Of Kings and Mercenaries

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Of Kings and Mercenaries
By: Hazop (Sarven)
Protection: No

Medieval strategy Map focused around a mix of grand strategy and regular RTS mechanics, with a "Battle Brothers" inspired equipment system for soldiers.
(Changelog is in the Map. If that counts?)

FEATURES:
- City Building
- Equipment System for Units
- Randomized Weather
- Custom Models, Icons, Skins, etc

CREDITS:

- HerrDave (Models/Skins)
- Astaroth Zion (Models)
- ILH (Skybox)
- Mike (Models)
- Mr. Bob (Models)
- Eagle XI (Icons)
- Kitabatake (Models)
- darkdeathknight (Icons)
- Sunchips (Models)
- MassiveMaster (Models)
- Ioktar (Models)
- PROXY (Models)
- Fingolfin (Models)
- Ket (Models)
- Sin'dorei300 (Models)
- The Weird Human (Models)
- Lockheart (Icons)
- protivogaznik (Models)
- Plunders (Models)
- Blinkboy (Models)
- Cuore (Models)
- RusUndead (Models)
- Aquis (Models)
- Black Stan (Models)
- Overhype Studios (Icons)


SCREENSHOTS:

Showcasing Battles
full

full

Showcasing Armor Attachments
full

full

full



FEEDBACK/HELP:
If you encounter any issues or there is a problem, please do tell so I can improve for the next version!
Contents

Of Kings and Mercenaries (Map)

Reviews
deepstrasz
Still no updates and improvements. Substandard.

deepstrasz

Map Reviewer
Level 57
Joined
Jun 4, 2009
Messages
16,331
Honestly, this is more altered melee than strategy/risk.

The terrain is pretty flat and blank.
It's pretty hard to tell which units are which because of their small size.
There's no random start position or factions. It's all fixed. That ruins some of the replayability.
The mercenaries basically start with all upgrades done since they have access to all armours and weapons from the start.

The gameplay is pretty repetitive. Unit variety is lacking. Armours and weapons are pretty much the same but more powerful on each tier.
There could be control points, things to do, like gather various resources or something other than just hunt trees and build stuff the old Warcraft III way.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 10
Joined
May 7, 2006
Messages
173
I like the equipment system, love stuff like that, very satisfying seeing a mob of individually armed guys marching forward. Could you have some way to have units start with basic gear? Like maybe an arms house you pay upkeep for (1 gold per x seconds) but nearby militia raised start with a spear and helmet or something, suboptimal perhaps but for late game when players want to raise larger armies it might help reduce micro. Or maybe a building which holds a bunch of spears/swords/shields and when someone becomes militia nearby they automatically take gear from the building.

The houses raising taxes are cool too, would be interesting if there was some "class" element to it, maybe building a blacksmith would upgrade a nearby hut to be an "artisan hut" which you can collect more taxes from, church to a priests house etc. Maybe houses look at nearby stuff and automatically upgrade, eg a well or a butcher buffs nearby houses. Almost like a city builder game style.


A potential bug: I can't seem to select a valid patron for the market to sell the Bascinet helmet and Lamellar Harness though. Also the Cavalier hat seems like a downgrade from the mail hood, despite being from a better building? Is this to encourage having several forges at different levels of development?

I'd also suggest starting with a Hut, it would visually inform the player how to get gold and allow the player to train peasants from the get go, I was confused at first wondering to myself: "are there finite peasants? do they automatically reproduce?" etc

It'd be cool to have some kind of morale system too, to encourage disengagement or reserves. When morale is low after a longer battle they do less damage, then you're encouraged to keep some kind of reserve force to hit their tired troops with your fresh guys. That's just personal preference stuff though.

In terms of general gameplay, might be an idea to reveal nearby capturable towns (protected by teal?) so the player knows where to expand to, my first move was to attack a yellow camp, I wasted a buncha troops and didn't manage to capture any buildings when I went after the nearer camps it was much more rewarding and put me in a good position for expansion.
 
Level 13
Joined
Jul 2, 2015
Messages
852
I like the equipment system, love stuff like that, very satisfying seeing a mob of individually armed guys marching forward. Could you have some way to have units start with basic gear? Like maybe an arms house you pay upkeep for (1 gold per x seconds) but nearby militia raised start with a spear and helmet or something, suboptimal perhaps but for late game when players want to raise larger armies it might help reduce micro. Or maybe a building which holds a bunch of spears/swords/shields and when someone becomes militia nearby they automatically take gear from the building.

The houses raising taxes are cool too, would be interesting if there was some "class" element to it, maybe building a blacksmith would upgrade a nearby hut to be an "artisan hut" which you can collect more taxes from, church to a priests house etc. Maybe houses look at nearby stuff and automatically upgrade, eg a well or a butcher buffs nearby houses. Almost like a city builder game style.


A potential bug: I can't seem to select a valid patron for the market to sell the Bascinet helmet and Lamellar Harness though. Also the Cavalier hat seems like a downgrade from the mail hood, despite being from a better building? Is this to encourage having several forges at different levels of development?

I'd also suggest starting with a Hut, it would visually inform the player how to get gold and allow the player to train peasants from the get go, I was confused at first wondering to myself: "are there finite peasants? do they automatically reproduce?" etc

It'd be cool to have some kind of morale system too, to encourage disengagement or reserves. When morale is low after a longer battle they do less damage, then you're encouraged to keep some kind of reserve force to hit their tired troops with your fresh guys. That's just personal preference stuff though.

In terms of general gameplay, might be an idea to reveal nearby capturable towns (protected by teal?) so the player knows where to expand to, my first move was to attack a yellow camp, I wasted a buncha troops and didn't manage to capture any buildings when I went after the nearer camps it was much more rewarding and put me in a good position for expansion.
Yeah, definitely a lot of interesting mechanics, though it might end up over cluttering/over-complicating the gameplay if I add all of em, I'll see what I can do, maybe I can add a few good ones. Overall, I put in a lot of hours into making this map and got burnt out in the process, maybe sometime in the future I can expand this further from just a one-off, but for now, I'll be taking a break, might continue development on another map of mine. The town ping/reveal thingy is 100% a top priority, playing with friends we ran into the same issues with them not being able to find them at times.
 
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