UPDATE IN TRIGGERS
Race selection - Starting unit (Seed Of Rebirth) has 4 spells each change it into a maple/swamp/willow/oak sprout Done
Hero Creation - When the main base is built the hero is made. Done
Hero Resurrection - When a hero dies it takes 5 sec x the number of level a hero has for it to resurrect randomly at one of the 4 stones of rebirth. They are located NW SW NE SEDone - Doesn't have a timer to show WHEN it will revive yet though.
Ent leveling - When certain requirements are made a unit will level to its higher form (Different for every race, see the map thread)
Command Points - When your posses the only units in a zone near a command stone your get the command stone and its global aura, there are 4 command stones, N S E W.
Victory Conditions - When your town hall is destroyed
Leader Board - Shows all your current ents and how much until they level
ex:
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Income trigger - Ever 10 sec, for every spirit tree you own add 5 spirit.Done - Presently just checks if you own them though, so it counts buildings in construction. Will tweak later.
Hints - General gameplay tid-bits that show every 30 sec, make like 20 of them
Quests - How to play, Objective
Hero Spell Trigger - Depending on your hero's race or selected spells give your hero one of the final auras ( You can pick w/e is easier to set up)
I have an idea I think might make the gameplay more interesting. Well 4 of them really, which could be implemented separately.
Photosynthesis
Instead of using kills and spirit trees, make it a bit different.
Use minerals instead of kills. Minerals are calculated over time like spirit trees and water, but count all your immobile units (buildings). They don't just look at the number of units, they also take into account the territory from which the trees can draw minerals from. So yes you want to have lots of buildings, but if you put them too close together they stop being helpful for minerals, and you should space them out more. This encourages spreading out your units, which in turn becomes like a "possess the entire map."
Replace Spirit with water. Works essentially the same way, with the exception that they have to be built in water. Makes people want to be around rivers, which makes more conflict. And instead of trees, they would just be rooted treants, let's call them roots. (the roots would have no leaves to be easily differentiated). Theoretically we could make the roots be buildable anywhere, but make them just count towards minerals if not in the water. You could make things NOT built in the water provide water too, but at a much slower rate.
In addition to this,
we don't use food at all. Instead, the buildings constantly draw from your water. constructing a building or unit takes water and minerals, and after they are built, they continue to take in water(at a slower rate). So you need a steady flow of water from your roots because you need them for all of your units. If you have 0 water, the units start taking damage when the interval hits that they need water (small amounts of damage). Of course, the exception to this would be buildings built IN water, which would not take up any extra water. The time alloted water wouldn't be a large amount, however, when a caster or hero regenerates mana, they're actually absorbing water. That's right, water and mana would be equivalent. Which means anything with mana, should have the ability to dump all of their mana and give you that much water. Then as their mana slowly regenerates they slowly suck it up again. Mana potions could cost exactly how much water they take and convert into mana. Hit Point regeneration draws equal proportions of water and minerals, so 10hp when regenerated, costs 5 water and 5 minerals.
So you need to balance the minerals and water taken in with the amount needed to sustain your forest. And you slowly grow, instead of staying at about a skirmish size in terms of number of units.
Time Makes Trees Tall
When your hero spawns, you said it has a time limit right? after that time limit it dies? like a summoned unit? My idea for this, is right before the end of a cycle, the hero gains some amount of XP. They only gain this XP if they live through a whole cycle though.
This could also be extended into making units and buildings bigger over time after they are made, having the heroes start small after each revive and scaling up to their max size for the level over the duration and making buildings get tougher based on how long theyve been around and make them consume more resources per second potentially.
Nature's Cycle Renews Itself
Instead of the match ending when your main tree is destroyed, it ends when all your buildings are destroyed, like in a regular melee. When your main tree is destroyed, a root you have placed turns into a seed of rebirth. Which root turns into the seed would be random, so theoretically it could be anywhere on the map.
Nature is unpredictable
Instead of the heroes spawning at one of 4 points, maybe they could spawn anywhere in your territory (like what's used for minerals), or even anywhere on the map. This could be interesting too.
None of these ideas HAVE to be implemented, but they're Ideas I thought would be cool to see. Theoretically, we could do all of them. Just have a menu pop up before the match starts where the host picks the options to turn on, then just use global variables to detemine which set of rules to play with.