Medieval Knights IV
By Accname
By Accname
Introduction:
This is the fourth and final installment of my Medieval Knights map series. (of which I havent published all)
Medieval Knights has always been an RTS map with heavy focus on (more or less) realistic combat and base construction, as well as army composition and positioning.
I started working on this map exactly 3 days ago and I worked for, probably about 12 hours on it. Its not final yet, but its playable.
Features:
This is the fourth and final installment of my Medieval Knights map series. (of which I havent published all)
Medieval Knights has always been an RTS map with heavy focus on (more or less) realistic combat and base construction, as well as army composition and positioning.
I started working on this map exactly 3 days ago and I worked for, probably about 12 hours on it. Its not final yet, but its playable.
Features:
- Customized resource gathering:
- Gold can be gathered at villages which need to be conquered.
- You can invest gold at the market to get more gold back later.
- Gold can be exchanged for Lumber.
- Lumber can be harvested from rocks, trees and farms which you can build.
- Customized base construction:
- There are fixed towns with indestructible walls around them.
- Each town has room for 16 buildings.
- Each town can have up to 3 gates which can be opened and closed at your will.
- Military buildings and farms can be build outside of town.
- Balanced and specialized combat units:
- Archers can miss moving targets or hit a different unit if several are moving close together.
- Archers deal very little damage to structures.
- Cavalry is faster then all other units but less powerful.
- Catapults need to set up before they can attack. While set up they can not move.
- Air travel via zeppelin.
- Sea travel via transport ships.
- When a player is defeated he becomes allied with the opponent who destroyed his last town. The defeated player gets to play a hero and has no longer the chance to conquer a town for himself.
Screenshots: (they are large, sorry)
(A medium sized town with some units stationed inside.)
(A neutral village. A village can be conquered to collect gold from it)
(Farmland: Farms can produce crops which can be harvested for lumber.)
Credits:
How You can contribute to the project:
(A medium sized town with some units stationed inside.)
(A neutral village. A village can be conquered to collect gold from it)
(Farmland: Farms can produce crops which can be harvested for lumber.)
Credits:
- Kitabatake:
- Current catapult model
- House model
- Ujimasa Hojo:
- Goblin Laboratory model with animations
- Mercenary model with animations
- Tavern model with animations
- MassiveMaster:
- Fortification Wall model
- Fortification Wall Outer Edge model
- Fortification Tower model
- AndrewOverload519:
- Female Mage
- Shiv
- Human Airship
- olofmoleman
- Trebuchet
- Version 1.1
- Changed tooltips of various units.
- Fixed the blight in 2 towns which were bugged.
- Version 1.2
- Decreased Catapult attack damage.
- Increased building defense against normal attacks.
- Removed Shop.
- Added Warlord Hideout.
- Version 1.3
- Changed tooltip of Trebuchet.
- Walls can now be build instead of gates.
- When debris is upgraded into a building it can now be attacked.
- When wall pieces are now upgraded into walls or gates they can be attacked.
- Version 1.4
- Fixed hotkeys and tooltips of siege units.
- Fixed a bug with gates and walls not belonging to the right player.
- Some minor visual fixes.
- Some changes to collision sizes. (workers smaller / horseback units bigger)
- Version 1.5
- 2 villages which were previously missing on the map were added.
- A village has been moved slightly to balance the positions more.
- Villages now have a maximum of 1500 gold instead of 500.
- Villages do NO longer respawn. If a village is gone, it is permanently removed from the game.
- Villages heal allied units around them twice as fast now.
- Towns can now be destroyed permanently.
- Warlords now start with 100 mana.
- All items do now need mana to be used.
- All items now have a cooldown of 0.25.
- Warlords will now get 50 mana and 100 hitpoints per level up.
- Warlords do now get +10 food capacity per level up.
- Warlord experience rates customized.
- Regeneration item now heals 250 hitpoints instead of 500.
- Warlord Hideouts can now train builders.
- Version 1.6
- Changed some ability hotkeys and tooltips.
- Changed some unit costs.
- Changed the spies invisibility cooldown duration from 3.0 to 1.0 seconds.
- Forges can now be build since tech-level 1.
- Changed the duration of upgrades.
- Builders can now gather lumber.
- Some visual and balance improvements on the terrain.
- Changed model of watchtower to differentiate it from scout towers.
- Town buildings which get damaged below 25% of their max health will become neutral if the townhall has been destroyed.
- Version 1.7
- Added an island with a village in the center of the lake.
- Some terrain improvements.
- Added wizard ability "Sky Strike", an AoE DoT ability.
- Added pikeman ability "Defensive Stance" which slows down their movement speed but increases their hitpoints.
- Knights will dismount now (and become swordman) when their hitpoints go below 25%.
- Changed unit priorities.
- Added information about attack and armor types.
- Added custom model for trebuchet.
- Added custom model for zeppelin.
- Added custom model for sorceress.
How You can contribute to the project:
If you like this project you might want to help me improve it! I am always looking for some help from people who love wc3 and RTS games in general just as much as I do.
Here is a list of a few things which you could do:
- Please test the map and give me feedback and bug reports!
- I am still looking for spell ideas for healers and wizards
- I am still looking for item/spell ideas for warlords
- I am still looking for a good way to give players an opportunity to make their own unique race over time. In example upgrades for new unit types, etc.
- I am still looking for various models for some eye candy: http://www.hiveworkshop.com/forums/requests-341/models-medieval-rts-game-242911/
- If you are interested in improving the terrain of the map, just let me know. (I am probably not going to update the terrain much)
- If you are interested in making an AI for computer players let me know. (I am definitely not going to do that.)
Comments criticism and testing is very much appreciated.
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