suggestions with that, itd be great :D
-a new race is always welcomed, undead was a bit of a disappointment, i dont like dragon based races anyway and i still havent found a good build for it to help me research from lvl 11 onwards without leaking. give it some decent auras too, the troll of speed, telescope and frost auras really do make a difference in the game. undead's pudge pretty much sucks :D
-id love a new wave of beta versions and us commenting here about bugs and changes, even if i heard a lot of people complaining about them being too many...im sure that if there had been only one or two betas released, 3.4 and 3.41 wouldntve been as good as they are now :D
sorry to hear youre lacking motivation, huan, legion td is a great game and youve made it be this way, i do hope youll keep improving it with time and don't give up on it any time soon ^^
thats about it for now, happy holidays to you and the rest of the players from here! :)

Seriously there are already too many restriction in the map with li mode and barracks. Dont see the point of preventing players from sending summons if they wanna save.
Personnaly my fav games are when the team save like crazy and yet I manage to defend at the hard lvl they decide to send.
(dont forget than if they win saving wood, doesnt mean they are better, mostly noobs do that cause they are bored of always losing :p)
I always play against the host in random games on garena, and about 50% of the time I go past lvl 20. (people have also become better at this game with time)
I played 1 game yesterday went to lvl 30, ofc if you always wanna play with the good players to win, you cant have a good game.
Even though I usualy have best income/value lategame I sometimes lose cause of my mates, but who cares if you had fun playing till late game :).

Every towers have their weak and strong points. You know what towers are good at arena after you played alot of games, its not impossible to win arena with tree of knowledge, but less likely since they are slow.
That's part of the game, those trees are very good on any other lvls but on bosses.
If you wanna win arena build good units for it, with nature on first arena goliaths and meliai are very good.
Paladin's archer are one of the worst ranged unit at arena, yet do they need modification? not rly, they are good somewhere else.

For fast lvls on the version 2.0 + there is a fast mode option to make the game faster and workers were walking with the same speed bonus, something similar could be done here.

With the new lvls and all other features HuanAk is working on, I think people will save less than before, cause they'll wanna see new lvls, and all other new stuffs :).
 
Level 9
Joined
Apr 26, 2011
Messages
403
i remember in old day (like version 2.17 or 3.0), upgrade king to max is a *MUST DO* for level 20.

king still same, income is better, and there are free holy light heal, so max king can handle 1-2 massive leaked before level 20. (can max king handle full level 17 leak in single player ?)

but somehow nobody upgrade it anymore.
 
Level 1
Joined
Sep 6, 2011
Messages
8
The chance is extreamly low = to zero for the king (fully upg) to kill whole lvl 17 level.Even with Immolation,endurance aura and devotion aura you need to heal at least once.
Just tested The king is killing lvl 17 with Imolation aura but not with stun and wave
In my opinion Level 7, sometimes 8 (depend ot which race you are or what units you have builded)17,24,28,29 are the hardest compared to the other levels.I don't know why but the range levels are realy hard even if you are above the required value.The first 10 levels are too easy compared to next ones.But still some races need to be buffed and other need to be nefted.With mech you can easy make 7/5,6 till lvl 11 and with minimal or no leaks from your side you can even make it to 7/7,8 if anyone of your team is leaking.I know that you can make 7/2,3 with other races too but you leak too much after a while.
 
Last edited:
Level 3
Joined
Sep 23, 2011
Messages
87
i remember in old day (like version 2.17 or 3.0), upgrade king to max is a *MUST DO* for level 20.

king still same, income is better, and there are free holy light heal, so max king can handle 1-2 massive leaked before level 20. (can max king handle full level 17 leak in single player ?)

but somehow nobody upgrade it anymore.

I dont know why but I the past weeks I saw more players maxing king for 20, or at least after 20.
Personnaly, I dont upgrade it so often so I dont lose income, unless the whole team upgrade it at once.
Ofc if you set the same income ratio for king upgrades and summons, king will be maxed first then people will start sending, there was an older version like that 100 wood upgrade, 5 income.
Dont think its better though but game would last longer for sure.
 
Level 1
Joined
Sep 6, 2011
Messages
8
I dont know why but I the past weeks I saw more players maxing king for 20, or at least after 20.
Personnaly, I dont upgrade it so often so I dont lose income, unless the whole team upgrade it at once.
Ofc if you set the same income ratio for king upgrades and summons, king will be maxed first then people will start sending, there was an older version like that 100 wood upgrade, 5 income.
Dont think its better though but game would last longer for sure.


Updating the king gives you 210 income (if you do it alone) and it costs 5600 wood so it's just not worth it to upg the king till level 18-20 because it's better to have some income than to upg the king.Just do the math :)
 
Level 9
Joined
Apr 26, 2011
Messages
403
Updating the king gives you 210 income (if you do it alone) and it costs 5600 wood so it's just not worth it to upg the king till level 18-20 because it's better to have some income than to upg the king.Just do the math :)

you lost 1 income per upgrade, that is 70 income in total (share between 3 players)

70 income over next 15 level = 1000 gold (mean your team have 1000 less gold at level 30)
oh, you guy still upgrade king after level 20 anyway, so it is 70 income over next 5 level = 350 gold.

remember:
if you lost, those 70 income doesn't mean anything.
and max king around level 17-20 make you feel safer
so you can push for higher lumber research rather than stop researching.

overall, the whole team push for 2-3 higher and easily catch up the value after level20. this is the only way to improve your winning chance for competition game (eg, Pro vs Pro)

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

but the problem is those greedy players who never upgrade king, and push for highest lumberjack without take any responsibility. if he have good teammate then he will have top value/income, else he will say his teammate is noob. (actually I think he is a noob in both if...else condition)
 
Level 3
Joined
Sep 23, 2011
Messages
87
Updating the king gives you 210 income (if you do it alone) and it costs 5600 wood so it's just not worth it to upg the king till level 18-20 because it's better to have some income than to upg the king.Just do the math :)

Well I did say I wasnt upgrading the king to not lose income o0.

you lost 1 income per upgrade, that is 70 income in total (share between 3 players)

70 income over next 15 level = 1000 gold (mean your team have 1000 less gold at level 30)
oh, you guy still upgrade king after level 20 anyway, so it is 70 income over next 5 level = 350 gold.

remember:
if you lost, those 70 income doesn't mean anything.
and max king around level 17-20 make you feel safer
so you can push for higher lumber research rather than stop researching.

overall, the whole team push for 2-3 higher and easily catch up the value after level20. this is the only way to improve your winning chance for competition game (eg, Pro vs Pro)

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

but the problem is those greedy players who never upgrade king, and push for highest lumberjack without take any responsibility. if he have good teammate then he will have top value/income, else he will say his teammate is noob. (actually I think he is a noob in both if...else condition)

I often play with noobs or player that build more, that's mostly why i dont up king.
Also dont forget that people who upgrade king to be able to up lumberjack without risking loosing, often start leaking and in the end give gold to the other team cause of hg mode, and lose gold from leaking.
If you play that way, it is much better to have a player catching leaks by incoming a bit less, than using king to catch leaks and feeding the other team.
 
Level 1
Joined
Sep 6, 2011
Messages
8
--------------

but the problem is those greedy players who never upgrade king, and push for highest lumberjack without take any responsibility. if he have good teammate then he will have top value/income, else he will say his teammate is noob. (actually I think he is a noob in both if...else condition)

I am playing Legion with 2 friends.I think this is the best way we upg the king for level 17 and 20 because sometimes we leak at those levels so we upg it just in case.But if we see that the enemy team is 2/0, 3/0 on team fight i see no reason to upg the king for level 17 unless i am some race or i have units that dont shat a chance vs those golems.
 
Level 3
Joined
Sep 23, 2011
Messages
87
I never or rarely up lumberjack past lvl 8-9, but I get it pretty early, this is 99% of the time enough to get me the highest value late game.
And its enough to not leak lvl 17 also 99% of the time.
Rushing 7/15 is in my opinion just stupid and unless you were fed ALOT, wont even worth the value

I dont think upgrading king then getting 7/12, cause you're more confident, rly is better since you're anyway going to make those upgrades later.
To get a better value you would need this 7/12 for around lvl 17-18 which is kinda hard (impossible with many races) not leaking with it :S
I can get 7/12 safely at the end of second arena though, but there's a chance you'll be too weak at lvl 24 to handle leaks.

And in "pro vs pro games" the best way to win is for the whole team to save for lvl 28 or something like that, not reach lvl 31. So you wanna reach the highest value for 28.
 
Level 2
Joined
Sep 21, 2011
Messages
27
@gazelle
i think you can go 4/1 - 5/1 with almost every prophet rolls after lvl 2 and then up to 6/1-7/1 after lvl 5 and do all lvls to arena, with good piercing,thrall or warden 7/2 is possible too. then i go to 7/4 after arena and start upping again after lvl 14 and do lvl 20 with 7/10-11 and then immediatly to 7/15. the two big steps in lumber uping are easy because 11 and 21-23 are so easy that it is impossible to leak if you did 10/20. if enemys dont mass at 20 and u got average rolls, this works in 90% of all games without big leaks. pro`s get atleast one mass tanks per team until 28 and max king so even save and send all for lvl 28 doesnt work that well, i think mass at 20 is still the easiest way to win.
 
Level 3
Joined
Sep 23, 2011
Messages
87
@gazelle
i think you can go 4/1 - 5/1 with almost every prophet rolls after lvl 2 and then up to 6/1-7/1 after lvl 5 and do all lvls to arena, with good piercing,thrall or warden 7/2 is possible too. then i go to 7/4 after arena and start upping again after lvl 14 and do lvl 20 with 7/10-11 and then immediatly to 7/15. the two big steps in lumber uping are easy because 11 and 21-23 are so easy that it is impossible to leak if you did 10/20. if enemys dont mass at 20 and u got average rolls, this works in 90% of all games without big leaks. pro`s get atleast one mass tanks per team until 28 and max king so even save and send all for lvl 28 doesnt work that well, i think mass at 20 is still the easiest way to win.

Well I never said it was hard to get 7/15, its pretty easy but I prefer by far having 7/8 and huge value after 20 than 7/15 and soso value.

When I started playing 3.3, every game I was going for 7/15, since on legion TD mega 1.0 and up I was always maxing lumberjack.
Mega version is not working the same way though, my gameplay evolved with time and now its probably not the best, but better than what it was before.

Btw even with 16k value at 28 I dont think any defense can handle 10k wood or over.
Which is around how much I save when I send to "win", sometimes even more.
I can sometimes kill 2 demons some auras and stuff at 28 with fine tower (even meridians).
But 3 players saving 10k wood each with not only demons but shamans and stuff, would like to see a replay of a team surviving that xD.

There's something I'm not sure I understand, you say you get 4/1-5/1 after lvl 2, so just before lvl 3? and 6/1-7/1 just before 6?
I doupt you can do that every game, like maybe 5% of the time?... :p
And hm most of the all prophet games have li mode on, im curious to know how you make that first lumberjack upgrade without even 600 gold earn in total.
The amount of gold needed for 5/1 and 600 value can be earn only after lvl 4.
Ofc if you're playing version 3.4 early game is easier, on 3.41 never seen anyone getting 6/1 after lvl 5 every games with all prophet.
Yet you say you're not always going for 7/2 for lvl 10 boss which is like 2 times easier to do.
 
Level 2
Joined
Sep 21, 2011
Messages
27
"There's something I'm not sure I understand, you say you get 4/1-5/1 after lvl 2, so just before lvl 3? and 6/1-7/1 just before 6?
I doupt you can do that every game, like maybe 5% of the time?... :p"

ok i admit im stupid, i was talking about 3.4 where 3 is much easier because i dont like and never play 3.41, sorry for that
in 3.4:
1-3 very easy, if u get some good combinations, yggy or a lot of cheap mele units and build them in good positions, they survive all with almost no hp so its possible. the reason i up after 2 is, lvl 2 comes often with a dino who totaly changes difficulty of that lvl, but 3 can be done easily with same units who do lvl 2+dino. 4 is a bit harder but with yggy, footie or some combination of magic dmg+small medium armor tanks its easy too. then i use whole lvl 4 and income gold to get the first piercing dmg or more medium armor cheap blocker, stuff like ghuls footie etc handle 5 very well and if you have a lot of mele 6 is easy too.
 
Level 3
Joined
Sep 23, 2011
Messages
87
"There's something I'm not sure I understand, you say you get 4/1-5/1 after lvl 2, so just before lvl 3? and 6/1-7/1 just before 6?
I doupt you can do that every game, like maybe 5% of the time?... :p"

ok i admit im stupid, i was talking about 3.4 where 3 is much easier because i dont like and never play 3.41, sorry for that
in 3.4:
1-3 very easy, if u get some good combinations, yggy or a lot of cheap mele units and build them in good positions, they survive all with almost no hp so its possible. the reason i up after 2 is, lvl 2 comes often with a dino who totaly changes difficulty of that lvl, but 3 can be done easily with same units who do lvl 2+dino. 4 is a bit harder but with yggy, footie or some combination of magic dmg+small medium armor tanks its easy too. then i use whole lvl 4 and income gold to get the first piercing dmg or more medium armor cheap blocker, stuff like ghuls footie etc handle 5 very well and if you have a lot of mele 6 is easy too.

Yeah well you rly cant compare 3.4 and 3.41
On 3.4 you can even get 7.2 before lvl 7 since its way easier there.
And if I wanna income really hard and have good towers I sometimes get 7/15 before second arena.
Btw 3.4 dont give bonus gold with high income in li mode, so yes you can have higher income but you'll recieve less gold from bonus gold and in the end wont rly get a better value.
Also on 3.4 not only does lvl 3 is easier but lvl 2 give more gold so sure you can make alot of worker there.

Anyway I find it strange that you comment on the current version if you only play an older one.
3.41 is by far better, 3.4 is too easy and priest is super op, 1 game a day of that version would be enough for me.
By using priest I can get 7/15 for around lvl 16-18, that's just how imba that version is lol.
 
Level 2
Joined
Sep 21, 2011
Messages
27
priest ist bugy, you can have 7/6 by lvl 10 and 7/15 by 15, so i never use priests and kick player who mass them. i just forgot that new version exist because i hate it, allmost all tier 1 and 2 units are useless at newest version so i prefer older and dont use priests/play more much more inc
 
Level 4
Joined
Apr 25, 2009
Messages
74
i rly like this map, it even supports unbalanced player set-ups. But it reminds me also on another map which name i sadly forgot(since they are so similiar maybe you know the map?) its basicly like this map but instead of (minion)turrets you have one hero that lvls up and buys equi~

EDIT: But it should be possible to send Gold other players, u know, that your Turrets defend the stuff of the others is nice and all, but if your Teammate(s) defense is lacking, and they get even less gold cuz they cant hold the wave there's no chance for them to recover.

And i would take out the heal explanation from the orcs, just one not stackable aura isnt rly much "heal"
Also its unclear if the the heartstopaura or whatever its called from the Necromancers(-1%maxhp per sec) stacks or not.
 
Last edited:
Level 3
Joined
Aug 12, 2011
Messages
44
It's not true they are usefull if you know how to use them :)

I guess he is talking about those without special abilities.
Guardian is to root up bosses, Gnoll slows them, Banshee has an awesome slow and fine dps, etc
But Units like Rider, Revenant, Adept or other ones are more a waste of space than a helpful unit.
 
Level 2
Joined
Sep 21, 2011
Messages
27
"I guess he is talking about those without special abilities."

exact, poison abilities and stuff like that rule for late and midgame too but the weak only fighting units were very useful in v3.4 because u could income hard with them but with higher income u got weaker units in mid game, which was a very important aspect of the game.
 
Level 9
Joined
Apr 26, 2011
Messages
403
I guess he is talking about those without special abilities.
Guardian is to root up bosses, Gnoll slows them, Banshee has an awesome slow and fine dps, etc
But Units like Rider, Revenant, Adept or other ones are more a waste of space than a helpful unit.

you have to look at one race as a whole.

for example, nature do not have good early unit so they have good tier 1 (well, before I made tier 6 attack faster)

elf already have too many good unit for early game, so rider become useless. same as element's adept etc.

Undead will adjust again, and I will try enable poison kill (if I can make 100% fix no bounty bug)
 
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you have to look at one race as a whole.

for example, nature do not have good early unit so they have good tier 1 (well, before I made tier 6 attack faster)

elf already have too many good unit for early game, so rider become useless. same as element's adept etc.

Undead will adjust again, and I will try enable poison kill (if I can make 100% fix no bounty bug)
Possible, I play most of the time hp. That's why I do not see a race as a whole.

You said some time ago, that the poison gives no bounty if the killer already died and the corpse has already decayed (decay time 1s, iirc). So I suggest, that you could set the decay time of poison units to 1s + poison duration.
This should fix the bug?
 
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Possible, I play most of the time hp. That's why I do not see a race as a whole.

You said some time ago, that the poison gives no bounty if the killer already died and the corpse has already decayed (decay time 1s, iirc). So I suggest, that you could set the decay time of poison units to 1s + poison duration.
This should fix the bug?

corpse decay time is just a guess.

because Legion TD's bounty system is handle manually by code, so if I can't find "the killer" then it can't give gold
 
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corpse decay time is just a guess.

because Legion TD's bounty system is handle manually by code, so if I can't find "the killer" then it can't give gold

Then you could create a dummy unit (created at start, removed at end) with same projectile lauch position etc. that only casts the poison with same projectile speed; of course it has to follow the main unit always but this should not be the main problem.
And after the main unit dies, you can remove the ability of that dummy.

Without knowing the coding this might be a possible solution. You are using vJASS, right?
 
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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'.


yes, I tried some battle music for arena, but somehow it didn't work as indent (need learn more about music stuff).


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.

I don't think it is possible, but I will try search for solutions, or if you know the code/function/library for change stock, let me know.

I will try
- find out how to modify unit's stock max or stock delay in game (don't think it is possible)
- find out how to change to new "unit" without lost hotkey.

do you lost hotkey on builder after change builder ?
or in Dota, do you lost hotkey for changes between Druid & Bear?
 
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Then you could create a dummy unit (created at start, removed at end) with same projectile lauch position etc. that only casts the poison with same projectile speed; of course it has to follow the main unit always but this should not be the main problem.
And after the main unit dies, you can remove the ability of that dummy.

Without knowing the coding this might be a possible solution. You are using vJASS, right?

most of busy code are in JASS.

the only vJASS are W3MMD.

there are lots of cool looking custom spell in this site, but I try avoid them because it will lag during fight, so all spell in Legion TD should be simple (either default or simple dummy unit), unless it is important spell, like race specific's aura etc
 
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I will try
- find out how to modify unit's stock max or stock delay in game (don't think it is possible)
- find out how to change to new "unit" without lost hotkey.
do you lost hotkey on builder after change builder ?
or in Dota, do you lost hotkey for changes between Druid & Bear?
I did a quick and dirty test, so this is my suggestion:
Advanced Barracks in object editor without units. At Map Init, add a copy of every unit which should be in, but that unit with stock maximum 0 set in object editor.
call AddUnitToStock(barracks,'unit id of copy',0,0)

Then at the desired level, you remove the units you wanna get available
call RemoveUnitFromStock( the copy etc etc) and add the original unit (with correct stock maximum)
call AddUnitToStock(barracks,'unit id of original',0,3)

Its important that the barracks got the "sell units" ability. And yes, every step is needed, because you cant remove units from stock which arent placed via triggers.
Sound complicated but is very easy and done in no time ;)
 
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do you lost hotkey on builder after change builder ?
Yes, it's lost.

But if you don't have much time then I suggest focusing on the music first - it's much more important than hotkey.

After arena battle, the music goes silent =/
 
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sup HuanAk, this is a fun game to play from time to time but i think you should dedicate a version not to balance or adding things but to just fixing the games code.

I know its not your fault, its the maker before you but i know for certain that the code in this map has to be a complete pile of toxic trash :p to put it nicely..
The way this game operates while waves are in progress is unacceptable lol i have a QC-3.6GHz 16GB of ram etc..all specs are beast and my internet is 25mb up and 8mb down with 8ms ping, and i get 10 full sec delay from when i click a creep or train a wisp or right click the rally point to a tree etc..

I know fixing all that trash code will take you time and will be hard but if you need any help feel free to ask :) good luck man.

also if you wanna send me the unprotected ver u started with or the most recent one u got i can point you in the most messed up places to start with.
My girl friends comp isnt as good as mine so she suffers far more.. so just looking out for people :p
 
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sup HuanAk, this is a fun game to play from time to time but i think you should dedicate a version not to balance or adding things but to just fixing the games code.

I know its not your fault, its the maker before you but i know for certain that the code in this map has to be a complete pile of toxic trash :p to put it nicely..
The way this game operates while waves are in progress is unacceptable lol i have a QC-3.6GHz 16GB of ram etc..all specs are beast and my internet is 25mb up and 8mb down with 8ms ping, and i get 10 full sec delay from when i click a creep or train a wisp or right click the rally point to a tree etc..

I know fixing all that trash code will take you time and will be hard but if you need any help feel free to ask :) good luck man.

also if you wanna send me the unprotected ver u started with or the most recent one u got i can point you in the most messed up places to start with.
My girl friends comp isnt as good as mine so she suffers far more.. so just looking out for people :p


It is hard to explain about lag:

1, if you play with 5 other people, and one of them have really slow PC or Connection, then he/she will slow everyone down.

2, Too many unit fighting at same time cause massive lag, this problem is hard to fix, all I can do is don't use fanny spell.

3, effective coding... I already removed all leaked, as well as re-write the code that used most frequence in JASS.
 
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I didn't mean to undermine your coding abilities

Its just that i have played many other games with as many or more units fighting at once like this game and there isnt nearly as much delay so i just wonder where all that can come from.

I also made a ww3 map back in the day and that has 1000's of units on the map at any given time in late game with them moving/fighting etc. So i know all about the limitations of unit movement per player etc.

I think maybe a good option for you would be something that you might not want to do because it may be time consuming but it would very much improve game play ;)

you have 4 players on each side. thats 8 then you have 2 comps 1 on each side thats 10
that leaves you 2 more players to take advantage of :)

split those waves of units into 2 different sections.
What i mean is for the units that come to red and blue have those be 1 player, like LB for example and have teal and purple's enemies be player dg or brown, one of the unused players you have.
This way it breaks the unit movement up between 4 players instead of 2 total. 2 players per team vs having just 1 enemy player per team.

That alone will greatly improve game play and delay/lag appearance.

If that doesnt fully fix your problem then i would have to see your game to see what other problems are causing great greeat delay in the game.

Because even when just a few units are moving to the end to fight like even 7 units for example (which should cause 0 delay) there is still over 10 second delay. And thats with no units fighting or casting spells etc.. just everything sitting still waiting for those few leaks to come lol.

Let me know after you implement what i said and your next version ppl will love. I always hear about everyone complain about the delay or lag

need any help/advice just ask ;)


oh also the tool tip says the range for the ghost bat unit (ghost race) should be 600 but it is 500, needs to be 600 because it sits in the back when other units fight and doesint move to fight right away maybe make it 650 for the upgraded one even ;) because those banshee's fully upgraded are also 650 i believe.
 
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To HuanAK:
I was wondering about bond009's problem. May i know, do you use these type of triggers? If so, how many of them? If you dont use gui then i cant help you.

  • Some Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Some Shit) Equal to True
    • Actions
      • Do something.
 
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To HuanAK:
I was wondering about bond009's problem. May i know, do you use these type of triggers? If so, how many of them? If you dont use gui then i cant help you.

  • Some Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Some Shit) Equal to True
    • Actions
      • Do something.



lots, usually work like this :

  • Some Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) is player 10 Equal to True // east legion
      • ((Triggering unit) is player 10 Equal to True // west legion
    • Actions
      • Do something. // usually simple, eg if mana is full, cast default spell or dummy spell
[/QUOTE]

this map have around 500 custom unit, and 200 custom abilities.

after wave start, all player's unit converted to east & west legion:
player 8 & 9 = east, west creep
player 10 & 11 = east, west legion
 
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I don't mean to undermine your coding abilities

Its just that i have played many other games with as many or more units fighting at once like this game and there isnt nearly as much delay so i just wonder where all that can come from.

I also made a ww3 map back in the day and that has 1000's of units on the map at any given time in late game with them moving/fighting etc. So i know all about the limitations of unit movement per player etc.

I think maybe a good option for you would be something that you might not want to do because it may be time consuming but it would very much improve game play ;)

you have 4 players on each side. thats 8 then you have 2 comps 1 on each side thats 10
that leaves you 2 more players to take advantage of :)

split those waves of units into 2 different sections.
What i mean is for the units that come to red and blue have those be 1 player, like LB for example and have teal and purple's enemies be player dg or brown, one of the unused players you have.
This way it breaks the unit movement up between 4 players instead of 2 total. 2 players per team vs having just 1 enemy player per team.

That alone will greatly improve game play and delay/lag appearance.

If that doesnt fully fix your problem then i would have to see your game to see what other problems are causing great greeat delay in the game.

Because even when just a few units are moving to the end to fight like even 7 units for example (which should cause 0 delay) there is still over 10 second delay. And thats with no units fighting or casting spells etc.. just everything sitting still waiting for those few leaks to come lol.

Let me know after you implement what i said and your next version ppl will love. I always hear about everyone complain about the delay or lag

need any help/advice just ask ;)


oh also the tool tip says the range for the ghost bat unit (ghost race) should be 600 but it is 500, needs to be 600 because it sits in the back when other units fight and doesint move to fight right away maybe make it 650 for the upgraded one even ;) because those banshee's fully upgraded are also 650 i believe.


HuanAk did you get all of what i was saying?

will you implement what i was talking about and see if it helps the game play a lot?

assume these are the lanes and players:
1 | 3 || 5 | 7
2 | 4 || 6 | 8

make gray be creeps for players 1&2 and LB be for players 3&4 and dg for 5&6 and brown for players 7&8 and it will cut delay in half or better.

if there is still major lag/delay problems then i would have to see some of your code to further help you.
 
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HuanAK,
Does it have the conditions like this?
  • Conditions
  • (Unit-type of (Triggering unit/Attacked Unit)) Equal to DUMBASS
//Ignore the DUMBASS.
If it does i don't think it will be much of a problem.
But if its still delaying maybe you could do like this.
Every time a spell caster is spawned you add them into the event of the spell trigger.

So when they only are attacked then the trigger will run.
Because if you use the event "Unit - A unit Is attacked" then every time a unit is attacked(even those which does not do anything other than attack) the trigger will run.

Thus, for people who are using a lower quality computer will lag.
And this will cause delay for the other players playing with them.


P.S. When i played the only time it lagged is when all the units are attacking. And please tell if you dont understand what i said becoz sometimes i talk crap.
 
Last edited:
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that is a small possibility that is the cause of the problem.

Reason i say this is because i have played this enough to know that the lag doesnt come from just them attacking or casting spells.

Like i said the sample size i have of this issue is vast and theres been times that everyone i was playing with had great computers (i know because they all loaded within 6 secs or less and my high clocked quad core loads within 4-6sec's)

This massive delay is not from ppl having bad computers. and its not coming from the bot host either. It has to do with the game. Once the main fighting is done and the few leaked units walk to the end, if i click a tree for a rally point or even click to train a wisp there is a 10 sec delay before the training begins or before the rally flag will actually get placed on the tree i right-clicked.

also this doesnt happen as bad until a few wave levels have passed, i would say at least below lvl5 its not too bad yet. and it only has the mass delay when a round is in progress.. not during the wait time between rounds.

Its either from the 'units to player ratio' i was talking about or bad code with many leaks. simple as that.
 
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Maybe he also uses a lot of
  • Events
    • Time - Every 0.5 seconds
    • Conditions
    • Actions
    • Do some update i.e (Multiboard, Gold)
BTW, Bond why do you always reply so long messages. I looked at it and i don't feel like reading.
And i also experience lag or delay while playing.
Edit:
If he adds the extra 2 players wouldn't it be hard, because he has to change almost all the triggers.
Maybe it would be easier for him to increase the creeps stats and reduce the number of spawn.
I wonder if he removes the corpse from the game. Maybe that could be another cause.
Or maybe he chose the wrong settings when optimizing the map if he uses vexorian optimizer.
 
Last edited:
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I dont type too much :p

thats what i was asking how hard it would be for him to make that change to using more than 1 player per team. it shouldnt affect too many triggers

also he already removes the bodys the sec they die it looks like.
Do you do that with triggers HuanAk or just the game with no revive and no corpses on units?
 
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lots, usually work like this :

  • Some Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) is player 10 Equal to True // east legion
      • ((Triggering unit) is player 10 Equal to True // west legion
    • Actions
      • Do something. // usually simple, eg if mana is full, cast default spell or dummy spell
This proves that he has alot to change. And i think you are right, it looks like he removes them right after they die. Oh finally a short reply i managed to read it all.
 
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yea i see.. well i would recommend then for him to just set those players to variables at map initialization and that way he can just copy paste that for everything to fix it from 1 player per side to 2. and if anything then ever changes he can just change it at the variable setting instead in every trigger referencing it.
 
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Bond009, havn't try barrack yet, will add to my list.

and I will avoid any change in game system (eg, your idea about merg creep for 2 players)

nafre:
yes, most of those ability trigger condition: "(Unit-type of (Attacking Unit)) Equal to Unit_Name

I asked someone from Hive forum, they recommend 100x smaller trigger with simple condition/action is better than 1 big trigger with massive condition/actions

for lag, i notice most lag happen after teleport, and I believed it is something to do with periodic pathing.

In Legion TD, fighter will automatic return to their spawn point from time to time.
plus some spell will reset move action and cause them return to spawn point (eg, Komodo's submerge, any Bloodlust spell worse off etc)

for corpse, when creep die, there are code to give out bounty, then remove corpse at the end of code (use wait 1 seconds), base on my reading on forum, I though remove corpse will reduce lag ?

I think possible reason for lag:
- Periodic pathing, have to use them, I use boolean, unit group etc so periodic won't start until one of player's creep is clear or creep leaked.
- Target aquired trigger for every fighter, force them to attacking targeted unit. i have to use this, otherwise lots of default spell never work. (look at Dota, Orb won't work if you autoattack, it only work if you manually attack)
 
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HuanAK,
Does it have the conditions like this?
  • Conditions
  • (Unit-type of (Triggering unit/Attacked Unit)) Equal to DUMBASS
//Ignore the DUMBASS.
If it does i don't think it will be much of a problem.
But if its still delaying maybe you could do like this.
Every time a spell caster is spawned you add them into the event of the spell trigger.

So when they only are attacked then the trigger will run.
Because if you use the event "Unit - A unit Is attacked" then every time a unit is attacked(even those which does not do anything other than attack) the trigger will run.

Thus, for people who are using a lower quality computer will lag.
And this will cause delay for the other players playing with them.


P.S. When i played the only time it lagged is when all the units are attacking. And please tell if you dont understand what i said becoz sometimes i talk crap.

yes, I was thinking about that, eg:
1, before wave start, create a trigger for spell attack
2, select all unit_a, add them to trigger
3, select all unit_b, add them to trigger...
repeat for 100 difference unit type with spell

and inside that trigger:
- need to identify unit type for 100 difference unit
- then write code for every unit
- end up with 1 massive trigger with lots of if...else...if....else etc

so I give up this idea
 
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This massive delay is not from ppl having bad computers. and its not coming from the bot host either. It has to do with the game. Once the main fighting is done and the few leaked units walk to the end, if i click a tree for a rally point or even click to train a wisp there is a 10 sec delay before the training begins or before the rally flag will actually get placed on the tree i right-clicked.

also this doesnt happen as bad until a few wave levels have passed, i would say at least below lvl5 its not too bad yet. and it only has the mass delay when a round is in progress.. not during the wait time between rounds.

Its either from the 'units to player ratio' i was talking about or bad code with many leaks. simple as that.

yes, lag usually before/after teleport to king.

as for memory leaks, it may leaked somewhere. but I checked my memory useage after a long game, it seen fine or at lease not big difference.
 
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What i mean is if you remove the "A unit is attacked" from all the spell triggers and then you can add the units manually using the technique i told you at the post maybe the lag will be reduced. You don't have to compile them into 1 trigger.
 
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What i mean is if you remove the "A unit is attacked" from all the spell triggers and then you can add the units manually using the technique i told you at the post maybe the lag will be reduced. You don't have to compile them into 1 trigger.

I though I already answer :

1, before wave start, create a trigger for spell attack
JASS:
set udg_Trig = CreateTrigger()
2, select all unit_a, add them to trigger
JASS:
//can't use unit is attacked, because it will trigger when creep attacking you
call TriggerRegisterUnitEvent(udg_Trig, GetEnumUnit(), EVENT_UNIT_ACQUIRED_TARGET)
3, select all unit_b, add them to trigger...
repeat for 100 difference unit type with spell

and inside that trigger:
- need to identify unit type for 100 difference unit
- then write code for every unit
- end up with 1 massive trigger with lots of if...else...if....else etc
JASS:
// lots of if...else...if....else etc inside spell_action
call TriggerAddAction(udg_Trig, function Spell_Action )


so is this what you mean ?

remember EVENT_UNIT_ACQUIRED_TARGET is bad, because it will cast spell from acquired range instead of attacking range.

plus Spell_Action is a massive function, base on my reading, a trigger that run frequency with HUGE function = massive lag.
 
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Idk why i never noticed it before but when the units change from buildings into normal units they become owned by a different players am i right? by the team computer player yes? But they retain their old player color.. lol

Its worse than i thought to begin with. You will never get rid of the massive lag delay unless you use more players im afraid.. :/

My advice to you would be 1 of 2 options or you can even do both for even better results.

Keep the units owned by the main player instead of changing ownership by adding a ward classification to the fighting units, that way they still cant be controlled by the player.
and/or
You should make the enemies that fight be 1 player and the units you change the player owned units to a different player (both on the same team)

Those are your 2 options and im 100% sure of the mass lag/delay problem now.
 
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