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Sisters of Battle v2.2

Sisters of Battle v2.2
Altered melee by Fleck, terrain by Zucth

Map Info:


No army is big enough to conquer the galaxy... But faith alone can overturn the universe.


Play as the fanatical Adepta Sororitas more popularly known as Sisters of Battle with their holy trinity of weapons: the Bolter, the Flamer and the Melta to purge the enemies of Man.

Features:
  • New units
  • New heroes
  • New custom skills
  • New techtree
  • New items
  • New third resource for Sisters of Battle (Faith system)
  • New Sisters of Battle AI

To play or set the computers to Sisters of Battle, choose human and set handicap to 90%.

Screenshots:


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Change Log:


Initial release.

Replaced Exorcist model, thanks to biridius.
Added portrait teamcolor to Ecclesiarchal Servant.
Added quote to Celestian tooltip.
Removed call to arms ability from Ecclesiarchal Chapel.
Added easy and normal versions of Sisters of Battle AI.
Easy AI is limited to 1 hero, uses foodcap to 45, only upgrades weapons and armors, Sister Hospitaller and Preacher training, once.
Normal AI is limited to 2 hero, uses foodcap to 75, only upgrades weapons and armors, twice.

Made balance changes thanks to FlameofChange and biridius reviews.
The Exorcist range increased from 1150 to 1550.
Changed Exorcist attack type from Piercing to Siege, weapon type from Missile (Splash) to Artillery, edited Exorcist Area of Effect of Targets to removed Enemy, Neutral, reduced damage from 21-33 to 16-28.
Hunter-Killer Missile cast range increased from 1500 to 1550.
Missionary's Shield of Faith armor bonus reduced from 4/8/12 to 3/6/9.
Fixed Damage Factor - Medium and Small for Battle Sister Flamers and Immolators unit data errors. Damage Factor - Medium and Small 1.00 for the Exorcist. Damage Factor - Medium and Small 0.90, 0.80 for Battle Sister Flamer.
Nerfed the Celestian with increased gold, lumber and food cost from 170 gold, 40 lumber, 2 food to 360 gold, 100 lumber and 4 food cost. Increased build time from 26 seconds to 45 seconds. Decreased movement speed from 270 to 220.
Changed Seraphim attack and armor type from Piercing and Heavy to Melee and Heavy, model and icon. Added Dual Bolt Pistols passive ability. Increased hit points from 430 to 460.
Changed Battle Sister armor type from Heavy to Medium. Increased hit points from 335 to 365.
Added Marauder Bomber and researchable ability to Manufactorum.
Edited gold cost of Reinforced Hull Plating from 175 gold to 225 gold due to the addition of Marauder Bomber.
Updated Immolator and Lightning Fighter tooltips.
Increased Lightning Fighter build time from 13 seconds to 16 seconds, gold and lumber cost from 90 gold and 30 lumber to 100 gold and 35 lumber, food cost from 1 food to 2 food.
Changed Celestian missile with a flashier one.
Made Phosphor and Krak Grenades single use.
Updated ai scripts due to balance changes.
Fixed unset critters neutral owner.
Buffed Phosphor Grenades. Increased damage from 35 to 45 damage, from 1 damage per second to 2 damage per second, duration from 4 to 8 seconds.
Increased Krak Grenades damage from 70 to 100 damage.

Made balance changes thanks to FlameofChange and biridius reviews again.
Missionary's Shield of Faith armor bonus reduced from 4/8/12 to 3/6/9. Doesn't work on neutral critters anymore.
Exorcist minimum attack increased from 250 to 400. Gold cost increased from 170 to 245, lumber cost decreased from 125 to 90, build time increased from 32 to 44.
Exorcist damage factor medium reduced from 1.00 to 0.40 and damage factor small reduced from 1.00 to 0.10.
Exorcist Area of Effect (Medium Damage) changed from 150 to 50, Area of Effect (Small Damage) changed from 250 to 150.
Exorcist Movement - Speed Base changed from 240 to 200.
Exorcist Combat Projectile Speed changed 900 to 825.
Exorcist Combat Cooldown Time changed from 1.20 to 1.30
Exorcist Hit Points increased from 400 to 525.
Replaced Living Saint's Angelic Visage to Angelic Resistance which reduces the duration of negative spells and renders the Living Saint immune to certain spells.
Increased Living Saint's Flame of the Ardent Blade cast range and distance from 800 to 1200.
Battle Sister Flamer now requires Pristine Sanctuary.
Increased gold cost of Battle Sister Flamer from 20 to 30.
Battle Sister Flamer now requires Pristine Sanctuary.
Added Cleansing Fire ability to Battle Sister Flamer and Immolator.
Removed unused unit icons.
Made TempUnitGroup variable trigerring more readable.

Updated PDD Skill Trigerring.
Map set to latest patch.
Changed Battle Sister Projectile Impact - Z from 60 to 70, Projectile Launch - Y, Z from 71, 60 to 95, 130, Propulsion Window from 60 to 90, Projectile Speed from 900 to 1100.
Changed Battle Sister Flamer attack cooldown from 0.5 to 0.8, increased attack damage 7-9 to 8-10, reduced their area of effect 105, 115, 125 to 25, 50, 125 and damage factor from 0.90, 0.80 to 0.40, 10.
Changed Celestian attack cooldown from 0.6 to 1.3, damage from 13-21 to 11-15, gold cost from 360 to 255, lumber cost from 100 to 60.
Changed Seraphim Projectile Speed from 900 to 1100.
Rearranged research icons in Manufactorum.
Added Scroll of Regeneration to Adepta Sororitas Armorium.
Changed Inferno Turret attack cooldown from 0.90 to 1.20 and increased their attack damage from 23-27 to 27-31.
Increased Death Explosion range from 200 to 250, damage from 60 to 80, doubled if it is a building, changed button position.
Added techtree requirement Pristine Sanctuary for Celestian.
Added weak attack to Sister Hospitaller, increased mana cost from 5 to 8 for upgraded Medicae.
Increased Pristine Sanctuary gold cost from 140 to 185.
The Emperor Protects now lasts for 10 seconds if targeted unit is a hero. Mana cost increased from 60 to 75, cooldown from 60 to 80.
Fixed Celestian hp bar being too high.
Added missing credits for Shockwave System.

Removed Lay Hands debug message.
Divine Retribution Aura no longer affects buildings and magic immune units, damage calculation fixed.
Flamer upgrades no longer gives gold.
Battle Sister gold cost increased from 145 to 150.
Reduced Seraphim attack range from 335 to 300, increased HP from 460 to 490, increased jump speed.
Increased Celestian attack damage from 11-15 to 13-17, added Meltagun passive ability.
Increased Exorcist damage from 16-21 to 18-23, made Hunter-Killer Missile single use.
Increased Immolator build time from 20 to 35, increased gold cost from 175 to 210, lumber cost from 125 to 80.
Decreased Marauder Bomber gold cost from 390 to 365, lumber cost from 130 to 110, replaced second attack with auto-attack one, changed armor type from Light to Heavy.
Added a Holy Icon upgrade to the Inferno Turret.
Added mana and Plasma Charge autocast ability to the Plasma Generator, increased gold cost from 100 to 120.
Added the foundation of the faith system for the Sisters of Battle.
Added questlog explaining the Faith mechanic.

Fixed Sister Hospitaller and Preacher Training techtree requirement.
Increased Adepta Sororitas Convent pathing map size and scaling.
Increased Celestian movement speed from 220 to 270.
Increased Exorcist movement speed from 200 to 220.
Reduced Seraphim attack cooldown from 1.35 to 2.7 and damage sides per dice from 4 to 3.
Decreased Celestian gold cost from 255 to 200, lumber cost from 60 to 45, food cost from 4 to 3, increased projectile speed from 900 to 1500.
Increased Lightning Fighter base damage from 8 to 27, damage sides per dice from 2 to 4, attack cooldown from 0.3 to 1.75, decreased attack range for non-air units from 650 to 375, decreased attack range for air units from 650 to 500, HP increased from 375 to 525, decreased Reinforced Hull Plating HP increase from 150 to 50, increased build and repair time from 16 to 35, decreased movement speed from 400 to 300, turn rate from 0.10 to 0.07, suppressive fire debuff from 25% to 15%, suppressive fire duration from 10 to 5.
Battle Sisters no longer replenish their Phosphor Grenade after upgrading to Battle Sister Flamer.
Phosphor Grenade no longer requires you to manually select each Battle Sister to use Phosphor Grenade once a Battle Sister used it.
Lightning Fighter now moves to the rally point when trained.
Increased Generator explosion range from 300 to 350.
Changed Immolator Death Explosion ability a weaker variant of Generator.
Different button position of Laud Hailer Aura for the Holy Reliquary.
Replaced Sister Hospitaller icon.
Added Sacred Rites ability to Ecclesiarchal Chapel, Ecclesiarchal Cathedral and Ecclesiarchal Citadel.
Holy Icon upgrades is now limited to a maximum of 10.

Updated Faith Mechanic questlog that Faith points is capped at 200.
Added a 1.80 second delay explosion for the Plasma Generator to match its death animation.
Added Glorious Martyrdom and Blazing Ire to Sacred Rites.
Faith gained from unit kills is now based on level, from building kills is now +2 faith points, instead of just +1 faith point.
Reduced Holy Icon upgrades from 10 to 5.
Seraphim faith generation cooldown increased from 120 to 180.
Changed the Selection Circle, Health and XP bar interface.

Decreased Immolator Transported Size from 4 to 2, changed Movement Type from Horse to Foot.
Decreased Living Saint level from 9 to 7.
Increased Lightning Fighter gold cost from 100 to 235, lumber cost from 35 to 40, food cost from 2 to 4.
Increased Battle Sister and Seraphim Projectile Speed from 1100 to 1500.
Decreased Aura of Faith bonus from 5/10/15 to 5/9/12.
Decreased Returning Stilettos distance from 700 to 500, damage from 40/60/80 to 40/50/60.
Decreased Requisition: Funding gold gained from 500 to 400.
Decreased Requisition: Raw Materials lumber gained from 500 to 200.
Readded techtree req to Phosphor Grenades.
Removed orc burrow and wisps from debugging tests.
Reduced Seraphim attack cooldown from 1.35 to 2.7.
Updated ai scripts due to balance changes.

Decreases the scaling of Ecclesiarchal Cathedral from 0.60 to 0.57.
Decreases the scaling of Ecclesiarchal Citadel from 1.30 to 1.25.
Decreases the scaling of Adepta Sororitas Convent from 1.35 to 1.30.
Decreases Seraphim transported size from 2 to 1.
Decreases Living Saint transported size from 3 to 2.
Added space to quotes and colorcodes in tooltips.
Rotated the model of Adepta Sororitas Convent.
Increased the size of collision box and recalculated extents of Holy Reliquary model.
Added heroglow geoset to Canoness and Missionary model.
Added Stand Work sequence and StandWorkUp1BlizParticle04, recalculated extents of Ecclesiarchal Cathedral model.
Doubled the effect of Martyrdom, Martyr's Gift, and Glorious Martyrdom when Living Saint is martyred.
No longer generates faith immediately when units/buildings finished trained/built.
Added Avenging Angel to Sacred Rites.
Fixed faith kills not working.
Removed debug messages.
Sacred Rites abilities and Laud Hailer Aura no longer disappear once Ecclesiarchal Chapel is upgraded.
Blazing Ire Aura now doesn't affect heroes owned by allies.

Fixed chapel incorrect text upgrade.
Added custom unit soundset for Battle Sister, Seraphim and Canoness.
Added models for some items.
Updated Faith Mechanic to include Avenging Angel in the list of Faith abilities.
Made some trigerring more readable.
Phosphor Grenades now no longer deal damage to mechanical units and buildings.
Researching Heart of Worship now properly replaces Martyrdom ability tooltip description for current sister units.
Updated Living Saint tooltip to include the doubled effect of Martyrdom, Martyr's Gift, and Glorious Martyrdom when Living Saint is martyred.
Living Saint's Glorious Martyrdom doubled damage now properly works.
Glorious Martyrdom no longer harms friendly units.
Added text when activating Glorious Martyrdom and Blazing Ire.
Split the credits changelog into multiple ones since credits is too long.

Imported fixed humanuitile-inventorycover-blp.
Increased Plasma Generator lumber cost from 40 to 45.
Increased Celestian range from 365 to 525.
Reduced Immolator lumber cost from 80 to 40.
Reduced Exorcist lumber cost from 80 to 50, build time from 44 to 40.
Increased Immolator attack damage from 11-14 to 14-17.
Increased Exorcist attack damage from 18-23 to 28-33, level from 2 to 3.
Added fourth hero, Priest.
Changed Missionary soundset from HeroPaladin to Uther.
Changed the button position of Death-Cult Assassin.
Added faith multiboard to display the current active sacred rites and their remaining duration.
Added Chase the Profane sacred rite that increases movement speed.
Increased Blazing Ire attack damage bonus from 10% to 20%.
Blazing Ire now affects allied heroes.
Increased Blazing Ire duration from 30 to 45 seconds.
Retriggered Requisition: Funding and Requisition: Raw Materials sacred rites.
Reduced the faith cost of Requisition: Funding and Requisition: Raw Materials from 50 to 40.
Retriggered Avenging Angel sacred rite.
Renamed Avenging Angel to Avenging Angels.
Changed Avenging Angels hotkey from G to E.
Increased Cleansing Fire damage from 2 to 4.
Added quotes to Martyrdom, Jump, Cleansing Fire.
Added special effect to unit Faith Generation.
Fixed Battle Sister incorrect Foot Right Ref.

Fixed(?) Ecclesiarchal Servant model corpse bug.
Updated Cleansing Fire upgrade tooltip.
Added War3MapPreview.tga
Ported the custom race to (8) Rocky Ridge.



Credits:


Special thanks to Zucth for giving me permission to use his melee maps for my altered melee!
Ecclesiarchal Servant Model (Peasant Woman) - Cavman
Canoness Model - IronMaiden, Relic Entertainment
Missionary Model (Monk) - Ket
Death-Cult Assassin Model (High Tech Assassin) - Judash137
Battle Sister Model - IronMaiden, Relic Entertainment, fixed decay animations, portrait teamcolor background by: Fleck
Seraphim Model (Space Orc Agent of the 3rd Generation) - General Frank
Seraphim Model Skin (RunicRavenWitchMorphed) - Daenar7
Celestian Model - Satreas, fixed decay animations by: Fleck
Sister Hospitaller Model - model by: ddahe(?), teamcolor added by: biridius
Preacher Model (Human Bishop) - Tranquil
Immolator Model (T-82-F0 Scorcher Inferno Tank) - General Frank
Exorcist Model - model by: Relic Entertainment, converted by: biridius, added portrait teamcolor and animation, new driver translations and scaling by: Fleck
Lightning Fighter Model (XV-105 Super stingray) - ikillforeyou
Living Saint Model (Archangel Arcana) - RavenBlackbird
Marauder Bomber Model (Vertibird) - General Frank, purparisien
Priest Model (Monk) - Ket


Ecclesiarchal Chapel Model (Northshire Abbey) - bakr
Ecclesiarchal Cathedral Model (TCCathedral) - takakenji
Ecclesiarchal Citadel Model (Scarlet Monastery) - HerrDave
Plasma Generator Model (Generators) - Tranquil
Adepta Sororitas Convent Model (Chapel) - Mike
Pristine Sanctuary Model (Academy) - Mr. Bob
Holy Reliquary Model (SWSBarracks) - Mastro, Ket
Legatines' Priory Model (Barracks) - Itius Leurn Freim
Manufactorum Model (Teamcolor Roof workshop) - Eagle XI
Shrine of the Living Saint Model (AltarOfTheLight ) - Elrat
Inferno Turret Model (SentryTurret Razorback) - JB_McKnight
Adepta Sororitas Armorium Model (Arcane Sanctum) - Mr. Bob
Build, DecayMesh Models - Mr. Bob


Ecclesiarchal Servant Icon (BTNPeasantWoman) - Mr.Goblin
Preacher Icon (Bishop) - Darkfang
Living Saint Icon (BTNAngelio) - JollyD
Purging Flames Icon (BTNInfernoStaff) - Hadeis
Purifying Light Icon (BTNHolySphere) - Darkfang
Emperor's Blessing Icon (Paladin Holy Consecration) - Darkfang
Lay Hands Icon (BTNSpell_Holy_HealingAura) - Blizzard Entertainment
Shield of Faith Icon (Holy Shield) - Sapprine, Blizzard Entertainment
Divine Retribution Aura Icon (BTNSpell_Holy_Retribution) - Blizzard Entertainment
The Emperor Protects Icon (BTNcrImbudedArmor) - CRAZYRUSSIAN
Death Dance Icon (BTN_CR_Supreme_Agility) - CRAZYRUSSIAN
Returning Stilettos Icon (BTNFanOfKnives02) - eubz
Ritualistic Martial Expertise Icon (BTNCRCrossCharge) - CRAZYRUSSIAN
Permanent Invisibility Icon (BTNG_Fade_Evade) - CRAZYRUSSIAN
Blessed Wargear Icons (BTNPiercingattack, BTNAttack, BTNHoldposition) - Oliver
Blessed Power Armor Icons (BTNRegalia, BTNImprovedRegalia, BTNAdvancedRegalia) - GooS
Flamer Upgrade Icon (BTNFireBlast) - Kallimachos
Phosphor Grenades Icon (BTNExplosionToss) - The Panda
Krak Grenades Icon - Relic Entertainment
Angelic Visage Icon (Angel Call Ressurection) - Darkfang
Medicae Icon (BTNHeal) - In_kam
Painkillers Icon (BTNMorphine2) - Oliver
Extended Care Icon (BTNFirstAidBox) - The Panda
Sister Hospitaller Training Icons (BTNRedPriestAdept, BTNRedPriestMaster) - Blizzard Entertainment, Shar Dundred
Chastise the Wicked Icon (BTNMove) - NFWar
Exorcism Icon (BTNPurify) - San
Rousing Speech Icon (BTNHolyScriptures) - Gear Of Rage
Preacher Adept Training Icon (BTNBook) - ~Nightmare
Preacher Master Training Icon (BTNHL_Holy_Book) - CRAZYRUSSIAN
Flame of the Ardent Blade Icon (BTNDemonicSword) - ~Nightmare
Miraculous Intervention Icon (BTNCRDRAGONBLOODBENEDICTION) - CRAZYRUSSIAN
War Ordnance Icons (BTNRockets1, BTNRockets2, BTNRockets3) - Hemske
Armor Plating Icons (BTNMetalPlatingLevel1, BTNMetalPlatingLevel2, BTNMetalPlatingLevel3) - The_Silent
Reinforced Hull Plating Icon (BTNINV_Misc_ArmorKit_09) - Blizzard Entertainment
Hunter-Killer Missile Icon (BTNrocket) - Zombie
Suppressive Fire Icon (BTNGatlingGun) - Archangel_Tidusx
Dogfighting Tactics Icon (BTNAirFighterPilot) - lieutang
100% Evasion Icon (BTNEvadeMagic) - Eraser|85
True Sight Icon (BTNGoldenEYECR) - CRAZYRUSSIAN
Death Explosion Icon (BTNEvaporate) - M0rbid
Laud Hailers Icon (BTNOutcrySummon) - PrinceYaser
Martyrdom Icon (BTNPBloodyWings) - Paladon
Martyr's Gift Icon (BTNcrHOLYllllsong) - CRAZYRUSSIAN
Heart of Worship Icon (Heart Amulet) - Sin'dorei300
Ecclesiarchal Citadel Icon (Scarlet Monastery) - HerrDave
Personal Jump Pack Icon (FlyingMine) - Marcos DAB
Rosarius Icon (Blessed Prayerbead) - Darkfang
Grox Burger Icon (BTNBurger) - supertoinkz
Recaf Icon (Energy Drink v2) - StrangeShark72
Dual Bolt Pistols Icon (BTNGunHD) - KelThuzad
Meltagun Icon (BTNBlueEnergy) - bigapple90
Plasma Charge Icon (BTNSRUnrelentningStorm) - Blizzard Entertainment
Faith Generation Icon (BTNTestOfFaith) - 4eNNightmare
Glorious Martyrdom Icon (BTNDH_Courage_Aoura) - CRAZYRUSSIAN
Blazing Ire Icon (BTNCR_Human_Bloodlust) - CRAZYRUSSIAN
Chase the Profane Icon (BTNCRChanrge) - CRAZYRUSSIAN
Psalm Of Righteous Smiting Icon (BTNcrWarp4) - CRAZYRUSSIAN
Refrain Of Blazing Piety Icon (BTNShout) - Blaxor
Verse Of Holy Piety Icon (BTNHolyBan) - Novart


Purifying Light Special Effect (Light Nova) - JetFangInferno
Purging Flames Buff (Sweep Attachments) - Hate
Aura of Faith (SoBAura1) - IronMaiden
Lay Hands Special Effect (MegaHeal) - UgoUgo
Shield of Faith Buff (DivineBarrier) - JesusHipster
Divine Retribution Aura (Blade Aura.blp) - Blood Raven
Returning Stilettos Missile (bone sword) - Black flesh
Death Dance Special Effect (Culling Slash Vol. II) - Mythic
Death Dance Special Effect 2 (Blood_Spells) - Empyreal
Battle Sister, Seraphim Missile (Grenade & Bullet Pack) - HerrDave
Battle Sister Flamer Missile (Flamethrower) - WILL THE ALMIGHTY
Battle Sister Flamer Missile 2 (Konstrukt_FlameThrowerEffektAttachment) - Talon the Mage
Phosphor Grenade Missile (HQ Explosive Grenade) - stonneash
Celestian Missile (Laser_Blue) - Illidan(Evil)X
Krak Grenade Missile (Grenade & Bullet Pack) - HerrDave
Medicae (FirstAid) - Em!
Painkillers Buff (BTNDisplayBuff) - doom_sheep
Preacher Missile (Arcane Tower Missile Recolors) - doom_sheep
Chastise the Wicked Debuff (NO NAME) - SantoRayo[iP]
Exorcism Special Effect (AnimateDeadTarget) - JetFangInferno
Rousing Speech Buff (Duel) - Infrisios
Hunter-Killer Missile (Interceptor Shell) - Mythic
Suppressive Fire Debuff (SnipingTarget) - ChirusHighwind
Miraculous Intervention Special Effect (Retribution) - Kuhneghetz
Flame of the Ardent Blade Special Effect (ShockwaveMissile) - JetFangInferno
Martyrdom Special Effect (Phoenix_Missile) - JetFangInferno
Marauder Bomber Missile (Fireblast) - D4RK_G4ND4LF
Meltagun Debuff (Armor Penetration / Stimulus) - Mythic
Holy Icon Buff (Battle Standard / Safeguard) - Mythic
Plasma Charge Buff (Surge) - Mythic
Glorious Martyrdom Special Effect (BlinkTarget) - JetFangInferno
Blazing Ire Buff (BTNDisplayBuff) - doom_sheep
Psalm Of Righteous Smiting Buff (Roar Ability) - bakr
Refrain Of Blazing Piety Special Effect (Concecration) - marcus158
Refrain Of Blazing Piety Debuff (Amplify Damage) - Otherknownoise
Faith Generation Special Effect (Safeguard Classic) - Mythic


Amulet of Spell Shield, Belt of Giant Strength +6, Boots of Speed, Circlet of Nobility, Claws of Attack, Cloak of Shadows, Gauntlets of Ogre Strength +3, Khadgar's Gem of Health, Mantle of Intelligence +3, Periapt of Vitality, Slippers of Agility +3, Health Stone, Mana Stone, Potion of Greater Mana, Replenishment Potion, Scroll of Restoration, Crown of Kings +5, Kelen's Dagger of Escape, Mask of Death, Potion of Healing, Potion of Mana, Scroll of Healing, Scroll of Mana, Scroll of Protection, Gem of True Seeing, Greater Replenishment Potion, Lesser Replenishment Potion, Minor Replenishment Potion (Icons to Models Pack) - KAIL333XZ
Ring of Protection (RingOfProtection) - republicola
Gloves of Haste (Gloves of Speed) - Matarael
Boots of Quel'Thalas +6 (Elven Boots) - Matarael and Mc!
Tome of Retraining (Tome Of Retraining) - Mc !
Book of the Dead, Tome of Experience. Tome of Greater Experience, Manual of Health (Books) - AnimE
Helm of Valor, Medallion of Courage, Pendant of Energy, Pendant of Mana, Sobi Mask, Staff of Silence, The Lion Horn of Stormwind, Healing Wards, Talisman of the Wild, Wand of Lightning Shield, Wand of Mana Stealing, Staff of Negation, Bracer of Agility (Items from Icons) - AnimE
Ancient Janggo of Endurance, Cloak of Flames, Crystal Ball, Ring of Regeneration, Robe of the Magi +6, Scourge Bone Chimes, Warsong Battle Drums, Dust of Appearance|r (item models) - terrio
Tome of Knowledge, Tome of Power (Item_Pack) - YC
Ice Shard (Ice Shield) - Matarael
Alleria's Flute of Accuracy (Staff) - Matarael
Ankh of Reincarnation (Ankh of Resurrection) - Matarael
Orb of Frost, Orb of Corruption, Orb of Fire, Orb of Venom (Orbs of Frostcraft) - Mythic
Orb of Darkness, Orb of Lightning (Orbs) - IrokeZ
Scroll of Animate Dead, Scroll of Resurrection, Scroll of the Beast, Scroll of Town Portal, Arcane Scroll, Greater Scroll of Replenishment, Lesser Scroll of Replenishment, Scroll of the Unholy Legion (Scrolls) - Ket
Potion of Omniscience (Potions) - Ket
Shimmerglaze Roast (Ham) - RightField
Grox Burger|r (Burger) - JB_McKnight
Recaf|r (Item-Cola) - ???


Tome of Agility Icon (BTNTomeGreen) - Grunts_Fadora
Tome of Strength Icon (BTNTomeRed) - Grunts_Fadora
Tome of Knowledge Icon (BTNWeaver) - Novart
Personal Jump Pack Icon (FlyingMine) - Marcos DAB
Rosarius Icon (Blessed Prayerbead) - Darkfang
Grox Burger Icon (BTNBurger) - supertoinkz
Recaf Icon (Energy Drink v2) - StrangeShark72


ImperialMarineUI - DampirTBs
Hero Glow - assasin lord
How to add Hero Glow without Modeling - supertoinkz
Physical Damage Detection Engine GUI v 1.3.0.0 - looking_for_help aka eey
[GUI] Effect Over Time System 2.3.1 - Wietlol
Jump System [Paladon] - Paladon, Lender for adding game event JDA_JumpEndEvent
Death Dance (Rapid Slash v1.1) - Ofel
Returning Stilettos (Magical Daggers v1.0) - Rheiko
ListModule - grim001
Realistic Airplane System - Fingolfin
Warcraft III Viewer
War3 Model Editor - Magos
Retera's Model Studio - Retera
Button Manager v1.8.2 - Shadow Daemon
BloodSoul's vJASS code for checking by town-hall classification.
World Editor Help Zone - Jampion, Tickles
Upwards Counting Timer - Laserdude
Decay Animations pastebin tutorial - loktar
Single Target Spell for Multiple Units Tutorial - Rheiko
The mysteries of the Spellbook - Diablo-dk
Leaderboards Tutorial - Archian
conversion of mp3 files to wav files - convertio.co
Sisters of Battle unit soundset - Relic Entertainment, extacted by: Al' Koriolis




Author's notes:

Looking for 40k models especially Sisters of Battle, send them my way!



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords: Warhammer 40k, Dawn of War, Soulstorm, Daughters of the Emperor, Ecclesiarchy, Adeptus Ministorum, Inquisition, Grimdark
Previews
Contents

Sisters' Haven Hold v2.2 (Map)

Sisters' Rocky Ridge v2.2 (Map)

Reviews
deepstrasz
Kind of weird the turret shoots one bolt of fire but has two pipes. Jump can get you stuck between trees or doodads; sometimes that helps, sometimes it doesn't. Generally, nice but pretty much Warcraft III styled faction. Approved. If you want...
Oh damned. I wrote a long post but the draft hasn't been saved. I'm too lazy to redo it all, so here's a brief summary for the time being.

TL;DR Completely OP & lots of incoherence.

Medieval Riflemen have higher cost and better stats than a high tech sister of battle, why ?

Exorcist
Has piercing attacks, why ?
A wooden primitive demolisher is more expensive and resistant, why ?

Most of units would benefit from being more expensive in food and more impactful, so your faction has better juice & coherence

The only air unit is a flying machine 100x harder to use, why no other utilitarian air units ? The movement is gimmick and doesn't bring anything interesting in game. Something cool doesn't mean it's coherent.

Support heroes give a bit too much heal & defense boost

Piercing attack, heavy armor, piercing attack, heavy armor, piercing attack, heavy armor, piercing attack, heavy armor, piercing attack, heavy armor, piercing attack, heavy armor, piercing attack, heavy armor

Errors in the unit data
You set AoE range for the incinerator for the 3 damage (full, medium, low) but you did not set the different multiplicator (right now it is x1, x0 and x0)

Some units have overlapping roles
You have at least 3 units with piercing AoE damage (Flame sister, immolator, exorcist),
Seraphims are just disguised Battle sisters with a jump ability

Too much micro due to the grenades, and they don't have much impact for the spend micro management.

The celestian is completely OP, making EVERY other units completely useless. You just have to spam it as early as possible and you win. The meta becomes "who's spamming celestians the fastest". Only costing 55% more than a footman you have :
45 DPS, which is HIGHER than an infernal (40DPS) and 3x the DPS of a fully upgraded footman
A ranged siege units which has +50% DPS against reinforced, and can also target air while having bonus against unarmored air.
+35% HP
The creation time of a rifleman (+6 seconds)
Gets + 7DPS for each stacked martyr
Still costing 2 food, so you can have 15 of these bastards while staying at green upkeep
I would clearly multiply her price by 3, and set her food cost to 5

Provisional and personal Tier-notation
(legend)
From best to worse

V&S] When Vinz and Spellbound makes something together on Warcraft 3
S] Great, elegant, extra thicc, easily hooks the mind
A] Good. Nothing much to say except nitpick
B] Genuinely OK, but can be better in many ways
C] Average. Not bad, not good. C- would be "meh"
D] Flawed, or insignificant
E] Unstable, badly made, or just broken
F] Fatal error, ruins the rest
Aesthetics A (How well the graphics blends with Warcraft 3 while being elegant)

One of the strong points of the faction. Even with uncomplete models & icons it stays coherent from both the faction perspective and Warcraft 3 graphics. You could go much more further concerning icons of abilities and upgrades, but you got plenty time.
Fluff N/A (The epicness, spice, philosophy and background of the faction)

Since it's an existing lore which I'm not familiar with, I drop a wildcard here.
Feel & juice S- (How fun is it to play the faction, how well the faction gives you positive feedback)

Burning heretics is a bunch of fun. The custom effects & spells gives good feedback.
The faction is quite straightforward, so the juice comes just at hand.
Sadly, it mostly comes from OP units. Balancing the game would reduce it to A
Strategy and tactic C+ (How the mechanics blends together, giving the faction its unique approach)

Due to the current status of the techtree, I cannot go further than that for multiple reasons :
Units having the same roles, so there's less strategic choice
I haven't clearly figured out your intent
Being simple and straightforward isn't the problem here, the execution makes it too rigid
Forgettable air

On the bright side, I like some details about the indentity of the faction : faith, martyr, etc
By making them more central to your faction while refining your unit types, you could go from clumsy to spicy !
Balance F+ (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races)

This break the fun when you discover the overpowered units. The previous points I wrote is just part of the problem.
Even a SoB vs SoB matchup is very rigid, since the goal is to reach the OP units the fastest.
Content D- (Does the faction feels complete compared to its intent and the other races)

On one hand, we have 3 heroes, a correct amount of units of each type, a lot of upgrades and some items ; which put it instantly into a B+ level.
On the other hand, the overlapping roles of each units in many aspects makes it very unbalanced.
So on both structure & balance your faction hurt a lot, but the problems aren't that complex.
In my opinion you privileged SoB fluff over Warcraft 3 coherence ; here I'm giving feedback based on a Warcraft 3 perspective.
Handling & ergonomics B- (Does this faction have the proper data shown, how easy is it to understand)

The high amount of micro concerning the grenades hurts here. However the descriptions are plenty & clear.
The only air unit would also benefit from a more standard movement type, you could replace your system with an ability boosting its speed, or even TP somewhere in the map after few seconds.
Triggers, code, overall polishing B- (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of)
You imported a lot of triggers, which is not a bad thing.
The score here doesn't mean a lot. From the few homemade triggers there's some minor memory leaks.
Simplicity is bliss.
Overall tier E+

The gamedesign and the balance hurts a lot here, nonetheless it is very easy to get out of here by fixing most of the issues.
So when you'll get an improved version I would gladly judge it again !
Personal taste C (No impact on the rest of the notation, just by curiosity)

I maybe expected a bit too much, as I am quite harsh with my own concepts too.
I feel like you still have a lot to learn about game design, but If you want we can lean together into it to find solutions.
This is a very rough start indeed ; I never said your faction was bad on paper, it had only a bunch of side effects echoing together into a balance mess. Do not hesitate to barge in my Discord if you want further feedback & help.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Played it a couple times.
The aircraft system is very cool. A common complaint about DoW Soulstorm was that aircraft hanging in the air looked silly, so having such a system is a must. Expected it to be hard to repair the constantly moving aircraft with peasants but they manage somehow, surprisingly.
But I'd rather the aircraft unit was stronger and more expensive like 3 food.

The assassin hero was fun with the throwing knives coming back and dashing.
The missionary was a bit too focused on healing, and his first two ablities being area-effect while the ultimate is single-target just feels a bit wrong?
The preacher caster rousing speech seemed more like a hero ability to me tbh. That's just my preference though.

Agree with FlameOfChange on the Exorcists and abundance of piercing. If I ever get around to putting Sisters in my map I'd make the Exorcists have multishot with artillery damage, or something such. It does have multiple pipes in that organ after all.
Also the grenades. You could make grenades one use like removing the ability once it's used so that it's more of a decision to not just spam grenades on every opportunity. This would also encourage triggering martyrdom on those units. Maybe make the grenades do more damage over time than instant damage, as a non-stacking aura like immolation. Then there would also be less incentive to throw all the grenades in the same spot.

If Celestians are supposed to be having meltaguns (hence the artillery damage) you could give them a flashier missile, like from the phoenix.

Also I think Immolators are supposed to be transports (in the codex anyway, don't remember if they were in DoW). Immolators could also have artillery damage and then fill a similar role to steam tanks. Maybe even give them liquid fire or something.
 
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Also the grenades. You could make grenades one use like removing the ability once it's used so that it's more of a decision to not just spam grenades on every opportunity. This would also encourage triggering martyrdom on those units. Maybe make the grenades do more damage over time than instant damage, as a non-stacking aura like immolation. Then there would also be less incentive to throw all the grenades in the same spot.
My take is to increase the effects of the grenades, but also increase the power & food cost of the units.
Fleck would still have his infinite grenades, with instead a much easier micro management since you'll get almost the same result with less micro.
His main problem resides on the power of the fluff compared to Warcraft 3.
I would definitely make battle sister stronger than a rifleman with slightly higher cost (something like 215/30/3), 27s training time (rifleman +1), a bit more damage (+1 side per dice), less HP (My bet is 450) but 1 starting armor and medium type defense. So the sisters would be easily threatened by melee, especially T3 elite units. The higher cost is also made to compensate the spammable grenade ability. His intent to have a limited squad of high tech units would much better fit the game !
To make the flamethrower more interesting, I would adjust the AoE, damage & attack rate to be slower but hitting harder, plus getting some burning duration on the targets, while loosing her ability to attack air. In T1 or T1.5 it would be too threatening however, so I would keep the flame upgrade at T2 or T3.
 
Level 13
Joined
Dec 20, 2012
Messages
154
I must say thank you for your indepth review FlameofChange!

Medieval Riflemen have higher cost and better stats than a high tech sister of battle, why ?
For balance reasons since the Battle Sister is supposed to be a tier one basic and expendable unit for the Martyrdom ability.

Exorcist
► Has piercing attacks, why ?
► A wooden primitive demolisher is more expensive and resistant, why ?
The Exorcist is supposed a long-range anti-infantry glass cannon and have the longest range out of all siege units though I overlook that since I was focused on making sure my custom skills works properly. Now the Exorcist now have increased range from 1150 to 1550, damaga decreased from 21-33 to 16-28.
Hunter-Killer Missile cast range increased from 1500 to 1550.
The Exorcist is simply more expensive in lumber than gold.

The only air unit is a flying machine 100x harder to use, why no other utilitarian air units ? The movement is gimmick and doesn't bring anything interesting in game. Something cool doesn't mean it's coherent.
While I agree the movement is gimmicky, it does make the unit unique and realistic. The Lightning Fighter is also pretty powerful and cheap when all available research for it is researched. I was struggling with making unique abilities for the second air unit which is why there is no second air unit. I added a second air unit now.

Support heroes give a bit too much heal & defense boost
You mean the Missionary? Hm, I feel he is balanced enough. I can decrease the armor bonus of Shield of Faith from 4/8/12 to 3/6/9.

Errors in the unit data
► You set AoE range for the incinerator for the 3 damage (full, medium, low) but you did not set the different multiplicator (right now it is x1, x0 and x0)
You mean Damage Factor - Medium and Small? I didn't know that, updated to 1.00 for the Exorcist. For Battle Sister Flamers 1.00, 0.90, 0.80

Some units have overlapping roles
True. Perhaps I can change the Seraphim attack type and armor from Piercing and Heavy to Melee and Unarmored. Since the Immolator already exists as a anti-infantry vehicle, I can change the Exorcist attack type from Piercing to Siege.

The celestian is completely OP
Wait really? I didn't know that! I thought I nerf her enough... I will be implementing your suggestions.
How did you calculate the DPS?

One of the strong points of the faction. Even with uncomplete models & icons it stays coherent from both the faction perspective and Warcraft 3 graphics. You could go much more further concerning icons of abilities and upgrades, but you got plenty time.
? Almost all the buildings, units and abilities already uses custom models and icons. Though I admit Manufactorum is just the workshop with the roof teamcolored.

From the few homemade triggers there's some minor memory leaks.
Do go on, I'm interested in making sure my map is leakless. I'm fairly sure I made my triggers leakless.

The aircraft system is very cool. A common complaint about DoW Soulstorm was that aircraft hanging in the air looked silly, so having such a system is a must. Expected it to be hard to repair the constantly moving aircraft with peasants but they manage somehow, surprisingly.
But I'd rather the aircraft unit was stronger and more expensive like 3 food.
Yes, I totally agree with you which is why I Fingolfin's implemented Realistic Airplane System. I will rebalance the Lightning Fighter based on your feedback.

The missionary was a bit too focused on healing, and his first two ablities being area-effect while the ultimate is single-target just feels a bit wrong?
Perhaps but I'm open to suggestions on new skills for the missionary.

Also the grenades. You could make grenades one use like removing the ability once it's used so that it's more of a decision to not just spam grenades on every opportunity. This would also encourage triggering martyrdom on those units.
A good idea! I will be implementing that.

If Celestians are supposed to be having meltaguns (hence the artillery damage) you could give them a flashier missile, like from the phoenix.
Yep that's the idea. And a good idea too!

Also I think Immolators are supposed to be transports (in the codex anyway, don't remember if they were in DoW). Immolators could also have artillery damage and then fill a similar role to steam tanks.
Maybe even give them liquid fire or something.
I don't know about the Immolator being used as a transport in the codex but they don't have that ability in DoW. Only the Imperial's Chimera, Space Marine's Rhino Transport can transport units and probably other units I am forgetting. A nice idea but I will continue to ponder on a unique ability for the Immolator. If I couldn't think of anything, I will implement it.

My take is to increase the effects of the grenades, but also increase the power & food cost of the units.
Fleck would still have his infinite grenades, with instead a much easier micro management since you'll get almost the same result with less micro.
His main problem resides on the power of the fluff compared to Warcraft 3.
I would definitely make battle sister stronger than a rifleman with slightly higher cost (something like 215/30/3), 27s training time (rifleman +1), a bit more damage (+1 side per dice), less HP (My bet is 450) but 1 starting armor and medium type defense. So the sisters would be easily threatened by melee, especially T3 elite units. The higher cost is also made to compensate the spammable grenade ability. His intent to have a limited squad of high tech units would much better fit the game !
To make the flamethrower more interesting, I would adjust the AoE, damage & attack rate to be slower but hitting harder, plus getting some burning duration on the targets, while loosing her ability to attack air. In T1 or T1.5 it would be too threatening however, so I would keep the flame upgrade at T2 or T3.
I'm considering buffing units with increased resource costs in general but I'm putting that on hold since I'm also toying with the idea adding a new faith mechanic with faith as a third resource to the sisters that can be spent to temporarily bolster their combat strength, etc. That might be too ambitious for me since I'm not certain I can properly implement it. In general, I implemented your suggestions.

Battle Sister Flamer already loses the ability to attack air units though. And the burning duration might be too repetitive if I don't make the grenades single use.
 
For balance reasons since the Battle Sister is supposed to be a tier one basic and expendable unit for the Martyrdom ability.
Well, you can perfectly have a unit with good stats at T1 without being an elite unit.
To compensate the higher cost you can perfecly adjust the creation time if it is a concern.
The Exorcist is supposed a long-range anti-infantry glass cannon and have the longest range out of all siege units though I overlook that since I was focused on making sure my custom skills works properly. Now the Exorcist now have increased range from 1150 to 1550, damaga decreased from 21-33 to 16-28.
Hunter-Killer Missile cast range increased from 1500 to 1550.
The Exorcist is simply more expensive in lumber than gold.
Well, having a vehicle as a glass cannon doesn't mean it must be as frail as an infantry. While not heavy, it is a chunky artillery piece (not just 2 gals on a pepper pot).
Putting a too high cost in lumber doesn't fit in Warcraft 3 balance, because you can get a shredder and catch up easily. Mountain giants costs 100 wood but they have 3-4x this cost in gold, for example. The Coyote's ruse is to increase lumber cost on a unit if it's a specialist.
My take here -to give some details- is to make it slow (190 speed, for example) & having a harsh minimal range (400-500).
To compensate, I would increase the gold cost, reduce the lumber, increase HP (to 600-700) and armor, and make the projectiles a bit slower to be easier to anticipate for the enemy.
I would switch damage type to siege and reduce the attack rate, so it would support the frontline with splash while giving something to counter tower spam.
So by these changes, it will still threaten static battlefields and support siege, but would be completely confused if melee or magic reaches it's minimal range. Objective complete !
While I agree the movement is gimmicky, it does make the unit unique and realistic. The Lightning Fighter is also pretty powerful and cheap when all available research for it is researched. I was struggling with making unique abilities for the second air unit which is why there is no second air unit. I added a second air unit now.
Being realistic doesn't make something fun or interesting. Sometime you have to sacrifice a bit of this realism to gain coherence.
If you want you can add some kind of ability spawning an airfighter to scout the area and destroy aerial threats before returning to the base.
However, as a unit I think it is a misfit (of course, it's just a detail).
? Almost all the buildings, units and abilities already uses custom models and icons. Though I admit Manufactorum is just the workshop with the roof teamcolored.
Indeed, some upgrade icons would benefit from being extracted from WH40k artworks or games, especially attack/armor upgrades.
I saw that buildings were basic Wc3 alternates with darker color. I don't mean it's a bad idea (I also had to be creative), however you would gain a lot from getting true WH40K building models in Wc3 graphics (yeah, it's very hard to get good available modeler these days, I empathize).
On the good side I haven't seen anything out of place.
Do go on, I'm interested in making sure my map is leakless. I'm fairly sure I made my triggers leakless.
I might have misread things, my head isn't very clear these days.
I just rewatched your triggers, they don't leak.
However, I remember why it tilted me a bit : the damned one line filters.
They are ugly, atrocious to maintain and to read.
You better have to make a if-then-else filter in the unit loop, so you can more easily maintain.
For example this
  • Lay Hands
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lay Hands (Item Area Healing)
    • Actions
      • Set VariableSet TempPoint2 = (Position of (Casting unit))
      • Set VariableSet TempCasterUnit = (Casting unit)
      • Set VariableSet TempOwner = (Owner of (Casting unit))
      • Set VariableSet TempUnitGroup = (Units within 600.00 of TempPoint2 matching ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) belongs to an enemy of TempOwner.) Equal to False) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Eq
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((Max life of (Picked unit)) x (0.10 x (Real((Level of Lay Hands (Item Area Healing) for TempCasterUnit))))))
      • Custom script: call RemoveLocation (udg_TempPoint2)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
could be transformed into this :
  • Lay Hands
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lay Hands (Item Area Healing)
    • Actions
      • Set VariableSet TempPoint2 = (Position of (Casting unit))
      • Set VariableSet TempCasterUnit = (Casting unit)
      • Set VariableSet TempOwner = (Owner of (Casting unit))
      • Set VariableSet TempUnitGroup = (Units within 600.00 of TempPoint2.)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set VariableSet TempPickedUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TempPickedUnit is Magic Immune) Equal to False
              • (TempPickedUnit is Dead) Equal to False
              • (TempPickedUnit is A structure) Equal to False
              • (TempPickedUnit is Mechanical) Equal to False
              • (TempPickedUnit belongs to an enemy of TempOwner.) Equal to False
            • Then - Actions
              • Unit - Set life of TempPickedUnit to ((Life of TempPickedUnit) + ((Max life of TempPickedUnit) x (0.10 x (Real((Level of Lay Hands (Item Area Healing) for TempCasterUnit))))))
            • Else - Actions
      • Custom script: call RemoveLocation (udg_TempPoint2)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
Wait really? I didn't know that! I thought I nerf her enough... I will be implementing your suggestions.
How did you calculate the DPS?
Another way to balance it, the problem comes from its absurd 0.6s attack rate.
You could increase the food cost to 3 and the attack rate to 2, or 2.5 if it's still too strong.
True. Perhaps I can change the Seraphim attack type and armor from Piercing and Heavy to Melee and Unarmored. Since the Immolator already exists as a anti-infantry vehicle, I can change the Exorcist attack type from Piercing to Siege.
Unarmored would be counter productive, as she would be too squishy against what she's supposed to counter siege in close quarters.
She would better fit as a battlefield stunner : she would jump into a location and automatically do a war stomp and a very short invulnerability to make her at least useful.
You can make her a melee unit, but I might alterate too much your lore.
Keep her heavy armor & piercing attacks if she's still ranged, or make her short ranged (200-250) with normal damage, compensated by a slighlty higher punch (+1 damage & +1 dice).
I don't know about the Immolator being used as a transport in the codex but they don't have that ability in DoW. Only the Imperial's Chimera, Space Marine's Rhino Transport can transport units and probably other units I am forgetting. A nice idea but I will continue to ponder on a unique ability for the Immolator. If I couldn't think of anything, I will implement it.
Ground transport is not much usefull in Warcraft 3, since the battle scale isn't significant. Also the narrow passes would make it a poisoned gift.
You could however make it fire faster if you load with military units : you can "save" a injured gal without loosing all of her abilities and DPS.
I'm considering buffing units with increased resource costs in general but I'm putting that on hold since I'm also toying with the idea adding a new faith mechanic with faith as a third resource to the sisters that can be spent to temporarily bolster their combat strength, etc. That might be too ambitious for me since I'm not certain I can properly implement it. In general, I implemented your suggestions.
Custom resources are a bit annoying to code by hand, but I managed to make it : the trick is to catch all existing events (start, finish, cancel, destroy) before computing the cost.
Battle Sister Flamer already loses the ability to attack air units though. And the burning duration might be too repetitive if I don't make the grenades single use.
You can make them explose at death lol.
More seriously, the grenade system isn't a fault here : the problem resides on the number of grenade to fire.
It could be the same burning effect as other flamethrowers, but they wouldn't stack too.
 
Level 13
Joined
Dec 20, 2012
Messages
154
Well, having a vehicle as a glass cannon doesn't mean it must be as frail as an infantry. While not heavy, it is a chunky artillery piece (not just 2 gals on a pepper pot).
Putting a too high cost in lumber doesn't fit in Warcraft 3 balance, because you can get a shredder and catch up easily. Mountain giants costs 100 wood but they have 3-4x this cost in gold, for example. The Coyote's ruse is to increase lumber cost on a unit if it's a specialist.
My take here -to give some details- is to make it slow (190 speed, for example) & having a harsh minimal range (400-500).
To compensate, I would increase the gold cost, reduce the lumber, increase HP (to 600-700) and armor, and make the projectiles a bit slower to be easier to anticipate for the enemy.
I would switch damage type to siege and reduce the attack rate, so it would support the frontline with splash while giving something to counter tower spam.
So by these changes, it will still threaten static battlefields and support siege, but would be completely confused if melee or magic reaches it's minimal range. Objective complete !
Very informative and a solid idea. I will do as suggested in the next in the next update.

Indeed, some upgrade icons would benefit from being extracted from WH40k artworks or games, especially attack/armor upgrades.
I saw that buildings were basic Wc3 alternates with darker color. I don't mean it's a bad idea (I also had to be creative), however you would gain a lot from getting true WH40K building models in Wc3 graphics (yeah, it's very hard to get good available modeler these days, I empathize).
On the good side I haven't seen anything out of place.
True, it would be nice if such icons and buildings available. DoW Sister of Battle icons in general doesn't really fit with warcraft icon aesthetics. 40k Icons by Oliver is the closest thing I can found. I checked the ported icons too, the 40k icons there is sadly for the other 40k factions. There is also a distinct lack of modern buildings that don't look too futuristic. The buildings tinted darker helps gives the feelings of the being gothic since imperial buildings looks gothic. I will have to work with what is available.

I might have misread things, my head isn't very clear these days.
I just rewatched your triggers, they don't leak.
However, I remember why it tilted me a bit : the damned one line filters.
They are ugly, atrocious to maintain and to read.
You better have to make a if-then-else filter in the unit loop, so you can more easily maintain.
Oh, I see what you mean. I agree with you. I will update my trigerring too.

Unarmored would be counter productive, as she would be too squishy against what she's supposed to counter siege in close quarters.
She would better fit as a battlefield stunner : she would jump into a location and automatically do a war stomp and a very short invulnerability to make her at least useful.
You can make her a melee unit, but I might alterate too much your lore.
Keep her heavy armor & piercing attacks if she's still ranged, or make her short ranged (200-250) with normal damage, compensated by a slighlty higher punch (+1 damage & +1 dice).
Yeah, the Unarmored idea came to me from NE huntress. I thought more about it and decided her armor should be heavy with a barrage ability to damage 1 more unit and Battle Sister armor with medium. Their hp and grenades also slighty increased as I mentioned in the v1.2 changelog. Nice idea though, I would put it in the maybe pile.

Ground transport is not much usefull in Warcraft 3, since the battle scale isn't significant. Also the narrow passes would make it a poisoned gift.
You could however make it fire faster if you load with military units : you can "save" a injured gal without loosing all of her abilities and DPS.
Well ground transport is not that useful I agree. So kinda like orc burrow? I don't know seems to go against the Martyrdom mechanic in general. I would also put it in the maybe pile.

You can make them explose at death lol.
More seriously, the grenade system isn't a fault here : the problem resides on the number of grenade to fire.
It could be the same burning effect as other flamethrowers, but they wouldn't stack too.
Nah. I already used explode at death ability for the generator and immolator, too repetitive.

The Exorcist splash seems a bit too strong.
The Living saint gets tornado'd by the night elf talon druids too easily. Maybe give her magic immunity?
Noted, I will take a look again.
Magic immunity might be too unfun. I will add Resistant Skin to the living saint to reduce the duration of such spells.

As to the Immolator being a transport in the codex:
Interesting fact, I didn't know that. You learn something new everyday.
 
Another test was made. It's better on some points, but the balance is still a big concern.
Your units field so much DPS with so little drawback they annihilate anything in front of them.
I would even destroy 1v2 insane computers with some training.
Many points are those which I forgot on previous tests, so they pile up on top of the new problems.
On the other hand, the reworks fixed some of the worst broken points, so you get your second star from me !
(In general a one star faction doesn't mean it's shit in my notation : it means it have plenty of space to be improved)

Quality of Life
Map balance is still 1.0 melee, set it to latest patch (for example the hall of the dead doesn't have ice attacks)
Flamethrower & Exorcist attack sound are annoying, even worse when taking in account their absurd attack rate & their large numbers
I would replace the "Reduce to 85% damage taken" to "Multiply received damage by 0.85", as well as similar occurrences
Bullet speed feels sluggish
Hero glow doesn't follow player color by default (I picked orange but got red glows)
Hospitaliers not having an attack makes them stupid when attack-moving the whole army somewhere : they don't stay back as they continue their way to quite hostile grounds. You can give them a shitty attack, worse than a priest, but at least it would save some useless micro
If you want to polish further your map, you can replace the fire orb by a custom orb of your choice, for example when the hero dies it will give bonus damage to every ally for a duration (if you have something else in mind, you call)

Balance
General stuff
In the current status of the faction, you don't even need the Seraphim, grenades, air nor the angel since the basic units & buffs gives plenty of power to destroy anything
The war mill cost is too cheap compared to the orc one. You can if you want make a slightly more expansive version of the orc war mill
Early healing is quite harsh, since the only source is your missionary. Notice that each faction have an early form of healing beside heroes, you can take inspiration from it to make your own. No need of something spicy or strong.
When mid game is reached, it's just a matter of attack moving to the next base & occasionally click on the heals ; it quickly gets boring from being OP

Flame sisters OP
The upgrades & martyr gives them too much DPS for her price (remember it's +4 damage per hit, so fast firing units would have much higher DPS !)
AoE damage makes them much too dangerous at Tier 2, and hard to counter at tier 3
To fix it, increase the base damage and decrease the attack rate

Celestians become from broken to too strong & out of place
Tier 2 unit with high DPS
Too expensive for a 4 food & T2 unit
Siege DPS too strong

Hospitalier
The upgraded heal is too strong, 40hp per second for 5 mana on a unit costing the same as a priest is overwhelming. While I'm not against a heal upgrade, I would severely reduce the bonus from +15 to +3 for example, compensated by for example increasing a bit her adept ability on upgrade. Another solution would be to keep the +15 heal but also increase the cost by +3 mana. The heal would be faster but still costing the same ratio.

Exorcist
The range is too damn high. Artillery is supposed to be 1000-1150, you could go to 1200-1300 for an exceptional artillery, but 1550 breaks a bit the basis of the game. In general you can somewhat counter siege with siege in a battle of micro. Here if the enemy doesn't have air units, he's screwed. "Make some air duh" indeed, but what if the other faction doesn't have potent air ?
The damage is upgraded too much. At first 16-28 is much correct for its price, taking in account the other drawbacks. However it finishes at 19-67, with a 1.3 fire rate ! This makes on average 33 DPS without splash, which is almost double as a Demolisher having a comparable cost. The simple fix would be to reduce the damage per dice from 13 to 5-6, increase the base damage from 15 to 30, and the attack rate from 1.3 to 2.6 : faster than any artillery, but will get comparable DPS. Early would be 31-36, and late would be 34-54.

Tower a bit odd, high tech but have a lower DPS than a human guard tower
I would make it closer to a ancient protector in term of stats : slow but strong attack
Compensate the higher stats with higher build time

Generators
A bit too cheap for +8 food, and also takes a lot of space, I would increase price & food to 10
No need to change the space, as it is a well intended strategic drawback
The explosion at death is underwhelming, 200 range is low and the damage isn't much high. To make it more dangerous I would make a staggered damage depending on the range, with higher effects on buildings. With some luck we could have chain reactions lol

Missionary
Lay Hand is underwhelming at early stages, and too strong in late game. I would make it more consistent (15/20/25%) with a heal cap (for example 500/1000/1500)
Emperor protect is too strong when used on allied heroes. Get a big bad voodoo ally and you see the problem. The cost & cooldown is also too low. My take is to double the cost & cooldown, and make it last 10s on a hero (unit is still 60s). When finished, the effect would continue as a bonus armor for the same duration for example.

Assassin
Death dance too strong from both damage, utilitarian benefit and cost. I would reduce the slashes from 5/6/7 to 4/5/6, and damage from 30/45/55 to 30/40/50. If it's still too strong, I would increase mana to 80 or 85.
Slitteros sinergises too well with the death dance, since you can pile too much damage on the same target. Well her role is an assassin, but here it is too strong. I would reduce damage from 50/70/90 to 40/60/80, with max damage of 80/120/160 per trip per projectile : effective when there's few targets, but harder to use on larger battlefields.
 
Level 13
Joined
Dec 20, 2012
Messages
154
Map balance is still 1.0 melee, set it to latest patch (for example the hall of the dead doesn't have ice attacks)
Huh, I though that was automatic. Fixed.

I would replace the "Reduce to 85% damage taken" to "Multiply received damage by 0.85", as well as similar occurrences
You mean Administer Painkiller? Hm, the tooltip I written is pretty clear. When I read "Multiply received damage by 0.85" it gives the opposite image for me.

Bullet speed feels sluggish
I increased Battle Sister and Seraphim projectile speed from 900 to 1100.

Hero glow doesn't follow player color by default (I picked orange but got red glows)
Yea, I noticed that sometimes. Don't know what causes it though. I can fix it if I edit the hero models though, maybe in future updates.

Hospitaliers not having an attack makes them stupid when attack-moving the whole army somewhere : they don't stay back as they continue their way to quite hostile grounds. You can give them a shitty attack, worse than a priest, but at least it would save some useless micro
I didn't know that. Added weak attack.

If you want to polish further your map, you can replace the fire orb by a custom orb of your choice, for example when the hero dies it will give bonus damage to every ally for a duration (if you have something else in mind, you call)
Sure, if I can think of something.

In the current status of the faction, you don't even need the Seraphim, grenades, air nor the angel since the basic units & buffs gives plenty of power to destroy anything
You referring to the battle sister flamer right? I reduced their attack cooldown from 0.5 to 0.8, increased attack damage 7-9 to 9-11, reduced their area of effect 105, 115, 125 to 25, 50, 125 and damage factor from 0.90, 0.80 to 0.40, 0.10

The war mill cost is too cheap compared to the orc one. You can if you want make a slightly more expansive version of the orc war mill
Increased Pristine Sanctuary gold cost from 140 to 185.

Early healing is quite harsh, since the only source is your missionary. Notice that each faction have an early form of healing beside heroes, you can take inspiration from it to make your own. No need of something spicy or strong.
Added Scroll of Regeneration to Adepta Sororitas Armorium.

Celestians become from broken to too strong & out of place
Right, so I reduced their attack cooldown from 0.6 to 1.3, damage from 13-21 to 11-15, gold cost from 360 to 255, lumber cost from 100 to 60. Is this balanced enough in your opinion?

The upgraded heal is too strong, 40hp per second for 5 mana on a unit costing the same as a priest is overwhelming. While I'm not against a heal upgrade, I would severely reduce the bonus from +15 to +3 for example, compensated by for example increasing a bit her adept ability on upgrade. Another solution would be to keep the +15 heal but also increase the cost by +3 mana. The heal would be faster but still costing the same ratio.
Noted, I increased the mana cost to 8.

Sounds sensible. I have rebalanced Exorcist again.

Tower a bit odd, high tech but have a lower DPS than a human guard tower
Well, I was planning to add limited number of holy icon upgrade to the tower which grants faith generation, increased health and same sight during day. For the time being, I changed Seraphim attack cooldown from 0.90 to 1.20 and increased their attack damage from 23-27 to 27-31.

Generators
► A bit too cheap for +8 food, and also takes a lot of space, I would increase price & food to 10
► No need to change the space, as it is a well intended strategic drawback
► The explosion at death is underwhelming, 200 range is low and the damage isn't much high. To make it more dangerous I would make a staggered damage depending on the range, with higher effects on buildings. With some luck we could have chain reactions lol
Interesting idea though I'm not certain I can do staggered damage based on distance but I can add knockback to the explosion.

Missionary
► Lay Hand is underwhelming at early stages, and too strong in late game. I would make it more consistent (15/20/25%) with a heal cap (for example 500/1000/1500)
► Emperor protect is too strong when used on allied heroes. Get a big bad voodoo ally and you see the problem. The cost & cooldown is also too low. My take is to double the cost & cooldown, and make it last 10s on a hero (unit is still 60s). When finished, the effect would continue as a bonus armor for the same duration for example.
Noted and rebalanced, though I'm also not certain I can do a heal cap but I will try.
Noted, The Emperor Protects I based the cooldown and mana cost from the Paladin's Divine Shield. Mana cost increased from 60 to 75, cooldown from 60 to 80.

Assassin
► Death dance too strong from both damage, utilitarian benefit and cost. I would reduce the slashes from 5/6/7 to 4/5/6, and damage from 30/45/55 to 30/40/50. If it's still too strong, I would increase mana to 80 or 85.
► Slitteros sinergises too well with the death dance, since you can pile too much damage on the same target. Well her role is an assassin, but here it is too strong. I would reduce damage from 50/70/90 to 40/60/80, with max damage of 80/120/160 per trip per projectile : effective when there's few targets, but harder to use on larger battlefields.
Rebalanced according to your suggestions though I'm not certain I can implement the damage cap.
 
1.4 test here. At last the faction shifted from broken to just strong. You also get a third star !

General
Flamer upgrades costs -115 gold because Warcraft 3 computes the cost difference between both units
Lay hands shows some debug messages
Healer icon looks a bit flattened
Laud Hailers icon take the same spot as the 3rd hero in the altar, could be a bit odd for regular players the first time
Tower still bellow average, and takes quite a lot of space for its price & defense output
Divine retribution is broken (I just noticed it now) :
On paper, it returns 5/10/15% of damage
On practice, it returns 105/110/115% of damage !
It also damages back buildings !
In its trigger, just change the factors from 1.05/1.1/1.15 to 0.05/0.1/0.15
I would nerf it to 5/9/13%, with a capped damage at impact, reduced against magic resistant enemies & not affecting immune or invulnerable.
The effect also stacks if you have 3 Missionaries with 3 different levels !
It also can do a disastrous recursive effect, because if two enemy units hit each others with the buff, they both die since the damage triggers back & forth infinitely

Battle sister
If you want to keep the 2 food cost, she's a bit too cheap for what she can DPS. I would increase the price by 5-10 gold, but even more would be too harsh.
When taking an ability out of a unit, the whole squad cannot use it unless you select each sisters one by one.

Seraphim
A bit too frail for her price. I would increase HP to 490-500 to compensate. Since she's a sort of ranged grunt you can start from here to balance her. If you want to make her even more tanky, also reduce the range to compensate too.
The jump ability would benefit from a much faster airtime for better responsiveness. This would make the unit strategically more interesting.

Celestian
Now we nerfed the shit out of her, the unit becomes too expensive for what she can field. Same solutions for the Exorcist (see bellow) : make it cheaper OR increase the base damage.
Since she's an anti-armor/siege unit, you could give her a passive related ability. For example bonus damage against high armor, or towers, you call

Immolator
20 seconds training time ?
Same problem as the older Exorcist : high lumber cost. Goblin shredder : you know the drill.
300 speed may be counter-productive for a heavy vehicle, as it also have high HP and armor. You can set it to regular 270 to follow infantry, or a bit slower if it's still too strong for your taste.

Exorcist
We are getting in a sweet spot for that unit, but now her impact is too little for her price. We have different solutions :
Reduce the price (so it's easier to mass & spam)
OR
Increase a bit the base damage (so you have a better DPS for food ratio)
The missile would be a bit too strong, my take is to replace it by a one shot rocket barrage against units in the targeted area (it fits the organ theme eh)

Marauder Bomber
It has roughly the same cost as a Frost wyrm, but has much less threat on battlefield from its attack type, AoE and range. I would make it cheaper
Giving it Heavy armor won't be a problem, you call
The anti-air attack doesn't benefit the bomber, as it would sometimes prefer to target shitty air instead of flattening well the ground. You can replace it with an auto-attack if you want, so the bomber would concentrate better on the ground.

Ranks updated
Aesthetics A
Too few changes to reflect any improvement in the notation. Custom models are nice but they still feel a bit clumsy. Not much a problem anyway.

Feel & juice S-
What you lost here by balancing the broken stuff is improved by some new details I discovered.
Spells are pleasant and give good feels. Tweaking some projectiles & special effects aren't much but every bit pushes the juice forward.
Don't hesitate to touch projectile arc, speed, swing, etc


Strategy and tactic C+ to B+
It is much more clear now, but the "exotic" units aren't well placed yet. It is a matter of testing & rework like any faction.

Balance F+ to C
Early game & late game is much less broken.
However some units are too much nerfed, which becomes meh on some situations.
Now the faction would be way more easier to balance nonetheless.
(I haven't counted the broken elements from triggering & object errors since they are easy to fix
)

Content D- to B+
While you haven't added any ground breaking features (one unit, one item and few upgrades), the current units are much more coherent between each others.

Handling & ergonomics B-
Not much changed. The grenades are still a bit of a concern.

Triggers, code, overall polishing B- to B
Some tweaks in unit data & triggers. It's ain't much but it's honest work.

Overall tier E+ to C+
We are getting here, slowly but steady. From a broken shoop da woop we now get a rough faction around the edges yet much better on both paper and practice.

Personal taste C to B
I'm starting to like this faction more and more. Balance is still a concern of course but the power is much less dumb.
 
Last edited:
Level 13
Joined
Dec 20, 2012
Messages
154
Flamer upgrades costs -115 gold because Warcraft 3 computes the cost difference between both units
Strange, it works before. I'm certain it was caused by updating the map Game Data Set to the latest patch. It also changed the HP of the inferno turret from 500 to 300 though I noticed that and fixed it.

Lay hands shows some debug messages
D'oh! Forgot to hide that.

Healer icon looks a bit flattened
Yea, maybe I will replace it with a model screenshot in future updates.

Laud Hailers icon take the same spot as the 3rd hero in the altar, could be a bit odd for regular players the first time
Yea but this is the best place to place that aura since it looks the least odd.

Tower still bellow average, and takes quite a lot of space for its price & defense output
I added Holy Icon upgrade now though the faith system doesn't works yet.

Divine retribution is broken
► On paper, it returns 5/10/15% of damage
► On practice, it returns 105/110/115% of damage !
► It also damages back buildings !
Fixed!

I would nerf it to 5/9/13%, with a capped damage at impact, reduced against magic resistant enemies & not affecting immune or invulnerable.
Good catch. I just tested Keeper of the Groves' Thorns Aura and it does not affect immune units though I'm not certain against magic resistant units. Resistant Skin only reduces duration of negative spells and renders the unit immune to certain spells

The effect also stacks if you have 3 Missionaries with 3 different levels !
Right I added more conditions to prevent that.

It also can do a disastrous recursive effect, because if two enemy units hit each others with the buff, they both die since the damage triggers back & forth infinitely
I don't think it triggers back & forth infinitely. The Physical Damage Detection system I uses differentiate between physical damage (melee and ranged attacks), spell damage and code damage (triggers).

Battle sister
☼ If you want to keep the 2 food cost, she's a bit too cheap for what she can DPS. I would increase the price by 5-10 gold, but even more would be too harsh.
☼ When taking an ability out of a unit, the whole squad cannot use it unless you select each sisters one by one.
Right, it does help with Quality of Life but I don't know how to fix that. I will research that on my free time.

Seraphim
☼ A bit too frail for her price. I would increase HP to 490-500 to compensate. Since she's a sort of ranged grunt you can start from here to balance her. If you want to make her even more tanky, also reduce the range to compensate too.
☼ The jump ability would benefit from a much faster airtime for better responsiveness. This would make the unit strategically more interesting
Reduced Seraphim attack range from 335 to 300, increased HP from 460 to 490.
You mean a faster jump? Sure I increased Seraphim jump speed.

Celestian
☼ Now we nerfed the shit out of her, the unit becomes too expensive for what she can field. Same solutions for the Exorcist (see bellow) : make it cheaper OR increase the base damage.
☼ Since she's an anti-armor/siege unit, you could give her a passive related ability. For example bonus damage against high armor, or towers, you call
Rebalanced again with increased base damage by 2.
I will add a stacking armor debuff passive ability (3, 6) for 10 seconds to mechanical units and structures. As always, I would be interested in hearing if my idea is balanced or not.

Immolator
☼ 20 seconds training time ?
☼ Same problem as the older Exorcist : high lumber cost. Goblin shredder : you know the drill.
☼ 300 speed may be counter-productive for a heavy vehicle, as it also have high HP and armor. You can set it to regular 270 to follow infantry, or a bit slower if it's still too strong for your taste.

Rebalanced increased Immolator build time from 20 to 35, increased gold cost from 175 to 210, lumber cost from 125 to 80.
Hm, isn't it better to faster than infantry since Immolator have short range with high HP and armor to soak up damage?

Exorcist
☼ We are getting in a sweet spot for that unit, but now her impact is too little for her price. We have different solutions :
► Reduce the price (so it's easier to mass & spam)
OR
► Increase a bit the base damage (so you have a better DPS for food ratio)
☼ The missile would be a bit too strong, my take is to replace it by a one shot rocket barrage against units in the targeted area (it fits the organ theme eh)
I decided to increase the base damage by 2.
Good idea, I will add it to the idea pile. For now the current skill oneshot too.

Marauder Bomber
☼ It has roughly the same cost as a Frost wyrm, but has much less threat on battlefield from its attack type, AoE and range. I would make it cheaper
☼ Giving it Heavy armor won't be a problem, you call
☼ The anti-air attack doesn't benefit the bomber, as it would sometimes prefer to target shitty air instead of flattening well the ground. You can replace it with an auto-attack if you want, so the bomber would concentrate better on the ground.
Rebalanced with decreased Marauder Bomber gold cost from 390 to 365, lumber cost from 130 to 110. armor type changed from Light to Heavy and auto attack added.
 
Hm, isn't it better to faster than infantry since Immolator have short range with high HP and armor to soak up damage?
In war history, tanks were sometimes divided into two types :
☼ Infantry tanks : slow, armored, here to break fortifications, give cover to infantry and support their advance. They don't need to be fast since they advance at the same time as infantry
☼ Cavalry tanks : fast, here to scout, flank enemies and hunt other tanks if needed.

Here, your immolator is by no mean a fast vehicle, and flamethrowers has more a breakthrough role against defensive positions.
Also your jump ability gives mobility strategies already.
I don't think it triggers back & forth infinitely. The Physical Damage Detection system I uses differentiate between physical damage (melee and ranged attacks), spell damage and code damage (triggers).
My bad then.
Yea but this is the best place to place that aura since it looks the least odd.
The trick is to make a second icon with another coordinate. Nothing fancy, I also did it myself on several of my factions when location is tricky.
Right, it does help with Quality of Life but I don't know how to fix that. I will research that on my free time.
Just put an absurd reload time, or make a trigger to make it reload again and again.
 
Level 13
Joined
Dec 20, 2012
Messages
154
In war history, tanks were sometimes divided into two types :
☼ Infantry tanks : slow, armored, here to break fortifications, give cover to infantry and support their advance. They don't need to be fast since they advance at the same time as infantry
☼ Cavalry tanks : fast, here to scout, flank enemies and hunt other tanks if needed.

Here, your immolator is by no mean a fast vehicle, and flamethrowers has more a breakthrough role against defensive positions.
Also your jump ability gives mobility strategies already.
Ok, I will reduce the speed to 270 in the next update.

The trick is to make a second icon with another coordinate. Nothing fancy, I also did it myself on several of my factions when location is tricky.
Yea, I will do that in the future updates.

Just put an absurd reload time, or make a trigger to make it reload again and again.
Good idea in theory but I just tested it, it makes the ability unusable but the icon looks active instead of darkened normally. Perhaps this is different in higher patches?
Could you elaborate on how make a trigger to make it reload again and again? If you mean make battle sister cancel the cast order then that might mess with the AI since it also uses the custom ability.
 
1.5 test here. I played the units I wasn't using in the tests until now, ah shit here we go again.

General
Master Hospitaller training available at Tier 2 ?
Barrack is too small, you save too much space
You can make the generators bigger with a larger explosion range, to give some strategic drawbacks
The previous movement speed nerf for some units are biting our ass again.
Revert Celestian movement speed to 270
Revert Exorcist movement speed to 220 (same as any siege unit)

Seraphim
I never noticed before the double barrel. She becomes broken as fuck for a Tier 1.5 unit since you have the starting DPS of 2 grunts for the price of 1.
You could increase the attack cooldown from 1.35 to 2.7, and reduce the damage per dice to 3.

Celestian
It is still a too pricey unit for what she can field. The damage is alright but the cost makes it too risky.
The armor reduction is a clever buff, but makes night elf buildings melt away too easily coupled with bombers.
My way of balancing her :
Armor reduction per hit reduced from 3 to 1
Armor reduction cannot make the armor negative
Cost reduced from 255/60/4 to 200/45/3
Projectile speed increased from 900 to 1500
The cost reduction would make the Celestian easier to complement any army, providing anti-armor when needed.

Fighter
I used them on mass, while the suppressing fire is interesting on paper, it have so much DPS & mobility it becomes so broken against... anything. Really. Even heroes struggles to deal with them since there's not much abilities to counter mass mechanical air (maybe starfall but the fighter could just fly away like it's nothing).
For a bit more than a flying machine you have the fastest unit of the game with twice the DPS of a wind rider, and only costing 2 food.
Well, it struggles a bit to concentrate fire when not directly controlled, and they can be cracked if you forget some on enemy towers, but it have so much power for so little drawbacks. Cherry on the shit they are trained faster than a footman.
My way of balancing it :
Base damage increased from 8 to 27
Damage per dice increased from 2 to 4
Cooldown time increased from 0.3 to 1.75
Range decreased from 650 to 375
Range against air units set to 500
HP increased from 375 to 525
Reinforced Hull plating HP bonus reduced from 150 to 50 on Fighters (other units are unchanged)
Cost increased from 100/35/2 to 230/40/4
Build & repair time increased from 16 to 35
Reduce the movement speed (you can change & test the values in the imported trigger withing the globals section)
Suppressive fire damage reduction reduced from 25% to 15%
Suppressive fire duration reduced from 10 to 5 seconds
Order the Fighter to go to the rally point when trained
So the role of this unit is to scout and reduce enemy firepower while challenging other air units. Done.
Then I adjusted its attack to be more consistent with Warcraft 3 : much closer to a Wind rider, but trading DPS for mobility, support and resistance.
You may give it a better attack projectile of your choice.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,801
Kind of weird the turret shoots one bolt of fire but has two pipes.
Jump can get you stuck between trees or doodads; sometimes that helps, sometimes it doesn't.

Generally, nice but pretty much Warcraft III styled faction.

Approved.


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Level 13
Joined
Dec 20, 2012
Messages
154
1.5 test here. I played the units I wasn't using in the tests until now, ah shit here we go again.

General
Master Hospitaller training available at Tier 2 ?
Barrack is too small, you save too much space
You can make the generators bigger with a larger explosion range, to give some strategic drawbacks
The previous movement speed nerf for some units are biting our ass again.
Revert Celestian movement speed to 270
Revert Exorcist movement speed to 220 (same as any siege unit)

Seraphim
I never noticed before the double barrel. She becomes broken as fuck for a Tier 1.5 unit since you have the starting DPS of 2 grunts for the price of 1.
You could increase the attack cooldown from 1.35 to 2.7, and reduce the damage per dice to 3.

Celestian
It is still a too pricey unit for what she can field. The damage is alright but the cost makes it too risky.
The armor reduction is a clever buff, but makes night elf buildings melt away too easily coupled with bombers.
My way of balancing her :
Armor reduction per hit reduced from 3 to 1
Armor reduction cannot make the armor negative
Cost reduced from 255/60/4 to 200/45/3
Projectile speed increased from 900 to 1500
The cost reduction would make the Celestian easier to complement any army, providing anti-armor when needed.

Fighter
I used them on mass, while the suppressing fire is interesting on paper, it have so much DPS & mobility it becomes so broken against... anything. Really. Even heroes struggles to deal with them since there's not much abilities to counter mass mechanical air (maybe starfall but the fighter could just fly away like it's nothing).
For a bit more than a flying machine you have the fastest unit of the game with twice the DPS of a wind rider, and only costing 2 food.
Well, it struggles a bit to concentrate fire when not directly controlled, and they can be cracked if you forget some on enemy towers, but it have so much power for so little drawbacks. Cherry on the shit they are trained faster than a footman.
My way of balancing it :
Base damage increased from 8 to 27
Damage per dice increased from 2 to 4
Cooldown time increased from 0.3 to 1.75
Range decreased from 650 to 375
Range against air units set to 500
HP increased from 375 to 525
Reinforced Hull plating HP bonus reduced from 150 to 50 on Fighters (other units are unchanged)
Cost increased from 100/35/2 to 230/40/4
Build & repair time increased from 16 to 35
Reduce the movement speed (you can change & test the values in the imported trigger withing the globals section)
Suppressive fire damage reduction reduced from 25% to 15%
Suppressive fire duration reduced from 10 to 5 seconds
Order the Fighter to go to the rally point when trained
So the role of this unit is to scout and reduce enemy firepower while challenging other air units. Done.
Then I adjusted its attack to be more consistent with Warcraft 3 : much closer to a Wind rider, but trading DPS for mobility, support and resistance.
You may give it a better attack projectile of your choice.
Note that Dual Bolt Pistols only applies to ground units.
I implemented most of your balance suggestions.
Made qol improvement to Phosphor Grenades though Krak Grenades and Hunter-Killer Missile still disappear and needs to select the units manually.
And added the faith system.

Kind of weird the turret shoots one bolt of fire but has two pipes.
Jump can get you stuck between trees or doodads; sometimes that helps, sometimes it doesn't.

Generally, nice but pretty much Warcraft III styled faction.

Approved.


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Description Guide - Maps
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  • 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.
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Yay!
For Jump, I will see what I can do but no promises though.
 
So, I played in 3 matches. When I used a scroll of town portal, I crashed. The technical details have previously been handled by FlameofChange, the review master. I want to talk about the map's visual appeal.

First of all, it's difficult for the eyes to focus on one thing because of the case of text block in your tooltips. Use brighter colors to break up text and draw attention to key points. Attempt to put QWER-ASDF-ZXCV as your hotkeys. These enhancements makes the factions functions easier to use and comprehend.

Here are some examples for improvements
  • Units
"The Emperor is our Father and our Guardian, but we must also Guard the Emperor."
Basic short-ranged attacker. Can learn the Phosphor Grenades upgrade. Can also be equiped with the Flamer heavy weapon.

Attacks land and air units.

~To~

Basic short-ranged attacker. Can learn the Phosphor Grenades upgrade. Can also be equiped with the Flamer heavy weapon.

Attacks land and air units.

"The Emperor is our Father and our Guardian, but we must also Guard the Emperor."

  • Upgrades
Gives Battle Sister the Phosphor Grenades ability. Phosphor Grenades deals damage to enemy land units within the targeted area. Enemy land units in the ablaze targeted area take damage over time.

~To~

Allows Battle Sisters to use Phosphor Grenades ability. Phosphor Grenades deal damage to enemy land units within the targeted area. Enemy land units in the ablaze targeted area take damage over time.

and

Enables the use of Laud Hailer Aura by the Ecclesiarchal Chapels, Ecclesiarchal Cathedrals, Ecclesiarchal Citadels, Adepta Sororitas Convents, Pristine Sanctuaries, Legatines' Priories, Manufactorums, and Holy Reliquaries. Laud Hailer Aura decreases the attack damage of nearby non-mechanical enemy units by 5%.

~To~

Enables the use of Laud Hailer Ability by Buildings to decreases the attack damage of nearby non-mechanical enemy units.

Effects:
- Ecclesiarchal Chapels
- Ecclesiarchal Cathedrals
- Ecclesiarchal Citadels
- Adepta Sororitas Convents
- Pristine Sanctuaries
- Legatines' Priories
- Manufactorums
- Holy Reliquaries

  • Abilities
Throws a Phosphor Grenade at the targeted area that causes 45 damage to enemy non-mechanical land units caught within 200 range when the Phosphor Grenade reach the targeted area. The targeted area are set ablaze dealing 2 damage per second for 8 seconds.

Can only be used once.

~To~

Throw a Phosphor Grenade at the targeted area. Deals 45 damage to enemy non-mechanical land units caught within 200 radius. The targeted area is set ablaze dealing 2 damage per second for 8 seconds.

Can only be used once.

  • Tooltip Hotkeys
Research Laud Hailers

~To~

Research Laud Hailers - [Q]

- Second is the The classic UI Along edge in widescreen. I'll provide a transparent UI\Console\Human\HumanUITile05.blp and UI\Console\Human\HumanUITile06.blp

- Here are some resources to help improve the map.

For added 40kness use the birth animation attachment From Futuristic buildings it's the building drop ship.
I recommend to get the Wc3 Universal Calculator & Colorizer v5.3.2 its a incredible help with tooltips.
Tip: if you write out tooltips in a work doc with the spacing and then copy it into the editor you don't need the use |n.

- Possible alternate building models:
Adepta Sororitas Convents - WCII_Church, WC2 Church, Church
Manufactorums - Factory
Power generator - PowerFacility

- For additional visual improvement i recommened useing some custom health bars and selection circles:
I recomend the Diagonal bar from Health Bars v1.30 for a more industrial look.
Selection Circles v1.50 contains some more scifish circles

Over it a good transfer from DOW. I'm transferring StarCraft to wc3 as a side thing myself. A trick I learned to get the feel of the combat of future weapons is to try to match the DPS rather than the flat damage. I like to see these kinds of maps, it's fun to see different universes clash. Keep up the good work.

If you want to take a look and get some ideas heres a link to a design doc I started while back for my own vision A SOB style race Race: Mothers of Conflict.

Edit: i added the wrong link for an alternate Adepta Sororitas Convents. I added the correct ones.
 

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Thanks for the review Seyahnayr.

When I used a scroll of town portal, I crashed.
Hm, I was unable to replicate this crash. Does it happen every time you used a scroll of town portal on the sisters townhalls? Or any townhalls?

I want to talk about the map's visual appeal.
I'm conflicted while yes colorcoded tooltips does help with readability it does stray from vanilla tooltips. I will definitely consider it and the hotkeys especially in my future maps. I'm not sure about the quotes being in the bottom. In maps I seen, its always in the top.

- Second is the The classic UI Along edge in widescreen. I'll provide a transparent UI\Console\Human\HumanUITile05.blp and UI\Console\Human\HumanUITile06.blp
I imported it though I can't test it since I don't have reforged. Just comment if it doesn't works properly.

For added 40kness use the birth animation attachment From Futuristic buildings it's the building drop ship.
I recommend to get the Wc3 Universal Calculator & Colorizer v5.3.2 its a incredible help with tooltips.
Tip: if you write out tooltips in a work doc with the spacing and then copy it into the editor you don't need the use |n.
Yea, I will definitely use that birth animation in my next 40k altered melee though not in Sisters of Battle since I eventually plan to merge all of my maps in a single map and I would like make all of them visually distinct.
Thanks for linking Wc3 Universal Calculator & Colorizer, might prove useful in balancing maps. I use JNGP and that comes automatically Risc's Colorizer.
Cool protip. Do |n still properly works in latest patches? I remember reading a thread that |n doesn't works anymore like it used to.

- Possible alternate building models:
Adepta Sororitas Convents - Scarlet Monastery
Manufactorums - Factory
Power generator - PowerFacility
Well I'm already using the Scarlet Monastery model for the Tier 3 Townhall Ecclesiarchal Citadel.
The Factory is a nice but I feels it doesn't mesh well with its red bricks compared to the grey bricks of all the other buidlings.
The Plasma Generator model will also remain the same. I already planned to use Ket's PowerFacility for my next 40k altered melee.

- For additional visual improvement i recommened useing some custom health bars and selection circles:
I recomend the Diagonal bar from Health Bars v1.30 for a more industrial look.
Selection Circles v1.50 contains some more scifish circles
I did not know such resources existed. I'm definitely using it.

Over it a good transfer from DOW. I'm transferring StarCraft to wc3 as a side thing myself. A trick I learned to get the feel of the combat of future weapons is to try to match the DPS rather than the flat damage. I like to see these kinds of maps, it's fun to see different universes clash. Keep up the good work.

If you want to take a look and get some ideas heres a link to a design doc I started while back for my own vision A SOB style race Race: Mothers of Conflict.
Thanks for sharing. I gotten a couple of ideas from reading your design doc.
 
1.7 test here, with the following edits
Vehicle carry size reduced to 2, and movement set to foot (like any vehicle/artillery)
Angel level reduced from 9 to 7
Seraphim cooldown time increased from 1.35 to 2.7
Battle sister (non-flame) and Seraphim bullet speed increased from 1100 to 1500 (faster than an arrow)
Aura of faith bonus reduced from 5/10/15% to 5/9/12% (a late game flat +15% is quite menacing)
Slitteros range reduced from 700 to 500, damage per trip per projectile reduced from 40/60/80 to 40/50/60
Fighter price increased from 100/35/2 to 235/40/4
Funding reduced from 500/500 to 400/200
Phosphor grenade requirement fixed
Deleted the orc burrow you placed between player 1 and 2

Even in the 1.6 the game freezes just about mid-game for a reason I haven't figured out yet.
So, I cannot test it further. I cannot reproduce the freeze.
But with the few gametime I had, the early game is much less broken since the enemies aren't longer vaporized before the sis could get damaged. Micro gets more intense and it is more interesting.
 
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1.7 test here, with the following edits
Vehicle carry size reduced to 2, and movement set to foot (like any vehicle/artillery)
Angel level reduced from 9 to 7
Seraphim cooldown time increased from 1.35 to 2.7
Battle sister (non-flame) and Seraphim bullet speed increased from 1100 to 1500 (faster than an arrow)
Aura of faith bonus reduced from 5/10/15% to 5/9/12% (a late game flat +15% is quite menacing)
Slitteros range reduced from 700 to 500, damage per trip per projectile reduced from 40/60/80 to 40/50/60
Fighter price increased from 100/35/2 to 235/40/4
Funding reduced from 500/500 to 400/200
Phosphor grenade requirement fixed
Deleted the orc burrow you placed between player 1 and 2

Even in the 1.6 the game freezes just about mid-game for a reason I haven't figured out yet.
So, I cannot test it further. I cannot reproduce the freeze.
But with the few gametime I had, the early game is much less broken since the enemies aren't longer vaporized before the sis could get damaged. Micro gets more intense and it is more interesting.
I have rebalanced them. Seems like I overlooked Seraphim and Lightning Fighter when rebalacing during v1.6
D'oh! Forgot to remove that and the wisps after testing the generator delayed explosion and glorious martyrdom.

I will try to play a full game to see if I can replicate the crash and freeze once I have free time. Yea, I'm planning to add a couple of more abilities to the Scared Rites.
 
Hm, I was unable to replicate this crash. Does it happen every time you used a scroll of town portal on the sisters townhalls? Or any townhalls?
I think it was the crash FlameofChange mentioned. If you have a spell book leveling by a upgrade that may be the problem. Change it to do so via a trigger. That was how I fixed a similar crash in a map I made.
I'm conflicted while yes colorcoded tooltips does help with readability it does stray from vanilla tooltips. I will definitely consider it and the hotkeys especially in my future maps. I'm not sure about the quotes being in the bottom. In maps I seen, its always in the top.
While good it stick to the vinnia style, if you believe something can improve it do so. As for the location of quote, I've had the opposite experience and that how it is in the descriptions of the artifact item in the vanilla game.

If want good examples of this stlye of tooltips look at any of Wa666r's maps and for quotes in tooltips look at Shadow Covenant

Having the quote on the bottom allows the player access to the important information about the unit first. The flavor text dose not effect the gameplay itself. A the very least putting a gap between the quote and the rest of the tooltip to make the two parts the tooltip easer to tell apart.
Well I'm already using the Scarlet Monastery model for the Tier 3 Townhall Ecclesiarchal Citadel.
I originally pasted the wrong link. I changed it to three different variations of the wc2 church. the reason I posted these is because the boxes the church model your using breaks away from rest of the buildings.

Fix the scaling of the 3rd tier town hall as it become too big.
Thanks for linking Wc3 Universal Calculator & Colorizer, might prove useful in balancing maps. I use JNGP and that comes automatically Risc's Colorizer.
Cool protip. Do |n still properly works in latest patches? I remember reading a thread that |n doesn't works anymore like it used to.
The |n still works. Though I'm using the latest version of reforged.
 
The |n still works. Though I'm using the latest version of reforged.
In the editor you can make back returns with crtl+return. However it doesn't work with single line data, names for example.

While I'm at it, some other details which I remember only now :
When the altar works, it cannot be selected
Faith generation kicks in right after the unit appear, was it intentional ?
Angel carry size would be set to 2, since it's a special unique unit
The angel would benefit from a short ranged attack instead of a long ranged melee, this would make it juicer
To make the angel more interesting than an aura bearer & AoE caster
Increases the martyrdom power if the unit dies nearby the angel (+5 instead of +4 for example)
Can resurrect allied unit by spending faith (A good way to synergize your faith system !)
Make her cost faith on top of resources
The martyrdom has double effect on the angel (+8 instead of +4 on the angel, for example)
All of this could be nerfed by increasing the cost and adjusting damage/attack speed/HP/Armor, but it could be fine too
 
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I think it was the crash FlameofChange mentioned. If you have a spell book leveling by a upgrade that may be the problem. Change it to do so via a trigger. That was how I fixed a similar crash in a map I made.
While my map do use spellbook leveling, it does through triggers not through upgrades though I will take a look again once in the triggers.

While good it stick to the vinnia style, if you believe something can improve it do so. As for the location of quote, I've had the opposite experience and that how it is in the descriptions of the artifact item in the vanilla game.

If want good examples of this stlye of tooltips look at any of Wa666r's maps and for quotes in tooltips look at Shadow Covenant

Having the quote on the bottom allows the player access to the important information about the unit first. The flavor text dose not effect the gameplay itself. A the very least putting a gap between the quote and the rest of the tooltip to make the two parts the tooltip easer to tell apart.
Unfortunate that I can't play Wa666r's more recent altered melee or Shadow Covenant. Alright you convinced me, I will colorcode the tooltips in future updates and add a space after the quotes. You're also right that the lore of items in vanilla at the bottom.

I originally pasted the wrong link. I changed it to three different variations of the wc2 church. the reason I posted these is because the boxes the church model your using breaks away from rest of the buildings.

Fix the scaling of the 3rd tier town hall as it become too big.
You mean by boxes that the current model doesn't face degrees 225 like the vanilla barracks? Or are you referring to the pathing map of the building? Also I seen those models and I feels that it doesn't really fit the aesthetics.

Sure, I will reduce the scaling in the next update.

The |n still works. Though I'm using the latest version of reforged.
That's good. I was worried that it was broken.

In the editor you can make back returns with crtl+return. However it doesn't work with single line data, names for example.

While I'm at it, some other details which I remember only now :
When the altar works, it cannot be selected
Faith generation kicks in right after the unit appear, was it intentional ?
Angel carry size would be set to 2, since it's a special unique unit
The angel would benefit from a short ranged attack instead of a long ranged melee, this would make it juicer
To make the angel more interesting than an aura bearer & AoE caster
Increases the martyrdom power if the unit dies nearby the angel (+5 instead of +4 for example)
Can resurrect allied unit by spending faith (A good way to synergize your faith system !)
Make her cost faith on top of resources
The martyrdom has double effect on the angel (+8 instead of +4 on the angel, for example)
All of this could be nerfed by increasing the cost and adjusting damage/attack speed/HP/Armor, but it could be fine too
I can select the altar? Could you elaborate?
More or less, World Editor features I'm working with is limited though kinda remember that in 1.31 I can make unit ability start on cooldown. I try and see if I can make a workaround regarding the faith generation ability.
Seraphim or Living Saint? Seraphim transported size is 2 while Living Saint is 3.
Increasing the martyrdom power may be a bit difficult. I will have to look at that.
A good idea, I will put on the to do list.
Make the Living Saint costs faith? Eh, maybe not.
 
Seraphim or Living Saint? Seraphim transported size is 2 while Living Saint is 3.
Every unit takes 1 space, heavy artillery (tank, meat wagon, demolisher and glaive launcher) and mountain giant take 2.
So if a unit is a heavy vehicle or a super-heavy unit, it takes 2, else 1.
I can select the altar? Could you elaborate?
Your hero altar model has an issue : it cannot be selected when it uses the work animation.
Start the training of a hero and you see it's difficult to select it without using the selection box.
Increasing the martyrdom power may be a bit difficult. I will have to look at that.
My take would be to break the ability into +1 levels instead of +4, then adjust the triggers to increase multiple levels instead of one by one.
More or less, World Editor features I'm working with is limited though kinda remember that in 1.31 I can make unit ability start on cooldown. I try and see if I can make a workaround regarding the faith generation ability.
The simple trick is to use a hashtable.
When the faith generation triggers, check if the unit the boolean at the faith generation index, if false it is the first time, so you set it to true.
Here's a sample of how it could be done (while synthesizing 4 triggers into one)
  • Updating Faith Count Faith
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Faith Generation (Holy Icon Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Sisters Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Imagifer Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Living Saint Exhume Corpses)
        • Then - Actions
          • Set VariableSet TempCasterUnit = (Casting unit)
          • Custom script: set udg_k=udg_TempCasterUnit
          • Custom script: set udg_y='A02F'
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load y of (Key k.) from yourHash.) Equal to True
            • Then - Actions
              • Set VariableSet TempOwner = (Owner of TempCasterUnit)
              • Set VariableSet TempInteger = (Player number of TempOwner)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Ability being cast) Equal to Faith Generation (Imagifer Exhume Corpses)
                      • (Ability being cast) Equal to Faith Generation (Holy Icon Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 2
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ability being cast) Equal to Faith Generation (Sisters Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 1
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ability being cast) Equal to Faith Generation (Living Saint Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 20
                • Else - Actions
              • Set VariableSet TempFaithKills[TempInteger] = (TempFaithKills[TempInteger] + x)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • TempFaithKills[TempInteger] Greater than 200
                • Then - Actions
                  • Set VariableSet TempFaithKills[TempInteger] = 200
                • Else - Actions
              • Leaderboard - Change the value for TempOwner in TempLeaderboard[TempInteger] to TempFaithKills[TempInteger]
              • Leaderboard - Sort TempLeaderboard[TempInteger] by Value in Descending order
            • Else - Actions
              • Hashtable - Save True as y of (Key k.) in yourHash.
        • Else - Actions
Another trick is to use very short variable names to make the triggers less verbose, also when you call again and again the same value you can put it in a variable.
Don't forget to use the right hashtable. x and y are integers, k is a handle. I used the angel faith generation ability id as an index but you can use whatever you want, as long as it is consistent within your triggers.
 
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Every unit takes 1 space, heavy artillery (tank, meat wagon, demolisher and glaive launcher) and mountain giant take 2.
So if a unit is a heavy vehicle or a super-heavy unit, it takes 2, else 1.
I see. Okay, I will reduce Seraphim and Living Saint size to 1 and 2 in next update.

Your hero altar model has an issue : it cannot be selected when it uses the work animation.
Start the training of a hero and you see it's difficult to select it without using the selection box.
I can still the select the altar easily even while training/revivng heroes but I will add a collision box with magos editor in the next update to ensure that the altar is easily selected.

My take would be to break the ability into +1 levels instead of +4, then adjust the triggers to increase multiple levels instead of one by one.
There a chance the map slows down if I use too many levels in abilities so if possible I would like to refrain from that.

The simple trick is to use a hashtable.
When the faith generation triggers, check if the unit the boolean at the faith generation index, if false it is the first time, so you set it to true.
Here's a sample of how it could be done (while synthesizing 4 triggers into one)
  • Updating Faith Count Faith
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Faith Generation (Holy Icon Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Sisters Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Imagifer Exhume Corpses)
              • (Ability being cast) Equal to Faith Generation (Living Saint Exhume Corpses)
        • Then - Actions
          • Set VariableSet TempCasterUnit = (Casting unit)
          • Custom script: set udg_k=udg_TempCasterUnit
          • Custom script: set udg_y='A02F'
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load y of (Key k.) from yourHash.) Equal to True
            • Then - Actions
              • Set VariableSet TempOwner = (Owner of TempCasterUnit)
              • Set VariableSet TempInteger = (Player number of TempOwner)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Ability being cast) Equal to Faith Generation (Imagifer Exhume Corpses)
                      • (Ability being cast) Equal to Faith Generation (Holy Icon Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 2
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ability being cast) Equal to Faith Generation (Sisters Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 1
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ability being cast) Equal to Faith Generation (Living Saint Exhume Corpses)
                • Then - Actions
                  • Set VariableSet x = 20
                • Else - Actions
              • Set VariableSet TempFaithKills[TempInteger] = (TempFaithKills[TempInteger] + 2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • TempFaithKills[TempInteger] Greater than 200
                • Then - Actions
                  • Set VariableSet TempFaithKills[TempInteger] = 200
                • Else - Actions
              • Leaderboard - Change the value for TempOwner in TempLeaderboard[TempInteger] to TempFaithKills[TempInteger]
              • Leaderboard - Sort TempLeaderboard[TempInteger] by Value in Descending order
            • Else - Actions
              • Hashtable - Save True as y of (Key k.) in yourHash.
        • Else - Actions
Another trick is to use very short variable names to make the triggers less verbose, also when you call again and again the same value you can put it in a variable.
Don't forget to use the right hashtable. x and y are integers, k is a handle. I used the angel faith generation ability id as an index but you can use whatever you want, as long as it is consistent within your triggers.
Ah, hashtables my bane. Thanks for the protip but honestly I find it hard to wrap my brain around that and Bribe's Unit Indexer. I'm fairly sure I can make workaround way faster instead.
 
You mean by boxes that the current model doesn't face degrees 225 like the vanilla barracks? Or are you referring to the pathing map of the building? Also I seen those models and I feels that it doesn't really fit the aesthetics.
It was the angle as well as the model. The different angle is jarring, and the model is essentially a box, contrasting with the more detailed structures. However, I can see what you mean; lowering the scale by 0.04 or 0.05 may make a difference.
 
There a chance the map slows down if I use too many levels in abilities so if possible I would like to refrain from that.
It is only one ability, and it's not a big deal.
If you had hundreds of abilities with hundreds of levels each, yeah it will only hurt the map loading time, but that's all.
Ah, hashtables my bane. Thanks for the protip but honestly I find it hard to wrap my brain around that and Bribe's Unit Indexer. I'm fairly sure I can make workaround way faster instead.
When you figured out how it works (like a 2D array) and how to prevent leaks it is very useful.
Not as fast nor elegant as custom table libraries, but it does the work fine in your case.
 
2.0 game here. Globally this feels better & more balanced. Right now it's just a matter of polishing and putting more welcomed details.

General
There's still the floating interface element at the bottom-right quarter of the screen
Having a lot of mechs with no armored bonus is always less effective than a bio one since you can stack a lot of organic buffs & heals. This makes transition into mech a bit to harsh. It is indeed intentional but mechs tends to be a bit too expensive for what they can benefit from abilities.
Generators could be a tad too cheap, due to their ability. +5 or +10 cost won't be a problem.
Faith generation could benefit from more visual feedback, for example when the unit generates it
The canoness having 2 damage dealing abilities with no extra for the second has some overlapping roles, you may give an extra blinding effect to the Purifying Light (or anything you could think of).
The air fighter can still move when ensnared.
The celestian could benefit from an increased range, so she can better select the right targets while being behind the tiddied meat shields. 500-550 would be good, not too much too.

Faith
The system isn't at fault here, but the abilities from the main building needs some balance :
Instant resources gain is very strong, +500 is 50s of default gathering speed at no upkeep, so it becomes very dependable when you have high upkeep.
Resurrection isn't canceled/refund when there's no available target
Blazing Ire hero damage boost is very low, since you get only 3 heroes, even at team game. Heroes themselves doesn't provide a lot of DPS even at level 10.
You may use the faith indicator to display the current active buffs & their remaining time, so you can track them anytime

My suggestions :
Resource requisition gives 10 and 4 per second, and takes in account the upkeep for the gold
> You could make it a toggled ability which generates resources as long as you have faith, it's up to you
Blazing Ire damage bonus increased from 10 to 20%, also increases spell damage (synergy !), can also affect allied heroes (synergy² !)
Resurrection (you may need to recode it manually, nothing complicated and I think you leveled up since then thehehe)
> Number of targets increased from 1 to infinite
> Can resurrect up to 10 food of troops
> Cost changed from 20 to 10 faith per resurrected food cost
> Reload time increased from 20 to 60
The resurrection have been adjusted to be more consistent, it also saves a bit of micro

Mechs
Like I said earlier, mechanical units may be good on paper but you can't have a constant flow of buffs & heal to help them stay in the battlefield, so they become underwhelming compared to your foot gals. This is how I would balance things out

Immolator cost decreased from 210 80 4 to 210 40 4
Mechanical units have advantages from being immune to a lot of abilities, but your only source of repair are your peons. The lower lumber cost will free out more resources for upgrades and make transition easier.

Exorcist cost decreased from 245 80 4 44s to 245 50 4 40s
Exorcist base damage increased from 17 to 27
Exorcist level increased from 2 to 3
Same remark for the immolator, with the addition of a too low dps for its price

Ranks updated
Aesthetics A to A+
You have space to bring more juice in animations & effects, so your faction would feel more alive & more epic !
Custom voice lines are good additions. You're not far from S !


Feel & juice S-
Your recent updates improved content and technical issues, so same remark for the aesthetics. However this is at least better than before.

Strategy and tactic B+ to A+
The strategical identity has taken shape. The gameplay is quite straightforward but the details give them interesting quirks after a couple more balance changes.

Balance C to B+
The risk/reward potential of the faction is much better, there's also far less gimmicky elements amid broken one-button win feature.
Your gals are frail but can field a lot of firepower when correctly supported & controlled, this gives a much more interesting strategical investment from a Warcraft 3 perspective !


Content B+
Not having a 4th hero and a custom orb is gatekeeping you from reaching A, else you would reach S+ no sweat.

Handling & ergonomics B-
The grenades are again still a bit of a concern. The faction may have too much micromanagement, some abilities would benefit from altered effects so you have to frenetically click less everywhere in the chaos of battle.

Triggers, code, overall polishing B to B+
Nothing new to be pointed out. Beware of one line actions !
You get some points by reworking few details here and there in the object editor.


Overall tier C+ to A
The faction has now a solid place with space of improvements.

Personal taste B to A
Burning heretics never have been so fun.
More seriously, I'm not very convinced by some gimmick elements of your faction but I'm glad it has now a good shape to play with.
I think I said everything about this faction after this post. This is a solid base from which you can go where you want ; plus I would spare you the endless balance min/max kek
 

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Generators could be a tad too cheap, due to their ability. +5 or +10 cost won't be a problem.
Faith generation could benefit from more visual feedback, for example when the unit generates it
Noted. I will check the special effects section for better visual feedback.

The canoness having 2 damage dealing abilities with no extra for the second has some overlapping roles, you may give an extra blinding effect to the Purifying Light (or anything you could think of).
Sure, I will put on my thinking cap.

The air fighter can still move when ensnared.
Hm, yeah. I'm not sure how to fix that... I will put it on my to do list.

The celestian could benefit from an increased range, so she can better select the right targets while being behind the tiddied meat shields. 500-550 would be good, not too much too.
► You may use the faith indicator to display the current active buffs & their remaining time, so you can track them anytime
Yea, will rebalance celestian.
Good idea, I will see what can I do.

► Instant resources gain is very strong, +500 is 50s of default gathering speed at no upkeep, so it becomes very dependable when you have high upkeep.
► Resource requisition gives 10 and 4 per second, and takes in account the upkeep for the gold
You could make it a toggled ability which generates resources as long as you have faith, it's up to you
Nice suggestions, I will definitely rebalance the resource requisition in the next update.

► Resurrection isn't canceled/refund when there's no available target
Ok, noted. Will fix in the next version.

► Blazing Ire hero damage boost is very low, since you get only 3 heroes, even at team game. Heroes themselves doesn't provide a lot of DPS even at level 10.
► Blazing Ire damage bonus increased from 10 to 20%, also increases spell damage (synergy !), can also affect allied heroes (synergy² !)
Oh, I was being conservative with the bonus damage since I thought it's might be OP. I'm not sure about increasing spell damage though.

► Resurrection (you may need to recode it manually, nothing complicated and I think you leveled up since then thehehe)
That's high praise, thank you. Implementing it seems difficult and may take a while...

Noted, will rebalance in the next version.

Not having a 4th hero and a custom orb is gatekeeping you from reaching A, else you would reach S+ no sweat.
Yea, I recently had a eureka moment so the fourth hero will be in the next update. Maybe the orb too!

Handling & ergonomics B-
Yea, I agree. I will take a look again and see if there are any possible improvements.

I think I said everything about this faction after this post. This is a solid base from which you can go where you want ; plus I would spare you the endless balance min/max kek
I'm actually pleasantly surprised that my map received a review so soon after updating :grin:

There's still the floating interface element at the bottom-right quarter of the screen
The floating UI thing is because of the inventory cover iirc.
Dunno what's this floating UI thing you two mentioned but I imported the file biridius posted in the next update so hopefully that is solved.
 
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Very good map overall, though my brain keeps wondering "why doesn't X unit have Y ability like in Soulstorm".

Not sure about the one-use-only abilities, seems a bit micro-heavy.

Faith counter should update faster, at first when I used Faith abilities I thought the Faith counter had no cap and it stopped counting after 200.
 
Level 13
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Very good map overall, though my brain keeps wondering "why doesn't X unit have Y ability like in Soulstorm".

Not sure about the one-use-only abilities, seems a bit micro-heavy.

Faith counter should update faster, at first when I used Faith abilities I thought the Faith counter had no cap and it stopped counting after 200.
Well translating a race from soulstorm to warcraft will always have differences.

Yea, the one use only abilities was primarily for balance reasons and reduce grenade spam.

? Updating the Faith counter is already fast. It updates any time you kill a hostile unit, your units generate faith or use sacred rites. The faith cap was to encourage players to use sacred rite abilities and prevent faith points hoarding. If I remember correctly, soulstorm also have a faith cap. Also any new race mechanics in my maps are properly documented at Quests (F9).
 
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As in, I used both requisitions, looked at the counter and it was still at 200 for a good 15 seconds until it went down to what it was supposed to be.


Using the Shield of Faith ability appears to reduce allied non-Hero units to 0 mana and prevents their mana regeneration while the buff is active.
 
Level 13
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As in, I used both requisitions, looked at the counter and it was still at 200 for a good 15 seconds until it went down to what it was supposed to be.


Using the Shield of Faith ability appears to reduce allied non-Hero units to 0 mana and prevents their mana regeneration while the buff is active.
Strange, I am unable to replicate the bugs. I quick tested my map in 1.27 and 1.31 and it does update the faith counter right away and does not reduce mana to 0 and prevent mana regeneration.

Might be a patch difference error if you are using lower or higher patches than I do.
Or might be game cache issue if you play a different map then play my map. The solution to this exiting and opening the game again.
 
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