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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 8
Joined
Apr 26, 2011
Messages
403
i usually play with 7/6, i keep pushing it forward for that pro title, to see if i could make it, even if it's not 3.4 :p
the point is, if the title were in 3.3, it would've been easy, but here you get close to 0 gold per lvl if your research is too high for that lvl (7/5 at lvl 13 for example). its crazy hard to get back to value after 7/6 unless your team leaks.

I havn't play for long time.

I can play in next few day to get the feeling.

but if I release 3.4 this weekend, then 3.5 won't be long. will see how it going.
 
Level 2
Joined
Aug 8, 2011
Messages
25
huge bug on b14:
if a player leaves from east (didnt have any leavers in west yet) the other players drop at the beginning of the next lvl.
happened 3 times on 3v3.
 
Level 8
Joined
Apr 26, 2011
Messages
403
huge bug on b14:
if a player leaves from east (didnt have any leavers in west yet) the other players drop at the beginning of the next lvl.
happened 3 times on 3v3.

do you mean :
- someone leave (at any time)
- then a random player will crash when wave start ?

I need more detail on these information:
- player number of leaver
- palyer number of crash player

so I can find out if any relationship between them. (see if it cause by W3MMD code when player is leave)
 
Level 2
Joined
Sep 21, 2011
Messages
27
b14

noticed that same bug on b14 at 3vs3
i think it was player 3 left, player 6 got kicked at next lvl, but im not 100% sure if it was this player numbers
 
Level 8
Joined
Apr 26, 2011
Messages
403
I googled and found there are quiet a few post with W3MMD causes desync problems.

It usually happen when :
- Whenever a player is kicked/leave, a massive desync occurs.

I will try, but not sure if I can fix them.
 
Level 3
Joined
Sep 28, 2011
Messages
66
Hi huan,

good work so far!

I did 2 b14 games.

First game Yellow (P5) got disconnected in Round 9 (ECONNRESET), right next round, when wave 10 started, massive disconnects happened. Last things I could see: blue got disconnected as well, and then I was disconnected (i was red (P1)). Last thing my bot reported was that a Desync was detected and some players are in different gamestates.. couldnt see more.. and i left after that.

Next game was like.. hm .. in round 15 Teal (P3) left (no kick, no discon), but it didnt happen anything here. Game went on as usual. In Round 17 blue (P2) left (no kick, no discon) and game went on as well. Game ended due to noobs in round 20 ;)

Just in case you'd still need input on that.

Keep up the good work!
greets,
masta

edit: in 3.3 the hcl commands work flawless. as soon as the game starts the hcl command is set and you can pick a race. ever since the 3.35 betas the hcl is set, but we have to wait till the inital 15 seconds passed to set a mode. the preset hcl command however is accepted correctly afterwards, but it's annoying having to wait till the 15 seconds passed. tried it with hcl command "apglcb".

and i think 10/25 is too expensive for PanicX without income, unless it's your intention to force players do more lisks, egzes, huans and less panicx's ;). tried merc on b12 or b13 and it was kinda hard to perform a proper switch from merc to race.
 
Level 8
Joined
Apr 26, 2011
Messages
403
Hi huan,

good work so far!

I did 2 b14 games.

First game Yellow (P5) got disconnected in Round 9 (ECONNRESET), right next round, when wave 10 started, massive disconnects happened. Last things I could see: blue got disconnected as well, and then I was disconnected (i was red (P1)). Last thing my bot reported was that a Desync was detected and some players are in different gamestates.. couldnt see more.. and i left after that.

Next game was like.. hm .. in round 15 Teal (P3) left (no kick, no discon), but it didnt happen anything here. Game went on as usual. In Round 17 blue (P2) left (no kick, no discon) and game went on as well. Game ended due to noobs in round 20 ;)

Just in case you'd still need input on that.

Thank for report, I will try see if I can fix them. if not then I have to disable W3MMD untill I know how to modified his W3MMD code.




Keep up the good work!
greets,
masta

edit: in 3.3 the hcl commands work flawless. as soon as the game starts the hcl command is set and you can pick a race. ever since the 3.35 betas the hcl is set, but we have to wait till the inital 15 seconds passed to set a mode. the preset hcl command however is accepted correctly afterwards, but it's annoying having to wait till the 15 seconds passed. tried it with hcl command "apglcb".

lucky you post this ! nobody told me this so I didn't know, this is easy change then. ( and 3.35 is rollback from 3.2 because I lost 3.3 source code)

and i think 10/25 is too expensive for PanicX without income, unless it's your intention to force players do more lisks, egzes, huans and less panicx's ;). tried merc on b12 or b13 and it was kinda hard to perform a proper switch from merc to race.

merc will like this for this version:
- it can defend up to levle 30 by himself (without change builder),
- he can't cause any trouble to other team (can't buy mass summon anymore)
- become very boring race.
- this race is for noob that leak 50% with not chance to catch up, and they don't want to leave.

will see how Merc go for 1 version.
 
Level 3
Joined
Sep 28, 2011
Messages
66
merc will like this for this version:
- it can defend up to levle 30 by himself (without change builder),
- he can't cause any trouble to other team (can't buy mass summon anymore)
- become very boring race.
- this race is for noob that leak 50% with not chance to catch up, and they don't want to leave.

will see how Merc go for 1 version.
Ok, it just came to my mind. I am no merc fan anyway, i just try them every 3-4 betas ;) usually i do hpglcb mode or apglcb, as long as li is included :D

lol @ hcl error :) i was following this thread quite a while, just always too lazy to register here. usually i reported the discovered bugs right to panic, who gave them to you :D

cheers
 
Level 8
Joined
Apr 26, 2011
Messages
403
Ok, it just came to my mind. I am no merc fan anyway, i just try them every 3-4 betas ;) usually i do hpglcb mode or apglcb, as long as li is included :D

lol @ hcl error :) i was following this thread quite a while, just always too lazy to register here. usually i reported the discovered bugs right to panic, who gave them to you :D

cheers

I miss PanicX/Morijarti :(

I used to play with them and got lots of feedback, I havn't got time to play this map since I start making 3.35 beta.

---------

do you know any easy way to test W3MMD?

I think I have to modified/disable some of W3MMD code that cause desyncs, or use older W3MMD Library that doesn't have tamper detection/raise guard function. but I don't know if W3MMD still work after modified/use older version.

I believe those detection/raise guard function cause lots of network traffic and may result in desyncs
(It raise security level when player leave, and send up mass flow of traffic to all user for higher security check !! I don't really care about security on replay, if someone use maphack to give fake replay's data, I don't really care )
 
Level 1
Joined
Feb 18, 2011
Messages
3
hade 's too much weaker than before, because of the 2 minute cool down skill and necromancer too, please turn it back to normal (with no cool down, just summon immediately when sp regen), thank
b14 in hp profet mode, all t2 disconnect at lv2
 
Last edited:
Level 2
Joined
Aug 8, 2011
Messages
25
do you mean :
- someone leave (at any time)
- then a random player will crash when wave start ?

I need more detail on these information:
- player number of leaver
- palyer number of crash player

so I can find out if any relationship between them. (see if it cause by W3MMD code when player is leave)

in case the other guys didn't make it clear:
it was a 3vs3 game.
say at lvl 7 somebody from east quit the game.
at the start of lvl 8 the other two players from east got disconnected.
simple as that :D always on 3v3 games, dont know if it happens with 4v4 too.
 
Level 8
Joined
Apr 26, 2011
Messages
403
Beta 15 is out :

* Modified W3MMD, let me know if it still disconnected
(W3MMD only update 5 seconds after wave end, to avoid mass data traffic)

* Hostbot hcl should start game immediate without wait 15 seconds (let me know if this still not work)
* change votekick to -vk

undo all nerfed
- orc (same as 3.3)
- artic (same as 3.3)
- Hade (same as 3.3)
- mecenary (same as 3.3)
- remove all cooldown
- remove income/bonus gold cap
- remove anti cheat ( I only support hostbot from now on)
 
Level 8
Joined
Apr 26, 2011
Messages
403
in case the other guys didn't make it clear:
it was a 3vs3 game.
say at lvl 7 somebody from east quit the game.
at the start of lvl 8 the other two players from east got disconnected.
simple as that :D always on 3v3 games, dont know if it happens with 4v4 too.

Let me know if Beta 15 still have desyncs problem.

desync is not disconnect. it is :
- server split
- players who "disconnect" still playing by themself like in single player
- and he didn't know he is disconnected
- all he know is "other player" disconnected
 
Level 2
Joined
Aug 8, 2011
Messages
25
-votekick doesn't work (nor does -vk)
-the oracles don't attack on magic lvls unless they're the last units alive
-players are still getting disconnected. it was just lvl 2, a guy in the east dropped, 5 seconds later the other two got disconnected (the next lvl hadn't started yet)
-three or four units got stuck while defending the king and wouldn't attack. don't remember the lvl, probably 16. only happened once.
-the wolverines are walking halfway down the king's hall again
 
Level 1
Joined
Sep 24, 2011
Messages
1
B15 / lvl10 bugg 4v4 kicked whole 4 players from east side

Hi Huan,

As first of all keep it up the good work so far!

We just played 1 game 4v4 in this new B15 version, everything was going nicely till lvl 10(boss lvl) so before lvl 10 started the 4 players from the whole east side got kicked at the same time. It was weird bugg but funny lol i just keept continue the game till first arena and east side had 4 turtles after that we left the game.

I hope u can fix this bugg.

thnx.
 
Level 2
Joined
Jul 4, 2011
Messages
20
Hostbot
- add W3MMD for hostbot
- hcl command will disable -votekick or -kick
- hcl with "0" won't trigger hcl command

Perfect.



here is detail for W3MMD stat :

"player_name" // set up at beginning, never update again (do I need update it ?)

No update should be necessary, I think.

Could you please also add player_slot? Just the number (1 to 8... or 0 to 7... whatever.. just as long as its there). Thanks.



all stat below are update 2 time every wave
"race" //string

Great. So, if 1 race played, it would look like this:

"mech"​

But if many races played (CB) then could you please make it a comma-seperated list, like this?

"mech,beast,shadow,nature,element"​


So every time a race is selected / cb'ed:

(pseudo jass code)
Code:
set i = player number

if (udg_something[i] == "") then
  set udg_something[i] = new_race
else
  set udg_something[i] = udg_something[i] + "," + new_race
endif

udg_something is a string array that you use just for this purpose.

And then simply read udg_something everytime you update the W3MMD.

Well, allright, you probably don't need me to tell you how to do this ;)

But a race list would be nice, and preferably listed in the same sequence that the races got played (as in the example above).



"value" // everything from here are "int"
"income"
"kills"
"leaked"
"leak_caught"
"gold_total"
"gold_income"
"lumber_total"
"wisp"
"lumberjack"
"food_used"
"summons_sent"
"king_upgrade"
"level"
"time" // total game time minutes, I can do seconds if you think it is better.

Looks great.

Game time minutes is good, but I think seconds is better.



FlagPlayer: FLAG_LOSER, FLAG_WINNER, FLAG_LEAVER, FLAG_PRACTICING

for Flag:
- leave before Game end = FLAG_LEAVER
- update every wave = FLAG_PRACTICING
- Game End final update : either FLAG_LOSER or FLAG_WINNER

Excellent. I like this.

Could you also add FlagTeam? Like this:

- update every wave = FLAG_UNKNOWN
- Game End final update : either FLAG_LOSER or FLAG_WINNER

So regardless if he is a leaver or not, then in the end we will always know if his/her team is Winner or Loser.

You see, we might want to know the Win/Loss ratio of the player... so if he/she can leave just before game is lost, well... you see where i'm going with this.

Of course, we could (on the bot side of things) calculate it from the FlagPlayer of the other players, if we're clever about it.. but it would just be so much easier with a FlagTeam win/loss info :)



Value is update when:
- wave start
- wave end
- player leave event (include vote kicked)
- Game end (after display message "the highest value is : HuanAK")

Make sense. Cool.




MastaKilla will do some testing of the W3MMD tonight.
 
Level 3
Joined
Sep 28, 2011
Messages
66
Ok, i got first results and some bugs.

1.) hcl commands are accepted immediately now, thx
2.) -votekick/-vk wont work, if hcl is set, ok. but then 10 seconds later it is still announced to type -votekick to kick ppl. 2 faults here. 1st: it is -vk now and 2nd: it's not -vk at all, if hcl is set ;)
3.) -vk works, when no hcl, BUT: i called a votekick, the window with the names appears and the stats window top/right (names, values, wisps, lumber..) disappears. after the vote ended (it was 1 yes, 5 no, 2 i dont care), the stats window reappeared. but then if type -vk and press the cancel button after some seconds, the stats window wont show up again! (and no, i didnt collapse the view ;)
4.) ever since the betas the money after all units are killed, comes way faster imo. on 3.3 when all units are killed you have like 2 seconds to spend all lumber to push income. now its like <1 second. i miss income very often due to that .. as i am used to buying spawns at the very last ever since 1.50b :) i guess thats also due to the 3.2 remodelling?
5.) no disconnect problem for now. had a 4v4 game, green left, then its 4v3. after that blue player disconnected on purpose, message was ECONNRESET, but noone else got disconnected or desync game. but iamthekira still seems to have problems?! but i cant confirm it for now... will see what happens in a few more games..
6.) w3mmd data is saved in mysql db, but kinda incomplete?!
Code:
mysql> select * from w3mmdvars;
+-----+-------+--------+-----+--------------+-----------+------------+-------------------+
| id  | botid | gameid | pid | varname      | value_int | value_real | value_string      |
+-----+-------+--------+-----+--------------+-----------+------------+-------------------+
|   1 |     0 |  29517 |   0 | race         |      NULL |       NULL | "Shadow"          |
|   2 |     0 |  29517 |   2 | race         |      NULL |       NULL | "Elf"             |
|   3 |     0 |  29517 |   3 | race         |      NULL |       NULL | "Paladin"         |
|   4 |     0 |  29517 |   4 | race         |      NULL |       NULL | "Hybrid"          |
|   5 |     0 |  29517 |   5 | race         |      NULL |       NULL | "Prophet"         |
|   6 |     0 |  29517 |   6 | player_name  |      NULL |       NULL | "k-hyeon"         |
|   7 |     0 |  29517 |   6 | race         |      NULL |       NULL | "Hybrid"          |
thats the first entries in my w3mmd db and just one name was recoreded?! it was a 3v3 game.
Next game was 4v4 (but except for me, 7 new players).
thats all that was recorded now (all player related stuff..). there is of course more values stored in db, but i cant crosscheck all of them manually
Code:
|  98 |     0 |  29523 |   0 | race         |      NULL |       NULL | "Demi-Human"      |
|  99 |     0 |  29523 |   1 | race         |      NULL |       NULL | "Prophet"         |
| 100 |     0 |  29523 |   2 | race         |      NULL |       NULL | "Prophet"         |
| 101 |     0 |  29523 |   3 | player_name  |      NULL |       NULL | "2010.dineaeaeae" |
| 102 |     0 |  29523 |   3 | race         |      NULL |       NULL | "Undead"          |
| 103 |     0 |  29523 |   4 | player_name  |      NULL |       NULL | "atoz"            |
| 104 |     0 |  29523 |   4 | race         |      NULL |       NULL | "Shadow"          |
| 105 |     0 |  29523 |   5 | player_name  |      NULL |       NULL | "tolgamaX"        |
| 106 |     0 |  29523 |   5 | race         |      NULL |       NULL | "Mech"            |
| 107 |     0 |  29523 |   6 | player_name  |      NULL |       NULL | "l_say_lIoII"     |
| 108 |     0 |  29523 |   7 | player_name  |      NULL |       NULL | "bzykboss"        |
| 109 |     0 |  29523 |   7 | race         |      NULL |       NULL | "Undead"          |

Totally started 4 games, i play as Kreutertee. But in first game (gameid = 29517) there were several leaver, but the leaver value is 0 everywhere. in the other game then there is leaver = 1 in some cases...
the leaver/winner.. well, i ended the games twice with a bot command-> !end, but on gameid = 29528 we lost by selling all units in round 5 :) king died and game ended like it is supposed to be. i saw the 25 second countdown .. 20 .. 15 .. but no winner/loser flag here?!
Code:
mysql> select * from w3mmdplayers;
+----+-------+------------+--------+-----+-----------------+--------+--------+------------+
| id | botid | category   | gameid | pid | name            | flag   | leaver | practicing |
+----+-------+------------+--------+-----+-----------------+--------+--------+------------+
|  1 |     0 | legionmega |  29517 |   0 | kreutertee      |        |      0 |          1 |
|  2 |     0 | legionmega |  29517 |   5 | tinoes          |        |      0 |          1 |
|  3 |     0 | legionmega |  29517 |   3 | manujgc         |        |      0 |          1 |
|  4 |     0 | legionmega |  29517 |   2 | luciferks       |        |      0 |          1 |
|  5 |     0 | legionmega |  29517 |   4 | larax           |        |      0 |          1 |
|  6 |     0 | legionmega |  29517 |   6 | k-hyeon         |        |      0 |          1 |
|  7 |     0 | legionmega |  29523 |   2 | atkfromabove    | loser  |      0 |          1 |
|  8 |     0 | legionmega |  29523 |   0 | kreutertee      | loser  |      0 |          1 |
|  9 |     0 | legionmega |  29523 |   4 | atoz            |        |      1 |          1 |
| 10 |     0 | legionmega |  29523 |   5 | tolgamax        |        |      1 |          1 |
| 11 |     0 | legionmega |  29523 |   6 | l_say_lioii     |        |      1 |          1 |
| 12 |     0 | legionmega |  29523 |   7 | bzykboss        | winner |      0 |          1 |
| 13 |     0 | legionmega |  29523 |   1 | isaac2580       |        |      1 |          1 |
| 14 |     0 | legionmega |  29523 |   3 | 2010.dineaeaeae |        |      1 |          1 |
| 15 |     0 | legionmega |  29526 |   3 | hamit_pasha     |        |      0 |          0 |
| 16 |     0 | legionmega |  29526 |   0 | kreutertee      |        |      0 |          0 |
| 17 |     0 | legionmega |  29526 |   5 | deamonhunter    |        |      0 |          0 |
| 18 |     0 | legionmega |  29526 |   1 | pajo6666        |        |      0 |          0 |
| 19 |     0 | legionmega |  29528 |   1 | totoro          |        |      0 |          1 |
| 20 |     0 | legionmega |  29528 |   2 | jojoba          |        |      0 |          1 |
| 21 |     0 | legionmega |  29528 |   0 | kreutertee      |        |      0 |          1 |
| 22 |     0 | legionmega |  29528 |   4 | deamonhunter    |        |      0 |          1 |
+----+-------+------------+--------+-----+-----------------+--------+--------+------------+
22 rows in set (0.00 sec)

so far...
 
Level 2
Joined
Jul 4, 2011
Messages
20
Oh, good :)

Forget what I wrote about player_slot then (I assume this is same as "pid" in database) and the leaver/win/loss flags... because this seems to be covered just fine.

EDIT: but do make sure that win/loss also gets recorded if a player is a leaver.
 
Level 8
Joined
Apr 26, 2011
Messages
403
Perfect.
No update should be necessary, I think.

Could you please also add player_slot? Just the number (1 to 8... or 0 to 7... whatever.. just as long as its there). Thanks.

on kreutertee 's data. it automatic include "pid" ?

because the update code work like this :
Code:
void UpdateValueString(player_name, player_slot, string_value)


Great. So, if 1 race played, it would look like this:

"mech"

But if many races played (CB) then could you please make it a comma-seperated list, like this?

"mech,beast,shadow,nature,element"


So every time a race is selected / cb'ed:

good idea, easy to add. as well as "CB_used" for how many time it changed

Could you also add FlagTeam? Like this:

- update every wave = FLAG_UNKNOWN
- Game End final update : either FLAG_LOSER or FLAG_WINNER

So regardless if he is a leaver or not, then in the end we will always know if his/her team is Winner or Loser.[/code]

Why do we need flagteam? "FlagPlayer" will give you same information right ?

FlagPlayer is a special fuction, it will display on top levle databse table. while "FlagTeam" will display on same table as "player_name", "Player_race".

I think we need to work out how to update "FlagPlayer" with more useful information, for now:
- when game start, I set them to practicing
- when king die, every in game player will set to either "winner" or "loser".
- I disable "leaver" update after player leave (because it cause crash?)

** I am not sure what happen if they leave too early before W3MMD.
** should I update every "in game player" or every "multi board player"
(multi board player include those already leave, but may cause crash with W3MMD)

for disconnect issue, the guy who wrote W3MMD said :
- "If you emit a bunch of data per second, you will cause bandwidth problems for dial-up users." <--- we emit 20 "stat" per player, that about 80 "stat" at same time for 8 player, maybe this is main reason for disconnect ?
- "Calling RaiseGuard will increase the number of senders for each message from 1 to 3. This increases security but uses more network bandwidth" <-- I hate this security system, because when player "leave", it will call raiseguard, and mass disconnect after
- "don't use wait(x second), it have issue with W3MMD" <-- W3MMD can't update during fight, because I use wait quiet often (eg, wait 1 second, remove corpse, wait 2 second, spawn summon/creep etc)
 
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kreutertee / Saucer

1, is it possible to view W3MMD message log ? I want to see what actually happen when
- why some player name doesn't record
- why "integer" data didn't sent or sent in wrong format
- do winner/loser flag sent out on time before game shut down

2, and player_name & race are "string". all other stats are "integer", so may store in difference table ?

3, how often do you enable HCL (eg, "hcl 0" will enable HCL) ? I think W3MMD should only turn on with HCL enable so W3MMD won't send out any message if it is not host by Hostbot.
 
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Level 8
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-vk and stats window top/right (names, values, wisps, lumber..) disappears

should be easy to fix, as well as disable votekick message


-vk and stats window top/right (names, values, wisps, lumber..) disappears
4.) ever since the betas the money after all units are killed, comes way faster imo. on 3.3 when all units are killed you have like 2 seconds to spend all lumber to push income. now its like <1 second. i miss income very often due to that .. as i am used to buying spawns at the very last ever since 1.50b :) i guess thats also due to the 3.2 remodelling?

It is depend on how I wrote the code. I can set how many second it wait before calculate gold/bonus/income.

the leaver/winner.. well, i ended the games twice with a bot command-> !end, but on gameid = 29528 we lost by selling all units in round 5 :) king died and game ended like it is supposed to be. i saw the 25 second countdown .. 20 .. 15 .. but no winner/loser flag here?!

I will check.

winner/loser flag is update at same time when the function with follow message is call.
Highest Value is : HuanAk
Most Summon sent is : Huanak

I heard there are known bug that W3MMD update won't sent if game is finish or about to finish.


--------

I will disable W3MMD and upload to this site.

then give you special W3MMD version untill everything is working.

I will try use older W3MMD version (the one without security protection) see if it work with your hostbot.
 
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Are those bugs/problems big?
If so I will need to reject map!


-Kobas- :

I advertise www.hiveworkshop.com on my map so lots of people come here for bug report/ffedback on current beta process.

The current version (B15) have random desync issue with W3MMD in certain condition.

I will disable W3MMD and upload the version without W3MMD to main page.
then put the test version with W3MMD as attachments.

I can move beta file to somewhere if this is wrong place.
 
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Are those bugs/problems big?
If so I will need to reject map!

we all come in here with requests, im sure 3.4 will be as good as 3.3, don't reject it cause of the beta versions :D


@huan: i heard more people complaining about being disconnected. i think it only happens in 3v3 games.
oh, and i am still unhappy with the income system. with 7/6 at lvl 13 onwards, i am actually getting gold in minus for completing the lvl. -2 at 13, -23 at 17, etc. really missing the 3.3 system at this point :D
 
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Level 8
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Beta 16 is out:
* removed W3MMD
* correct bonus gold bug
* pandora's box is open to make people happy (7/15 will become popular)
* you can still close that box by -li mode

sorry for so many beta, I have to stop release them now.

I will create "Delta" series with W3MMD for Saucer/kreutertee. and it will post here as attachment.
 
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Mercenary bugs

Mercenary disappearing issues:

1) At level 31, when all units are teleported to mid, ALL merc units will all be gone. (confirmed for B16)

2) After arena, summoned units will disappear, but tower value will still be there (thus unable to build more) (unconfirmed for B16, may have been fixed)

3) Not a bug, but you may want to remove or raise the tower value cap for mercenary at level 31. Any other race that survives beyond level 31 will most likely have tower value more than 160000. However, merc are restricted to 16k worth of towers. Merc should be allowed to spend all their reserves of gold/lumber. Can consider raising the value cap beyond 16k to reward merc who prudently use their gold/lumber instead of spamming the maximum amount of gold/lumber every round.
 
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Mercenary disappearing issues:

1) At level 31, when all units are teleported to mid, ALL merc units will all be gone. (confirmed for B16)

2) After arena, summoned units will disappear, but tower value will still be there (thus unable to build more) (unconfirmed for B16, may have been fixed)

3) Not a bug, but you may want to remove or raise the tower value cap for mercenary at level 31. Any other race that survives beyond level 31 will most likely have tower value more than 160000. However, merc are restricted to 16k worth of towers. Merc should be allowed to spend all their reserves of gold/lumber. Can consider raising the value cap beyond 16k to reward merc who prudently use their gold/lumber instead of spamming the maximum amount of gold/lumber every round.

I will check Merc for 31.

I am sure it fixed for after Arena (was bug in last few beta)

and I won't remove cap for Merc on 31. if I do that, Merc will banned in every game. (what happen if you save up lumber/gold and summon 30k value)
 
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I will check Merc for 31.

I am sure it fixed for after Arena (was bug in last few beta)

and I won't remove cap for Merc on 31. if I do that, Merc will banned in every game. (what happen if you save up lumber/gold and summon 30k value)


One more thing, Oracle's buff does not work at 31 too.

I agree that should be a cap, but the current cap is too low considering that any players using other races and survive up til 31 typically have value much higher than 16k. Possible to raise the that cap to say, 18-22k? This value can be an "average" value comparable to non-merc races.
 
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One more thing, Oracle's buff does not work at 31 too.

I agree that should be a cap, but the current cap is too low considering that any players using other races and survive up til 31 typically have value much higher than 16k. Possible to raise the that cap to say, 18-22k? This value can be an "average" value comparable to non-merc races.

where did you get this average from ? 18-22k !!

It is like most of them are 14-15k with mode -li (only top player in the team can get 18k with feed from leaker)
 
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Setting game modes does not work.

Me and my friends were playing 4 players on a single team and were upgrading our income. This caused the enemy king to die and end the game.

HAS to be a way to make it 1 team only that wont end the game because the enemy king gets killed.
 
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You know, I actually think the rapid-release cycle on the beta's is a good thing.

Put out a "stable" release every now and then, and then continue with the beta's. Rapid testing and feedback. Sound like a good idea to me :)



1, is it possible to view W3MMD message log ? I want to see what actually happen when
- why some player name doesn't record
- why "integer" data didn't sent or sent in wrong format
- do winner/loser flag sent out on time before game shut down

Hmmm, I'll ask him to look in logs... but I believe that GHost++ will only write some information to log if it encounter invalid data in the W3MMD.

But we'll get to the bottom of this, one way or the other.



2, and player_name & race are "string". all other stats are "integer", so may store in difference table ?

As I recall, for the non-dota W3MMD database table in GHost++, all the stats get stored very ineffeciently, as strings.

When the map-side of W3MMD has been completed, we will tweak the GHost++ hostbot to store this data in a better way.



3, how often do you enable HCL (eg, "hcl 0" will enable HCL) ? I think W3MMD should only turn on with HCL enable so W3MMD won't send out any message if it is not host by Hostbot.

Oh, thats a good idea. HCL will only be run if hostbot, so yes, absolutely, you can do the same trick here. Disable W3MMD if HCL is empty.



I will create "Delta" series with W3MMD for Saucer/kreutertee. and it will post here as attachment.
W3MMD descyn issue will take long time to test
I can stop 3.4, and work on 3.41 with W3MMD. and put W3MMD back to 3.5 if descyn is gone.

Cool :) Yeah, just get that 3.4 done and we can take a look at W3MMD after.



"Calling RaiseGuard will increase the number of senders for each message from 1 to 3. This increases security but uses more network bandwidth"
I hate this security system, because when player "leave", it will call raiseguard, and mass disconnect after

Damn. Calling raiseguard will cause mass disconnect? is this because of the wait() thing?



"If you emit a bunch of data per second, you will cause bandwidth problems for dial-up users."
we emit 20 "stat" per player, that about 80 "stat" at same time for 8 player, maybe this is main reason for disconnect ?
"don't use wait(x second), it have issue with W3MMD"
W3MMD can't update during fight, because I use wait quiet often (eg, wait 1 second, remove corpse, wait 2 second, spawn summon/creep etc)

Perhaps it would work better if you distributed the updates evenly across time, between rounds (when people are able to build towers). So like, every 5 seconds or so, it will update W3MMD for one player.
 
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You know, I actually think the rapid-release cycle on the beta's is a good thing.

Put out a "stable" release every now and then, and then continue with the beta's. Rapid testing and feedback. Sound like a good idea to me :)

problem is it will piss players off if it is endless beta :xxd:

do you have any tutorial to set up hostbot to test W3MMD myself ? eg
- can I grab replay from intetnet or my 2 pc then use hostbot as "parser" ?
- or most play a game from hostbot?

because I try modified/rewrite W3MMD, but not sure if it will work or not.

Damn. Calling raiseguard will cause mass disconnect? is this because of the wait() thing?

I don't know, but if player is leave, you can't update his id or it will cause RaiseGuard(). (because player is not playing and the code think someone try cheating). after RaiseGuard() is call, the period timer (0.37 second) will run like crazy.


I will give try another beta with command -save. this command will call immediate update on all stat. so we can find out how to kill a game with this command. :)

then I will try learn how W3MMD work so I can rewrite it. base on W3MMD, it should work as long as I sent message in follow format:
**Message Format**
- Messages can be identified by the surrounding pattern:
kMMD.Dat[null]val:[decimal-number][null][message contents][null][dword]"
- Checksum messages can be identified by the surrounding pattern:
kMMD.Dat[null]chk:[decimal-number][null][decimal-number][null][dword]"
- A message must be followed by a checksum message with the message contents replaced by the msg id.
 
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where did you get this average from ? 18-22k !!

It is like most of them are 14-15k with mode -li (only top player in the team can get 18k with feed from leaker)

I admit 22k is exaggerated, but 14-15k is definitely too low. Anyone with these tower value is unlikely survive a versus match in lvl 28/29 with opponent sending demon/kraken etc.

I looked at my last replay, the average is around 18k (excluding me as I was the merc who lost all the merc towers)
Even the lowest valued player has >16k worth of towers, and he had leaked quite considerably in early game and boss stages.

I dunno what effect -li will have, but we were playing the default mode.
Will send you a private message with a link to the replay + screenshot of last stage.

As you are the map editor, you will have the final say. But I hope you will consider raising the limit to a reasonable value.
 
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I admit 22k is exaggerated, but 14-15k is definitely too low. Anyone with these tower value is unlikely survive a versus match in lvl 28/29 with opponent sending demon/kraken etc.

I looked at my last replay, the average is around 18k (excluding me as I was the merc who lost all the merc towers)
Even the lowest valued player has >16k worth of towers, and he had leaked quite considerably in early game and boss stages.

I dunno what effect -li will have, but we were playing the default mode.
Will send you a private message with a link to the replay + screenshot of last stage.

As you are the map editor, you will have the final say. But I hope you will consider raising the limit to a reasonable value.

Yes, people complaint about my hidden income cap (eg, bonus is dinimishing and become 0 if income is too high)

so I remove this cap on default -AP mode to let them feel the unbalance.

Merc's cap is change to: Recommend Value + (Level * Level * 2)

Version 3.4 is out !!

(Please try out 4v4, see if lag is better than version 3.3, I spent most of time on reduce lag for version 3.4)
 
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Yes, people complaint about my hidden income cap (eg, bonus is dinimishing and become 0 if income is too high)

so I remove this cap on default -AP mode to let them feel the unbalance.

Merc's cap is change to: Recommend Value + (Level * Level * 2)

Version 3.4 is out !!

(Please try out 4v4, see if lag is better than version 3.3, I spent most of time on reduce lag for version 3.4)


On lvl 9, all our units/building/king start dying/burning/losing HP.
Could be a unit someone build or could be the level itself, did not confirm.
 
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same here :D everything buuuuurns *giggles*
the king loses hp too, it stays at 50 hp and regenerates a bit, then loses it back to 50. the town, barracks, etc are on fire, the summoned units are losing hp as soon as you send them, the incoming creeps are also losing hp... crazy stuff :))
 
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Setting game modes does not work.

Me and my friends were playing 4 players on a single team and were upgrading our income. This caused the enemy king to die and end the game.

HAS to be a way to make it 1 team only that wont end the game because the enemy king gets killed.

This
 
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Setting game modes does not work.

if you enter wrong mode, it will use default ( one wrong letter = wrong mode ==> automatic use default mode. this feature is there to avoid wrong mode and rmk)

Me and my friends were playing 4 players on a single team and were upgrading our income. This caused the enemy king to die and end the game.

HAS to be a way to make it 1 team only that wont end the game because the enemy king gets killed.

Is this same topic as first quote or difference topic ?

this game do not support Single team vs NPC atm.
 
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-vk doesn't work either, and players disconnect too often it's frustrating at times. Not sure whether it's related to the code though, it may be due to poor connection as well, any other feedback on that one?

I appreciate the hard work you put on this game, but it may not be a good idea to release a new version as "stable" before it's tested thoroughly. Just saying..
 
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