• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Tacticus - Golden Ravine

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Tacticus - The Turn-Based Strategy System

- Play it on battle.net, or via Hotseat!
- Four diverse races to choose from! Which one do you want to use to turn your enemies bases into rubble?
- A (hopefully) new, never before seen turn based system, to put the T back in Tactics!

Races:
Gnomes - Gnome units are composed of gnomish contraptions driven by themselves, or by their dwarven cousins. Their units are more-or-less balanced, combining speed with accuracy, and some quite devastating abilites.

Goblins - Goblin units are deadly, both to their surroundings, and to themselves. They represent the pinacle of explosive warfare, and that, combined with some other deadly inventions, makes the goblins a force to be reckoned with.

Deeprunner Kobolds - Deeprunner Kobolds focus their strength in one thing: Power by the masses. The cheaper units come by the dozen, while the more advanced units are capable of enough destruction and mayhem by themselves.

Mudbrawler Kobolds - The Mudbrawlers are a clan that focus on income and numbers. Their units are cheap, making them easy to mass. (Made by Lordgriffen)

Technical Notes:

To play it in Hotseat (1 computer) mode, start a single player map, set yourself to be Player 1, and add computer players to the rest of the slots.

To play it in Battle.Net mode, host the map, and set Player 1 to be a >>computer player<<!

Protection and things:
This map, along with the system, is NOT protected! You can go and take a look inside it, all I'm asking you, is to give credit where credit is due, especially, if you make a spin-off!

Oh yeah, one more thing: This map is Mine. I know it sais Deloctyte, but that's because Deloctyte is ME! I had trouble with this in my previous maps, please dont make me go through all that again. :p

The Map itself is the Golden Ravine, a simple, small, 1v1 map to get the hang of Tacticus.

If any sort of positive feedback comes back here, more maps will follow!

-Updates-

the coding is more effective now, thanks to lordgriffen, who helped me with it!
Kudos to him!

Keywords:
Tactics, Tacticus, Deloctyte, Matyko, Strategy, Round, Turn based, goblins, kobolds, gnomes
Contents

Tacticus - Golden Ravine (Map)

Reviews
20:22, 3rd Feb 2009 Septimus: Lot of defective coding and memory leak, till you fix it. I won't make any further inspection over it. And this trigger? Loosing Events Unit - A unit Dies Conditions Actions If (All...

Moderator

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Moderator

20:22, 3rd Feb 2009
Septimus: Lot of defective coding and memory leak, till you fix it. I won't make any further inspection over it. And this trigger?

  • Loosing
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Gold Mine
        • Then - Actions
          • Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Dying unit)) Equal to Mechan-O-Mine
            • Then - Actions
              • Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Dying unit)) Equal to Cannon Tower
                • Then - Actions
                  • Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Dying unit)) Equal to Flame Tower
                    • Then - Actions
                      • Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of (Dying unit)) Equal to Ruined Tower
                        • Then - Actions
                          • Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Unit-type of (Dying unit)) Equal to Warshop
                            • Then - Actions
                              • Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Unit-type of (Dying unit)) Equal to Critical Position
                                • Then - Actions
                                  • Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Unit-type of (Dying unit)) Equal to Gnomish Airfield
                                    • Then - Actions
                                      • Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Unit-type of (Dying unit)) Equal to Goblin Airfield
                                        • Then - Actions
                                          • Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (Unit-type of (Dying unit)) Equal to Abandoned Airfield
                                            • Then - Actions
                                              • Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • (Unit-type of (Dying unit)) Equal to Battle Lab
                                                • Then - Actions
                                                  • Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                • Else - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • (Unit-type of (Dying unit)) Equal to Great Fissure (Greater)
                                                    • Then - Actions
                                                      • Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                    • Else - Actions
                                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                        • If - Conditions
                                                          • (Unit-type of (Dying unit)) Equal to Fissure
                                                        • Then - Actions
                                                          • Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                        • Else - Actions
                                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                            • If - Conditions
                                                              • (Unit-type of (Dying unit)) Equal to Kobold Airfield
                                                            • Then - Actions
                                                              • Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                            • Else - Actions
                                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                • If - Conditions
                                                                  • (Unit-type of (Dying unit)) Equal to Guardian Golem
                                                                • Then - Actions
                                                                  • Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                                • Else - Actions
                                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                    • If - Conditions
                                                                      • (Unit-type of (Dying unit)) Equal to Dig Site
                                                                    • Then - Actions
                                                                      • Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                                    • Else - Actions
                                                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                        • If - Conditions
                                                                          • (Unit-type of (Dying unit)) Equal to Great Dig Site
                                                                        • Then - Actions
                                                                          • Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
                                                                        • Else - Actions
--

01:36, 29th June 2009
Linaze: Boring gameplay (repetitive and slow paced), bad terrain (lacked tile variation, height variation and doodads), contained some memory leaks and wasn't overall very entertaining, Rejected.
 
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