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I did not like how the melee system is a bit complicated ... millions of flyers and mages that are hardly controlled... and three heroes!! one hero should be enough, one leader.
I found the campaign first chapters fun to play, especially ROC, when there were some units available only: Human chapter 5, Undead chapter 3~5, Orcs chapter 3~5, and a little bit Night elves chapter 3.
I like lord Garithos and his knights( not his personality). In my first version, I just added him to a map and played against normal AI, building only knights and footmen (no triggers).
I like "logic" in the map, and I can never sacrifice it for the sake of balance.
*any further points referring to the philosophy will be coloured lime
I will tell you the story of me making the map at the end>>
Features:
One hero is allowed
Different units and upgrade are available to different heroes, few of which are made and do not exist on the normal melee maps. each has his speciality, and has his own men and followers.
Few heroes are added to each race
Ogre Mercenary camp guarded by ogres. Only BeastMaster can recruit ogres, and only when he defeat their lord.
Philosophy: since the BeastMaster is half ogre and half orc, he may negotiate with ogres. They only accept to aid him and none else: he is the only one that may be worthy, if he have slain the ogre lord.
Bandits Mercenary camp guarded by Bandits. Only Warcheif can recruit bandits, and only when he defeat their leader.
Philosophy: Bandits may only help humans, and he must be one with pride in battle, like the Warcheif. They only help if Bandit Lord was slain.
Philosophy:How come a paladin hires mercenary bandits!! HE CANNOT ABANDON HIS VIRTUES.
Philosophy:Maybe I make Dark Ranger hire both ogres and bandits if she controlled their lord...maybe
Huge Fish Camp near fountain of health
Some Heroes get abilities upon leveling up, or learning a skill, and under certain conditions: refer to the trigger, hints, or tool tip description of each hero
Slightly different items in the goblin Marchant shop, non of which is super or very strong, and slight changes overall, to states of some heroes and units (regeneration, armor, abilites)
Some else stuff about map:
Heroes gathered their men and followers and set their camps. Who proves to be the best? who is catching the honour and pride? Plan your strategy, gather your forces, and win the glorious battle.
Screenshots:
Image Description:
Human Army
! Image Description
Orcish Army
Image Description:
Undead Army
Image Description:
Night Elven Army
Image Description:
Bandits' camp
Image Description:
Ogres' camp
Image Description:
Goblins lab
Advice is welcome specifically for
Siege weapons balance. I intend to make it ogre stone thrower, an ogre from Hive, for the Beastmaster.
Human towers prices, since I made Human's guard tower fortified.
New units stats, including HP, Mana, damage, armor,food, and price.
Attributes of Ranger General, Dark Ranger, and Priestess of the Moon.
Description of some units/buildings/etc.. needs to be improved.
Current Plan, in the order of priority, is:
Improving AI so that it chooses random hero rather than specific one, blade master in the orc case. I will also improve AI difficulty. This will hopfully enable real fun even in single player mode
Changing the terrain, probably making new map for 8~12 players (what do you think?)
Change Log:
uploaded
Added:
Night Elven AI: Priestess of the Moon
Added:
Fixed some hot keys and writings
Scrolls of mana are 1 and no longer 5 scrolls in the merchant shop
Silverhand Paladinsnow have resistant skin ability. This makes them un-digestable or charmable or controlable by banshees.
Warlocks, blood fiends, and fel hounds now also use the upgrade of back pack
Warchief has 10% chance to bash for 2 seconds instead of 20% to bash for 2.5 seconds
reworked plates of war damage reudction to be 3.5 for iron plates and 7 for golden plates instead 7, 11
Added:
Modified item drops for the big neutral camps
Demon Hunter no longer can play the Night elves; instead, it has naga army and has model file of illidan(Evil)
Redistributed the naga army between Demon Hunter and Naga Sea Witch: The hunter takes Myrmidon and Naga Royal Guard, limited to 4, 1, repectively, while the Sea Witch takes the siren and Couatl, as well as the associated upgrades of ensnarre, abolish magic, and siren master training.
Warchief: Rebalanced Plates of War, making it only blocks ranged attackes (7, 11)
Warcheif: Rebalanced shield of Honour, making it block 18% of melee attacks instead of 15%
Warcheif: Rebalanced intellegence growth, making it semilar to that of the Tauren Cheiftan instead of 1 starting int and 0 growth. This only makes the warchief vulnerable to mana burn and man siphon spells, as he never uses his mana.
Ranger General starting agility increased from 19 to 21, making it equal to that of the Dark Ranger
Demon Hunter's model file has changed to that of Illidan (Evil)
Movement Type of Demon Hunter and Naga Sea Witch has changed to Amphibious, enabling them to walk on water.
Rearranged Night Elf army: Mountain Giant has moved from demon hunter to Warden, while Druids of the claw has moved to Keeper of the Gorve. Huntressess has been removed from Keeper of the Grove. Keeper of the Grove also can no longer upgrade archers.
Added Furbolgs camp to the north of the map
Priestess of the Moon can now recruit Furbolgs up the death of Furbolg Champion
Added:
Fixed the Green icons of Plates of War and Golden Armour when f10 is pressed
Fixed Hotkey of Comradeship
Fixed the some tool tips
Rebalanced warcheifs shield of honour: 18% to block 65 damage
Fixed the tooltips of the Warcheif as well as other units
warlocks of the blade master are now unarmored
fixed bug that warcheif can train unlimited amount of captains instead of not being able to build them: Warchief can no longer train any captain after golden armour upgrade
Ranger General now have Frost Arrows, just like the Naga sea Witch, instead of Cold arrows.
Crypt Lord now have burrow ability when he has burrow upgrade. His model need to be fix though... :/ and tool tip I think
Fixed the bug that Keeper of the grove cannot recruit bears
Fixed the bug that demon hunter cannot recruit Naga royal guard. I apologize for this and the bears' bug.
Rebalanced Furlbolgs gold and lumber costs.
AddedFurbolg Elder Shaman Briliance Aura.
Replaced Goblin's lab with Fountain of Health
Added some Doodads near Bandits camp
Added "-unshare", "-share", and "-fullshare" commands, to change controlabitly of Ally AI
Added:
Added Corrupted Night elves race to the night elves. They follow the ordinary, and not the winged, demon hunter
Added new building to pitlord: Demon Gate. This building summons a power Demon from the burning legion in the nether world every 100 seconds
Added void walker for the pitlord, as basic archer unit
Removed Gargoyles from the pitlord special units. Now only the dread lord can train Gargoyles.
Extended Flesh Decay Time from 2.00 seconds to 60 seconds. This will make it look more realistic that the corpses stay for longer and decay slowly as in real battle.
Added:
Void walker now requires halls of the dead
fixed few timer window issues appearing multiple times when more a second and third demon gate is summoned
limited number of Demon Gates to 1 per player. It did not really change how it functions
Buidling Demon Gate now requires buildable ground and is prevented by unblighted land, in object editor settings
Deleted a couple of broken old triggers
Fixed bug that warchief AI not running in v2.04b
Added:
Fixed bug that corrupted night elf players cannot upgrade there unit's Attack and Defense
Rebalanced the prices of corrupted trees, of Life, of Ages, and of Eternity
Added:
Fixed bug that Keeper of the Grove Night elf players do not have well spring upgrade.
Added:
Fixed bug that Night elf players do not have Well Spring upgrade for Warden and Priestess of the Moon
Added:
Fixed a couple of bugs with wisps issues of night elves. Now both night elves and corrupted night elves have same wisps. The corrupted night elves' wisps look purple while the pure ones look blue
Removed mana shield from archmage
Added summon fire elemental for archmage and mud golem
thats what i recall for now
Fixed some leaks
Added:
Replaced Summon Fire Elemental Hero Ability of Archmage with summon Water Elemental. Sorry that I forgot to do it before!
Gamer_David has made fascinating terrain for army screenshots
defskull has greatly helped me with the screenshot triggers
Other:
MasterHaosis made Oceanstore: name, description, and has chosen the model. That was in his Naga Race Map
Author's notes:
Here, I will tell you the story of this map's creation.
My start was just placing lord Garithos, which has same model as warchief, at like 2010~2011, few months before I join. I placed him in the middle of Plunder Isles. I had put my own roles, to me and to those friends who play with me. It was basically cancelling some units, but then, when I played vs the orcs and found there heroes un-crushable by an army of footmen, I added one hero rule.
After I found the AI too easy for me, I started searching here and there. I found orc master AI, made by blizzard. I imported it and then played. I found easy as well, with the times passing.
Then I moved to DragonFire map, playing vs 2 orcmaster AI's, making sure I am in their middle that they attack from all the sides. After that, I made the human AI, so the game will be 2 human vs 4 orcs. I bit I could win after too tough fights.
-This is why I joined hive btw: to help me first run my AI to all the 6 players in the map players, then to help me with the map. You can see that in my first posts.-
And then, after a while, I sought a map with good, fitting terrain, and I selected Gold shire. I still think it is decent, though a map with more players would be better.
"Gameplay is very simply made, most of the entire race have just a few creeps, techs, and all looks like you degraded much of the important roles of the default melee, I really don't know what changes were given here except the additions of neutral hostile and tavern heroes can now be trained."
Terrain
"There is no actual rendition to the whole Blizzard Entertainment terrain landscape, just hoping you have a spare time revamping the terrain."
Management
"Totally speaking, map can be useful and still a good source of altered melee."
Ok I tested first with Humans (Warchief) vs Undead (Deathknight) and result was victory for me simply because I had knights (tier 3 unit), mortar spam and bandit camp (easy spam army). The numbers he had was surprising but necromancer plus meat wagon combo can't survive mortar spam. Actually I lost ability to produce knights in late game so I just spamed mortar teams. I would rather suggest that heroes unit use hero as requirement and not use triggers.
About Warchief hero, first I must say its quite unexpected name choice since in warcraft its orc title. But more importantly his icons need change as all of his abilities are passive yet don't use passive icons, and in case of Flag icon learning and learned icons are different. Also you imported badly disabled versions of icons (ReplaceableTextures\CommandButtonsDisabled\ instead of wc3import\).
I have yet to test all hero combinations but I do think there will be need for some serious balance and hopefully new features for races so they wouldn't feel like crippled blizzard races. More upgrades, more specializations, camps for heroes other then Beast Master and Warchief.
Also for AI think you will need lot of AIs to include all heroes as one AI can support 3 heroes. It can be set randomly which hero he chooses but the AI script will require lot of conditions.
The map gets just better then before! The only problems are that its imbalanced!
I played around with all races and heroes, aaaaand I found that some units didnt had upgrade for weapons like the ogres. Dont know if ya intended it this way or not, but heres the replay ^^
Alright, I have now added Night Elven AI. It chooses Priestess of the Moon.
I am sad to say that the next AI update is not coming too soon. For now, have fun!
Reviewing maps after all this time. Anyway, like I said, I really liked the tech tree system; different heroes could make different techtree per race that's like adding variety and flavors to each race. Also, I'm a fan of 1 hero per game because it actually gets more controllable. However, even for a great map there are some issues, the terrain is bluntly speaking; dull, lifeless, and neutral buildings are asymmetric, well for me, its okay to make an asymmetric map as long as neutral buildings are equally represented on their counterpart locations. Also, this map may need more balancing, Naga race for NE could really turn something up side down, Undead race has more heroes than the other or so I think...
Its a great start and really loved the system works. For an ultimate suggestion, I would really say that a new non-WC3 altered melee map could really be a birth for this one, like making an entirely new lore and races, with this, it would give you the freedom to do more about it.
It's a good map but why have you removed some of the units? Orcs have only grunts in their barracks... no trolls, no thing. Otherwise it's great. However, you should make this unit control configurable with a command (for example : "/uc" which means "unit control") because when you enter a teamfight and you want to select only your units... sh*t happens.
However, you should make this unit control configurable with a command (for example : "/uc" which means "unit control") because when you enter a teamfight and you want to select only your units... sh*t happens.
Troll head hunters can be trained by the Far Seer (since some trolls joined up with thrall in that custom campaign) and the Shodow hunter. Only Shodow hunter can upgrade them to Bersekers. All the orcs has demolishers in the barracks. The bestiary also have some good units, as well as tauren totem and all other buildings.
However, you should make this unit control configurable with a command (for example : "/uc" which means "unit control") because when you enter a teamfight and you want to select only your units... **** happens.
I guss that is really good idea. I will do it in the next version. However, the best way to control your units is to divide them to groups, using ctrl+(number). For example:
When you select blade master and 2 grunts, then press (ctrl + 1), they become group 1. Thus, whenever you press 1, the blade master, and these very 2 grunts are selected.
This way, you can easily control both your and your ally's army with no problem at all. Maybe I should make this message popping up in the game in the next version...
For me, I usually divide my troops to 2 groups: main attacking melee group, and range or SupportingMages as group 2.
Ok I tested first with Humans (Warchief) vs Undead (Deathknight) and result was victory for me simply because I had knights (tier 3 unit), mortar spam and bandit camp (easy spam army). The numbers he had was surprising but necromancer plus meat wagon combo can't survive mortar spam. Actually I lost ability to produce knights in late game so I just spamed mortar teams.
well, it was an AI... If he was an actual human, he would load the meat wagons before battle begins, that would be much harder for you to handle, with necromancers skeleton spam, and he can have crypt fiends while you cannot have rifle men, ummm I think that makes it fairly balanced dont you agree?
Now next thing is that I'll have to find a trick to make the AI load the meat waggons with corpses
I would rather suggest that heroes unit use hero as requirement and not use triggers.
I used that initially, but I simply feel... its just better to do it with triggers, especially many heroes share similar basic units and... I will have to do triggers anyway, so, splitting it into hero requirements and triggers is hard to follow and hard to edit. Using trigger is very easy to edit.
About Warchief hero, first I must say its quite unexpected name choice since in warcraft its orc title.
who knows, maybe I find more suitable name. Battle Master I'm thinking now, but this will wait until next version
But more importantly his icons need change as all of his abilities are passive yet don't use passive icons, and in case of Flag icon learning and learned icons are different. Also you imported badly disabled versions of icons (ReplaceableTextures\CommandButtonsDisabled\ instead of wc3import\).
I'm noob in the icon stuff -________-
but I will see and make sure green thing do not appear, and if it's easy to manipulate the active icons to the passive; I don't really know if its separated or same icon just diffrent thing, but I will see.
I have yet to test all hero combinations but I do think there will be need for some serious balance and hopefully new features for races so they wouldn't feel like crippled blizzard races.
well, if they were all crippled to the same degree, then, relative to each other, they are not crippled. like if you live in another world were people has no hands just legs, you wouldn't be crippled if you had no hands will you?
More upgrades, more specializations, camps for heroes other then Beast Master and Warchief.
for trolls and dark ranger I am thinking now, but not ummmm not all heroes. some are special.
Also for AI think you will need lot of AIs to include all heroes as one AI can support 3 heroes. It can be set randomly which hero he chooses but the AI script will require lot of conditions.
The map gets just better then before! The only problems are that its imbalanced!
I played around with all races and heroes, aaaaand I found that some units didnt had upgrade for weapons like the ogres. Dont know if ya intended it this way or not, but heres the replay ^^
Thanks for the replay,
and I guess mercenaries are not meant to have weapon upgrades. Not sure if I will give ogres some, but human mercenaries are not going to have any upgrades, that is for certain,
Reviewing maps after all this time. Anyway, like I said, I really liked the tech tree system; different heroes could make different techtree per race that's like adding variety and flavors to each race. Also, I'm a fan of 1 hero per game because it actually gets more controllable. However, even for a great map there are some issues, the terrain is bluntly speaking; dull, lifeless, and neutral buildings are asymmetric, well for me, its okay to make an asymmetric map as long as neutral buildings are equally represented on their counterpart locations. Also, this map may need more balancing, Naga race for NE could really turn something up side down, Undead race has more heroes than the other or so I think...
Its a great start and really loved the system works. For an ultimate suggestion, I would really say that a new non-WC3 altered melee map could really be a birth for this one, like making an entirely new lore and races, with this, it would give you the freedom to do more about it.
exactly. and I remember once I played an only-week-units game and enemy was orcs and heroes just turn tide of battle with the little units matter not if existed... I got side tracked a bit
However, even for a great map there are some issues, the terrain is bluntly speaking; dull, lifeless,
I am not so strict with terrain. In fact, would very much like it to put the data, trigger, and AI's in another terrain, but its just that I thought this is very fitting one. and Im not the one who made it.
and neutral buildings are asymmetric, well for me, its okay to make an asymmetric map as long as neutral buildings are equally represented on their counterpart locations.
well, its niether way in this case, but I feel its fair enough at the moment. like.... umm, real life has a bit of randomness, and in this case nobody is really having an advantage. Like, the camps and the shop are kinda to the edges of the map although they might be a little bit closer to some players. but I see your point that if I was to make it for 8 players or so, sure thing I will have make the camps in the middle of the map (like the 2 gold mines in harvest moon map)
Ops, now I'm just thinking of putting this to harvest mooon lol, but well, better lil bigger map
Also, this map may need more balancing, Naga race for NE could really turn something up side down,
I probably am deviding the undead too much, but if I make enough shared units, I think that would be fine.
Edit: The humans actually have same number of heroes, but since I added quite several units for humans, it might have not appeared to be so, i.e. the ration of unit types per hero.
Its a great start and really loved the system works. For an ultimate suggestion, I would really say that a new non-WC3 altered melee map could really be a birth for this one, like making an entirely new lore and races, with this, it would give you the freedom to do more about it.
well, trolls are only for the shadow hunter and far seer, thats the whole points in fact: not all units available for all the heroes. rather, each hero has special units and special followers.
let me quote it from the map description
However, you should make this unit control configurable with a command (for example : "/uc" which means "unit control") because when you enter a teamfight and you want to select only your units... sh*t happens.
Good idea. Nevertheless, you can still avoid select your ally units by being prepared before hand, i.e. having your units arranged in groups already. You can do that by simply selecting some units and then pressing ctrl+X , where X is a number, and then whenever you press X, the same number you gave for the units, they will be selected automatically. To add units to a group, you just to select the unit you want to add to group X, then press shift+X
Example will be something like:
you have group of 11 Foot men and 12 Riflemen. You want to separate them. what you do is:
select the Footmen, then press ctrl+1
Select Rifle men, then press ctrl+2
Now whenever you press 1, those 11 Footmen are selected.
Whenever you press 2, those 12 Riflemen are selected.
Now if you want to add the hero to the group of 11 Footmen, select the hero, then press shift+1. Now the hero is added to group 1 and will be selected with it.
Now whenever you press 1, the hero and the 11 Footmen are selected.
Note:
if you have selected the hero and pressed ctrl+1 instead of the shift+1, the hero will replace group one instead of being added to it. Thus, whenever you press 1, the hero alone will be selected.
A group seems to not exceed 12 memebers. Thus, in the previous example, you will not be able to add the hero to the Riflemen's group, since it already has 12 units.
Edit: Anyway, I will do that command in next version
hmmm
I am thinking for further change the shield of hounour upgrade of the warcief to make it something like:
BLocked damage= total strength
Block Chance = intellegence / 2 or (int + agi)/ 4 or something between like int/2.5 +agi/10
Edit: since in the beginning warchief had no intellegence and now has good intellegence but no use of it
and it kinda makes since, doesnt it? he might be intellegent enough to predect his enemies movement and block it XD
Agreed, but don't forget to add a chance cap or he will be th god of imba. Also, could you make some tome house, and gold coins from enemies slain? Also make abilities deal dmage according to a related attribute. This is just a suggestion, so if it is too cumbersome for you then you can always decide no to do it.
Ok
After lot of thinking, this is the formula I came up with: Total Chance = 0.3 X Total Int + .2 X Total Agility + 1% if warchief Have medallian of courage (dropped from ogre Lord) Total Blocked Damage = Strength of Warcheif
Warchief shouts when block melee damage; if attacking unit is not strong enough, it will be afraid to attack again (hands shaking of fearfullness and shock and frightening XD ) = (warchief's strength -Attackers maximum damage)% for a couple of seconds (just one or 2)
Setting the intellegence Growth to be 1.8 (like paladin) and initial intellegence to be 11 (worse hero), strength growth as it is, 25+3.00 per level
So, if we examine how that will turn out:
At level 4 as soon as he gains the ability: .3 X 16 + .2 X 17 = 4.8 + 3.4 = 8.20% (as opposed to 8.73% when int / 3) to block 34 damage
At level 10 when he has maximum stats; no tomes gained: .3 X 27 + .2 X 26 = 8.1% + 5.2% = 13.3% (as opposed to 14.2% when int/3 is used) to block 52 damage
At level 10 when warchief has stolen all tomes and was lucky enough that all chances of tomes was +int.... ummm we have +21 Int tomes and +8 Int items: .3 X 57 + .2 X (26 + 8) + 1% (medallian of courage) = 17.1% + 6.8% +1% = 24.9% (as opposed to 26.8% when int/3 )
A typical estimation of level 10, took all tomes, but was not all int: lets say 5 Int in the begining (from a wizard and marchant shop gnols tomes of int + knowledge), then 1 Int from gold mines, then 1 from ogres, then 1 tome of knowledge from Bandits then +2 Int from Furbolg shaman and 1 tome of knowledge: +9 Int +8 from item; +3 agility from a wizard and + 1 from gold and + 2 from Furbolgs and + 2 from Bandits and + 1 from tinker: +9 agility + 4 from items, so formula will be something like: .3 X (27+17) +.2 X (26 + 13) + 3% = 13.20% + 7.8% + 1% = 22.00 (as opposed to 23.46%)
A typical estimation when he had taken some of the tomes and some were Int: say + 5 Int +8 from items; + 6 Agilty + 4 from items, formula will be something like : .3 X 40 + .2 X 36 + 3% = 12.00% + 7.2% + 1% = 20.20 (as opposed to 21.53%)
Fearfulness Damage Loss at level 4: 34 - 12 = 22% = 2.75
Fearfullness Grunt Damage Loss at level 4: 34 - 21 = 13% = 2.535
Fearfullness damage loss of top warcheif and top foot man: 70 - 19 = 51% = 8.67
Fearfullness damage loss of top warchief and top grunt: 70 - 36 = 34% = 10.2
Couple of notes: having the damage block equal to the strength, heroes might get some chance to do a little bit of damage, especially the blade master critical strike, as well as strong units, such as mountain giants and bears and taurens and abominations and paladins and knights. If they break through his shield, they should not be afraid of attacking again
You've made a good really map + your description is superb. However, I've noticed some grammar mistakes concerning the "Warcheif". The right would be Warchief. Also, at least put some capital letter at the begining of his spell and you may consider changing the gold armor upgrade for something like "Hardened iron" or Steel plate" as Gold isn't a good material for armor plates.
Edit: About the grammar, I don't know if you corrected it in a newer version( playing in 2.02 I guess).
You've made a good really map + your description is superb. However, I've noticed some grammar mistakes concerning the "Warcheif". The right would be Warchief. Also, at least put some capital letter at the begining of his spell and you may consider changing the gold armor upgrade for something like "Hardened iron" or Steel plate" as Gold isn't a good material for armor plates.
Edit: About the grammar, I don't know if you corrected it in a newer version( playing in 2.02 I guess).
Thank you very much, sir!
I will look into these grammar mistakes in next version.
Edit: it really helps if you guys point out because its nearly impossible to catch all the errors. I do have text file and I write any mistake I see while I play, but I dont play all with all the techs so some might slip by
Edit: Regard the golden armor, its not meant to be pure gold armor, but a little bit of gold added ( a mixture), but ummmm, maybe I should rethink if that really is used to enhance the armor or not.
Also, here is a test version of the dark ranger being able to control the mercenaries. Not so sure if its balanced well, so I didnt upload it.
I really like the map, I agree with you on how Blizzard's strategy game style is complicated and such. One thing, some races don't have healing units, so you need to create a fountain or something.
I was also surprised at how the AI was kind of hard to fight against.
Nice map! I like the hero system. Very creative.
Though, when I played with an ally, it got glitchy My ally's hero showed it was mine and when he upgraded, it showed as my upgrade on my screen.
Please fix, and it will be *****(5 stars if you cant see it)
***(3 stars if you cant see that)
I really like the map, I agree with you on how Blizzard's strategy game style is complicated and such. One thing, some races don't have healing units, so you need to create a fountain or something.
I was also surprised at how the AI was kind of hard to fight against.
my next updates will concentrate on making proper AI's for most of the heroes and ummm, that will be after I solve little problems with demon hunter and night elves.
I guess I make another normal demon hunter so it will be like
Demon hunter : will have corrupted ancients and corrupted moon well, as will as archer and corrupted treants and some satyrs and finally (thats fine composition I hope, though might not be so... ummm, so united and team-working composition)
Deformed Demon hunter: this will take the Naga guys ( like this current one)
Druid of Claw hero: I find keeper of the groves army a bit too strong and thus I am thinking of taking the bears to a new hero, but this needs concentrated thinking
and after these I will make the AI, or maybe find if someone is willing to do it.
and thanks
Nice map! I like the hero system. Very creative.
Though, when I played with an ally, it got glitchy My ally's hero showed it was mine and when he upgraded, it showed as my upgrade on my screen.
Please fix, and it will be *****(5 stars if you cant see it)
***(3 stars if you cant see that)
Though, when I played with an ally, it got glitchy My ally's hero showed it was mine and when he upgraded, it showed as my upgrade on my screen.
Please fix, and it will be *****(5 stars if you cant see it)
***(3 stars if you cant see that)
you being able to control your allied hero is because of the shared unit, but this next version I will put a command to share and unshare,
I hope the thing you said about the upgrades is not a bug and that YOU still CANNOT make the units/upgrades that your ally can, am I corrected, or is it a bug that enable you to make both your special units and ur ally's special units?
I hope the thing you said about the upgrades is not a bug and that YOU still CANNOT make the units/upgrades that your ally can, am I corrected, or is it a bug that enable you to make both your special units and ur ally's special units?
No, I believe it does not give the upgrades to your partner, it just shows on the screen "upgrade complete" which is only probably a minor bug.
Healing units without any heal from anywhere (except potions/items) is a pain. Please add a fountain of health, which I think will be much easier than different heal abilities/units for each sub-race.
I don't know if you can fix this, (ofcourse you can make maps larger) but one large rush can wipe out your enemy so fast. Trust me, it happened.
Will you make other maps with this system? My friends really liked playing this, we had a couple rounds.
Summary: Heal problem, minor bugs.
Requests: More maps
hi guys
im sorry to say that i wont make update the ai for the next few weeks.... unliss maybe i find someone to do it for me. I think i should first finish thetge night elf updates.
as for the fountain, i might make a test version tomorrow or the day after.
You can, instead of making a fountain, put somre kind of Static area healing item/build for each faction, thus removing the need of a neutral building( maybe making it so that each player can only place 1 at a time/build only 1).
What do you guys think of the new doodads for the bandit camp?
Edit:
ok, I just added -share, -fullshare, and -unshare commands. -share is probably always better than -unshare as it both does't get the battle messy nor completely unshare
next commands are probably of the camera control.
What other commands you'd like to see and feel are useful?
Im also thinking of making corpses and bodies stay for a little longer as it seem to make the match look pretty realistic (imagine you see foot man lying and not just vanishing in 2 seconds OMG)
Well, I play older version before and it's amazing, I love it 4/5
Also, about the corpse, don't do that, it will become annoying especially for Undead.
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