• 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.

Realm of Conflict v0.5a

In the world of Aerros, the human kingdom of Talyros invades the continent of Aldumar. However the native factions of Aldumar, the Shandari and the Dreadwood, will not give up their homeland so easily. The invasion sparked the War of the Three Kingdoms, which would send the entire world into a Realm of Carnage..,
RoC takes place in Aerros. In this 4-player Real-Time Strategy map, you may command one of the three warring factions, each with a unique arsenal of troops and abilities at the player's disposal. The map seeks to blend in elements of melee Warcraft 3 with the more pure strategic depth of StarCraft, whilst incorporating aspects of squad-based gameplay from the likes of Dawn of War and Battle for Middle-Earth.

Planned list of features:
- A smooth squad system, with a Dawn of War style of reinforcement
- Balanced and chanceless unit attributes; no attack ranges and no chance-based abilities
- A working trackable-based in-game menu that features race selection, team selection, and gameplay settings
- Excellent audio and graphics with quality models and textures, all in a less than 3mb map
- High quality, atmospheric terrain that immerses the player within the world whilst providing balanced gameplay
- Three unique factions, each with their own strengths, weaknesses, and special mechanics
- Inspired techtrees with each faction having a unit for any purpose, but no unit for every purpose

The following provides information about the gameplay of the map.

GAME MENU
Before the game starts, all players are prompted to a custom in-game menu. Players can vote for the Respawning Creeps (enabling Creeps to periodically respawn) and the Extra Resources settings (allowing each player to start with 1000 gold and 500 lumber), with the majority vote deciding whether the setting is in effect or not. Hovering the cursor over certain icons and knobs will bring up information onto the right side of the screen. The player must choose a faction by clicking one of the faction icons. A yellow glow will highlight the faction you have chosen(currently only Talyrions are available). Teams, to a maximum size of 3, are chosen by players in the in-game menu. Clicking a team will let you join it; the flags represent each player. Once you are ready, tick the 'Ready to Play!' checkbox. When all players are ready, the game begins!

THE ESSENTIALS
The essentials are similar to melee WarCraft 3. The resources are Gold, Lumber, and instead of Food, Command. Gold is harvested from Gold Mines, Lumber from trees, and Command generated by certain structures like the Talyrion Garrison. Buildings are built in the same way as they are in WarCraft 3, however hotkeys are instead based on the QWER method of hotkeying. There will be creeps on the map that respawn every so often. Creeps do not drop items, but do reward the player with gold when killed. Creeps add depth to the metagame, and can be manipulated by a player if he is skilled enough. Do note that creep camps are much stronger than in default Wc3 and you will need a sizeable army to take them out. However, they all yield hefty rewards in gold.
Note that positioning is especially important, and should take priority over individual unit micro. Ranged units on noticeably higher ground will do 1.3x attack damage bonus to attack targets, so position them effectively. Units can enter the cliffsides of the terrain, but have less space and vision.

THE SQUAD SYSTEM
The squad system is similar to that of Dawn of War's. Basically, there is one squad leader, that when given an order, the entire squad also receives the same order. This squad leader is indicated by a swirling orange effect (also known as the Spirit Link buff). Squad leaders also have a floating text constantly above their heads to show the current number of members in their squad. When a squad member dies, the player can reinforce the squad with a replacement member on the battlefield. To do this, click on the flag icon where the unit's inventory is. Adjacent to that icon is also a small info box that shows which unit it is, how much it costs to reinforce a new member, and the cooldown time of reinforcement. When transporting squads, rather than a single unit, the entire squad enters the transport, represented by one of the squad's members. Certain abilities will affect a whole squad whilst others affect only single targets. To add an element of micro, an individual unit control system has been added. Selecting a single unit of a squad that is not the leader allows it to be individually ordered.

UNIT ROLES AND BALANCE
Units have hopefully been made as balanced as possible; nearly everything is determined by player decisions rather than chance-based abilities like Critical Strike. Attack ranges have also been removed, and attack upgrades give static damage bonuses. I have attempted to make units take inspiration from certain games, whilst keeping them holistically original and balancing them. There is a countering system somewhat similar to Rock-Paper-Scissors. Essentially:
- Melee infantry (eg. Vanguard) beat archers
- Heavy units (eg. Overlord) beat melee infantry and siege units
- Magic units (eg. Warlock) beat melee infantry and heavy units
- Siege units (eg. Siege Machine) beat structures and archers
- Archers (eg. Riflemen) beat most units with positioning, except for structures of course
The lack of 'hard-counters' in Warcraft 3 was annoying and felt like it removed a large part of the strategy of getting the right build. It led to certain units being a jack-of-all-trades, such as Spell Breakers, Raiders, and Crypt Fiends (whose supposed counters are footmen and the like, which were essentially useless by late-game). In RoC, no unit is safe from any other unit. Also, no unit will be obsolete at any time of the game. When a player reaches tier 3, his basic tier 1 units will still have a role on the battlefield.

THE TALYRIONS
A vast human empire that primarily worships the Daemon-god Gothros. Different from the traditionally light-oriented humans of high fantasy, the Talyrions are the cause for the War of the Three Kingdoms. They have versatile foot soldiers, and great frontline support. In the late-game, they gain access to powerful daemons. Talyrion troops are generally good quality, and can easily win in straightforward battles with rigid discipline and training.
Racial characteristics:
-Small amount of units in the techtree, but most units are versatile
-Great support and high tier units, with generally consistent quality of all troops
-Multiple servitors can build a single structure, speeding up the process
-Technological levels are gained by building Altars of Power. Maximum level of 5. Tech levels unlock new units and upgrades within the techtree
-Zeppelin airship, available in Tech Level 4, allows effective harassment tactics
-Reliquary is a unique building that sells items to squads and can trade resources
-Easy to tower rush with the unique repair, and the Garrison coupled with Battlements upgrade

THE SHANDARI (not completed)
Shandari hail from the badlands of Shandar, the centre of the continent of Aldumar. The Shandari are akin to Dark Elves or Drow, and are a particularly vain and sadistic race. Following no single king, the disparate covens of Shandar follow either the Dogma of Dischord, the Dogma of Venom, or the Dogma of Umbra. Shandari have great ranged and aerial units. Their armies are highly mobile and stealthy, but do not excel in battles of attrition.
Racial characteristics:
-A majority of the units are highly mobile and/or stealthy, but are not effective in upfront engagements
-Units are effective at weakening the enemy and causing suffering
-The Tormentress summons slaves and structures; it is the backbone of a Shandari army
-Mines can be Spellbound to automatically harvest gold without the need of workers
-The Shadow Temple houses the three Dogma upgrades, each unlocking access to new units and upgrades
-All buildings have mana, and all summon units at the cost of mana instead of training them
-Gateways allow units to teleport to a specific location

THE DREADWOOD (not completed)
The native Drae of the Dreadwood are reminiscent of Wood Elves. But they are not serene guardians of the forest, they are the stuff of nightmares. The Drae seem to sprout from the ground like the roots of trees, and constrict and consume all that opposes them, like a vicious vine. Dreadwood units are primarily powerful forest beasts, however their infantry, the Timbargard, are numerous and able to overwhelm enemy forces.
Racial characteristics:
-Units change from weak and numerous to powerful and singular as the techtree tier increases
-The early tier Timbar units are very effective when en masse or in combination with the Dreadknight
-The Grovekeeper can purchase Drae Souls, which can be summoned onto the battlefield from wherever the Grovekeeper is
-Mines must be entangled by a Grovekeeper before workers can harvest gold from them
-The Dreadstalk upgrades itself to access the next techtree tier, much like normal Wc3
-All buildings can Uproot themselves, allowing them to move albeit at a very slow pace
-The Tree of Silence is a structure which generates a field of stealth, making nearby allies invisible


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Terrain
- DungeonM, FreiBier, Born2Modificate
UI
- unwirklich, 13lackDeath, Anachron
Icons
- NFWar, Peekay, CRAZYRUSSIAN, Palaslayer
Systems
- Weep, D4RK G4ND4LF
Models
- Deolrin, Kwaliti, Mephestrial, PheonixIV
- 67chrome, Red, TurieL, Frankster
- Mr. Goblin, Wandering Soul, Tarrasque
- Cookie Vashard, infrenus, CloudWolf
- PeeKay, L_Lwaliet, Dentothor, Suselishe
- zadelim, levigeorge1617, antihero
- sPy, shiik, -Grendel, Thrikodius
- WILL THE ALMIGHTY, SinisterX
- ikillforeyou
Testing
- RiotZ lord of the gays

Please visit here for a report of this project's progress, including its changelog and previous versions.

I am a supporter of open-source material. Thus, I give everyone permission to take and use any resources I've made SO LONG AS CREDIT IS GIVEN. If you are extracting resources I haven't made from my map, credit the original author or so help me God I'll destroy your face. I also hate JASS and think it's a huge waste of time, so everything in this map is GUI, with the exception of some custom scripts here and there.

If you would like to support my map, simply put this code into your signature:
JASS:
[URL="http://www.hiveworkshop.com/forums/map-development-202/realm-carnage-237125/"][IMG]http://fc03.deviantart.net/fs71/f/2013/181/d/d/roc_by_ghostie117-d6bbjkf.png[/IMG][/URL]
CURRENT BUILD: VERSION 0.5 ALPHA
Any feedback appreciated, but note it's an alpha version; it is prone to bugs and the faction(s) have not been balanced properly. Looking for potential playtesters. Send me a VM/PM if you want in.

Keywords:
realm, carnage, chaos, blood, battle, war, strategy, rts, land, kingdom, soldier, fantasy, squad, battalion, group, massive, army, anal
Contents

Realm of Conflict v0.5a (Map)

Reviews
Orcnet01:14, 18th July 2013 Map Approved Realm of Conflict (Version 0.5a) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet01:14, 18th July 2013

Comment

Review

Map Approved
Realm of Conflict (Version 0.5a)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Such idea of an altered melee is wonderful, with more focus on creep control than building up a hero for a streak out, everything is understandable and fine but somehow the starting dialog needs a bit some work, the two options about creep spawns and such needs to have a decent text message, by means of clearing out the first message then the said message because right now spamming the option makes the screen look messy."

Terrain

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"Terrain looks plain yet its worthwhile, how about add more tile variations and more depth in building an environmental plane and ruin like obstacles? the waterfall part and the castle-like theme going in the middle needs more polishing though."

Management

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"Totally speaking, the map is looks great and works great as well, as for my revision just fix the option list where the text messages keeps exporting out of the screen, just add a clear trigger to make it clean looking, and work your way with the terrain, gameplay for me is quite amazing now I just don't know what you had in mind for future updates, speaking of updates I also want you to make up a quest menu explaining some important texts such as how to play, where to download, updates, credits and more."

Total Score:


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10/1583%B
 
meh who cares bro its pretty playable and polished, just not completed and it hasnt been tested. in terms of playability (eg. ive finalised most resources/systems and there shud be minimal bugs) its a beta but in terms of completion (eg. i have only 1 race, and i havent tested it much) its alpha.

anyways the 'alpha/beta' tag is just a name. i cud easily re-update this map and rename it to v0.5b beta version without consequence.
 
Level 29
Joined
May 21, 2013
Messages
1,637
ty for the feedback, it is appreciated anyhow. and shud this map be rejected i shall kiss ur feet :p

what? rejected no, in fact i played it to do a review and i like it a lot.

[Reviewer Template made by Legal_Ease ]
abgm's review
***Realm of Conflict v0.5a***

Map Overview

***very original altered melee, i want to see more,more races :),more complete of course, but really nice work***

What I liked:

***
1) units are like warhamer 40 k batalions
2) you can replenish a batalion, remembers me the warhammer mark of caos system
3) you construct a goblin airship as building and you lift the thing and move it as unit
4)terraning general design and tile use
5) the selection system at begining is impecable
6)there is a batalion that can change the weapon as melee and as archer
7) the fortress theme in the center of the map
8) the map size 2,69, if you add 3 races more 2,70x4=1080, in wort case it will be 10 mb, i saw things more heavy, but probably i think it will be 7 mb aprox, if less better.
***

What could be improved:

***
-well as it is an alpha there are things to be done, i have 3 in mind to dont make questions and approve with my eyes closed.
1) i sugest to enviroment the terrain more, because it feels empty, more doodads, more fortress, minor fortress will be good enviroment, and they can be like scout post or something
2) the quest log with explanation and credits
3) i had an issue, i cant buy items with the units, i really like this solved or i want to understand whats going on, i sugest to check that. i recive the message need a unit with inventory but all have inventory and i tested with almost all units i had in my hand.
***


 
Review of LRoC 0.5a
By Legal_Ease
Comments
This is map is a dream come true. The complexity and polishing is really high caliber. Top quailty planning and execution make this map a great addition to the Hive. The concept is interesting too. Though I never played Down of War, I liked the game theory. Seeing this beautiful description and thoughtful game creation process really made my day!

The Pros
-Best Opening Menu I have ever seen - mind blowing!
-I loved the unit group with leader system.
-Open Source philosophy is really refreshing.
-Great terrain soft tiles and custom cliffs!
-really fitting building models and nice effects!
-New balance to creeps that is easy to learn.

Suggested Improvements
-Needs 2nd race (but you know that)
-I couldn't figure out how to get to tier 2 (game info in quest log would be a nice touch)
-The Icons were standard blizzard but then had custom spells, this was confusing. Custom Icons would really give this map a nice finishing gloss.
-Overlord model (I'm not a huge fan) didn't fit with humans.
-It would be great if there was an AI
-Terrain looked great but was a bit empty in spots.
-UI doesn't really fit but I love custom UIs.

Overall Rating
4.5/5, Just a few finishing touches and this will be spectacular! Seriously, I'm impressed. I know I listed a bunch of possible improvements but they are overshadowed by the good points. To become popular, you will need to fix a few things but this is already a great game. Voting for approval - with fixes.

UPDATE: Played this multi-player online - very fun!

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You obviously don't need this but I'll leave it for others.


[Reviewer Template made by Legal_Ease ]

No need to give me credit. Its yours, bought with hard work and helpfulness.
 
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Thanks for the reviews guys. I'll attempt to adress some of the suggestions.

- I purposely kept the terrain open and empty in certain areas. This is because, different from normal RTSes, the squad system means a lot more units on the field and therefore the battlefields need more open space lest the combat be a clusterpoop. There are still choke points on the map, but just wider.
- All the information is in the gameplay description here. I don't feel like a quest dialog is necessary, especially considering most people don't open the quest menu in multiplayer. Anyhow I guess it couldn't hurt, but it isn't a priority.
- Items are only meant to be bought by squads, not single units unfortunately. I however can implement it so that single units can buy items too.
- Which icons do you think need replacement?
- The humans are meant to be daemonic, thus the Overlord is like some daemon.
- AI is possible, but not a priority.
- Suggestions on what kind of UI would fit?
 
Thanks for the reviews guys. I'll attempt to adress some of the suggestions.

- I purposely kept the terrain open and empty in certain areas. This is because, different from normal RTSes, the squad system means a lot more units on the field and therefore the battlefields need more open space lest the combat be a clusterpoop. There are still choke points on the map, but just wider.
- All the information is in the gameplay description here. I don't feel like a quest dialog is necessary, especially considering most people don't open the quest menu in multiplayer. Anyhow I guess it couldn't hurt, but it isn't a priority.
- Items are only meant to be bought by squads, not single units unfortunately. I however can implement it so that single units can buy items too.
- Which icons do you think need replacement?
- The humans are meant to be daemonic, thus the Overlord is like some daemon.
- AI is possible, but not a priority.
- Suggestions on what kind of UI would fit?

1. No need to crowd any thing, just a few things around the edges would add some character, thats all. I see what you mean about big armies though.
2. Its really easy to add a quest, and it would help dumbies like me. :)
3. ok
5. Finger of Pain - Devour Mana - Healing Scroll - hmmm, thats all I can remember. But maybe the forge upgrades items too. Your imported icons look great!
6. Ok, like I said never played DoW
7. AI is a bitch too. Its the hardest thing for me. It does really make a map super exceptional though. Maybe you can find an AI master who will make you one. I don't know.
8. Did you see all the UIs available? All UI's I've ever seen I like HoN UI by darkdeathknight for your map.
 
Level 6
Joined
Dec 9, 2010
Messages
121
Hello GhostThruster,

My friend and I just tested/played the map on Battle.net. First, let me say, for an alpha, we were both moderately impressed. It looks pretty nice (although sparse terrain), and feels fairly balanced. Of course, I would love to see more content as this map progresses.

There were four glitches we encountered, however.

1) Sometimes, after a fight, one of your squad members will stay permanently casting his Healing spell (I believe it is the healer/paladin unit). Issuing another move order solved it, but the unit would have wasted all his mana indefinitely.

2) Occasionally, when an initial squad leader dies, it would leave the remaining squad members as regular squad members, and not transfer leadership. This left them standing around in useless locations, uncontrollable. Not sure what caused it exactly. Double check your code.

3) Upgrades were not applied to squad members, only the leader (oops!)

4) The item shop's transfer resources abilities can be accessed by allies, leading to potential troll tactics. I could, for instance, transfer my friend's resources back and forth over and over.

That is all, hope all goes well with your project. :)

-Mech
 
Why one part name is Conflict while other is Carnage lol
that is the biggest fail of my life :L ty for noticing that, im surprised no one else did.
2. Alright, but finishing the 2nd race is a priority.
5. I might change upgrades, but the ability icons suit them.
8. Lol yes I have, one of them is my (crappy) UI. imo the current UI suits the best, as the theme of the map is meant to be chaotic, evil, and daemonic.
1. Yes that's a problem. Do you think I should prevent normal squad members from casting abilities? Would be the easiest solution.
2. This has got something to do with the damage detection and prevention. That's the only thing I know about this bug lol. I might need to get some experts to help me on this.
3. Oops indeed.
4. ^
Ty for this valuable info, I'll attempt to fix these bugs in v0.6.
 
Level 5
Joined
Jul 8, 2013
Messages
489
When i first saw the terrian i said to my self ''I have seen this before... "
I swear this reminds me a campaign from the Total Anilihation Kingdoms game
Nevertheless,Awsome terrian,very good race (the human i mean)
I hope you finish the rest soon i want to see it so much
Rate 4/5 (because it isnt finished yet)
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Realm of Carnage/Conflict 0.5a

Introduction

Hello there, here is my review for your map. Played a little bit but so far I am impressed, very much impressed with everything.


Unexpected tab 1

[tab][tabheader]Good Points:[/tabheader]
  • Terrain is spectacular, so HQ, realistic and great. Though what I can suggest is fill up some empty areas in the map. I do feel they can still be filled with some more doodads and such. Also I do think map can still be raised/lower because some points are quite flat.
  • The system that this game presents is very neat mostly the screen that leets you choose teams, forces and infos. They are really neat and well-made. Also provides info about game which is a great addition.
  • I love the 1 unit army that training a unit gives. It really grants us a new way of acquiring units. Very impressing indeed!
  • The race is very well-made, units and buildings are balanced for me as far as I know. Will play further to this.
[/tab]

[tab][tabheader]Bad Points:[/tabheader]
  • None
[/tab]

[tab][tabheader]Suggestions:[/tabheader]
  • Great game indeed with imprssive terrain but at the same time needs some improvements at some point. Hope you can do it.
  • 1 race is really lacking, I do strongly suggest to add more to make it somehow more interesting to play and not so repetitive.
  • No heroes? I strongly suggest one. But if there is already, disregard this one.
[/tab]

Comment

Overall, for an early state of a game, this is one heck of an awesome map. Promising indeed and thus deserves a fair rating.

Rating: 4/5
Vote: Approval
Reward: +4 REP
 
Level 6
Joined
Dec 9, 2010
Messages
121
Hey ghost, one other problem I noticed with the way the squad system is done:

When looking at the code, I realized that it gives him a dummy ability with +99999 life, and then removes it after the transfer is complete. I believe this is the source of the other problem as well, but anyway, it has another side effect.

If you damage all squad members, and then kill the squad leader, the new squad leader (who is actually the same unit as before) has his life restored to full - one hit. This means that your non-squad leaders can tank as much dmg as you want they to, as long as they don't die, and when your squad leader dies, they will instantly recover to full. I would suggest looking over the squad system, and perhaps tweaking it. I would volunteer for the task, if you want, it shouldn't be hard to tweak.

-Mech
 
i wud be very appreciative if you could identify the exact problem of the squad system. the map isnt protected so feel free. ill credit u of course for ur help.

edit: i have fixed the problem of the squad leader being restored to full life, but not the problem involving no new squad leader being made (which seems to have no cause)...
 
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Level 17
Joined
Jul 16, 2007
Messages
1,390
So if I am understanding correctly this map is not available in singleplayer due to the lack of A.I., also there is only one faction thus far?.
I think I'll properly play it in the future, I'd like some more factions if possible, great work so far though :)

*As for a minor but important suggestion, a better terrain would also affect the gameplay quality. (what i mean is, adding more tile variations, more ground level variations, add natural phenomenons).
 
Level 6
Joined
Apr 1, 2009
Messages
220
Hello again GhostThruster! I am once again here to fill your thread with useless feedback: hope you enjoy:

- For the main infantry unit(can't remember the actual name at the moment), only the squad leader uses his shield when the Defend ability is activated.
- And you could add a feature that automatically makes you select the squad leader when you click on a squad member. It could prove much more convenient to players if you manage that.
- I find the idea of only the squad leader of a Battlepriest squad being able to cast the other spells beside healing to be absurd. I did notice it cost mana from all the squad members. And at that moment I would understand that the entire team is collaborating to cast the other two spells beside healing(Yet again, cant remember the name). If so, you could add the casting animation for other squad members just for aesthetic purposes.
- Also concerning the Battlepriest's "collaborative" spellcasting, if that was truly intended, I suppose the mana cost for the spells could be higher depending on how much members of the squad is dead to make a bit of sense with the spellcasing nature of the priests.
- This one complaint here is would mostly come off as whining because it's related to my constant desire to urge developers to change the design in my favor. So you can ignore this one if you wish. But what kind of turned me off about the Talyrions design here was there was too less uniqueness to within the Talyrion race. All the units go into a certain slot and a certain necessary role. None stands out as a special or a utility unit that gives off more strategic liberties than the simple /melee,ranged,heavy,caster/ unit tree stereotypical unit tree. And the faction itself doesn't have a special trait that can make it stand out, unless you decide to make the Talyrions stand out with their blandness. Even though the Zeppelin was nice, I'd like to see something else that can spice this faction up. This is just my opinion so feel free to bash on it, I will kindly not retaliate.

This is what I think so far, I will give a rating on your next release. But so far, this has uber potentials, I liked the Talyrions overall layout and I hope the other races will be just as good. Goodluck with this one and don't lose the map like how you did with BfO.
 
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@jargalhurts:
1. im aware of that bug and will fix
2. no, i planned on implementing a special selection feature that lets u micro individual units.
3 & 4. its for balance and gameplay purposes that each member shares mana, not coz theyre collaborating. balance > logic/realism.

But what kind of turned me off about the Talyrions design here was there was too less uniqueness to within the Talyrion race
im assuming u mean relative to default wc3? well thats because there really isnt much need for any fancy abilities and whatnot. but here's a list of things i think are innovative or unique:
-footmen can wield bows
-a unit like the overlord which sacrifices other units for offensive purposes (u cud argue death knight/lich, but theyre heroes with other abilities too)
-riflemen lay down land mines
-flying siege tanks
-mana ward from warlock
-tech levels
-zeppelin
-reliquary (shop) can trade gold/lumber

and those are only compared melee wc3, not compared to the other planned races. i feel like its unfair to say a race is bland just because i borrowed elements off popular rts games or didnt trigger every single ability.

wc3 tried the utility unit. it ends up stifling the metagame. nearly every competitive match results in a human massing casters, an orc massing raiders, an undead massing fiends, and a ne massing bears and dryads. so whilst the unit roles may be cookiecutter in my map, they are balanced.

anyhow ty for the feedback and keep giving it, really appreciate it. haha bfo...ive started like 200 projects since then and guess how many of those i lost ? :p



also v0.6a will come out soon, some progress made includes:
-fixed map name in map description
-fixed research so now all squad members benefit from research
-fixed several squad system bugs
-nerfed siege machines and zeppelins
-nerfed incendiary bullets
i just need to polish it all up, then add the shandari
after ive released v0.6a or b(beta, after enough testing), i will pause development for a long while as i am busy with school for at least a year.

edit: also wat do u guys think about that instead of the reliquary directly selling items, it summons an apothecary to do so?
 
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