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The Last Great King


When you hear the firearm approaching, don't be afraid, the sound may scare you, but remember that the arquebus takes more than 8 seconds to reload. More than enough time to prepare the bow and take down the enemy.

Sypnosis:

During the fifteenth century. The European continent experienced one of the most conflictive periods. And that was due to the nascent Absolutist states and empires that tried to dominate Europe by force.

Map summary:

THE LAST GREAT KING is a historical Conquest FFA map from the 15th century in Europe, which uses a mixed combat system between ancient weapons and early firearms. Choose a kingdom, consolidate it and expand beyond your borders to stay in first place and become the last Great King of this Medieval World.

Objetive:
Reach 40 Points (Cities) on the Leaderboard. Your Capital must survive.


Come to our Discord:
Discord

Orleans
Aquitaine
Occitania Reggion
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Words dedicated to Kofi_banan:

The Medieval:TotalWarX map was our base and inspiration.

Terrain by:

GolluM_KoMe

Models by:

Nasrudin, Black_Stan, Asssssvi, dirtytricks, shadow1500, Shadow-Scythe-R, TheWickerMan, N00byStance, c-row, {AR}Nazuel, -=Emergenzy=-, Zin-Creator, HerrDave, Mc !, Miseracord, Konblade, eXciTe, WaggaWagga, shadow1500, Polar_Bear, Mechanical Man, skrab, -SkatinG_CoW-, alfredx_sotn, StealthFox, SD_Ryoko, SantoRayo[iP], jatter2, theJ89, BlinkBoy, olofmoleman, skaterjcp, SeW, EvilBuddha, kieran12383, infrenus, Fingolfin, General FrankMike,
Illidan(Evil)X, bakr, HerrDave, Eagle XI, -Saggitarius-, Mr. Bob, loktar, Dark Hunter1357, Kehel, Uncle Fester, loktar, Tranquil, MassiveMaster, eubz, Kuzakani, Ujimasa Hojo, Rhapsodie, Mr. Bob, Tranquil, Wandering Soul, Gluma, Direfury, Rhapsodie, purparisien, Radagast, Mephestrial, Rolo, Explobomb, takakenji.


Icons by:

LoDown, Nash, LoDown, Xazuki, Freezer, ElfWarfare, Eagle, Eagle XI, Sxar. , r.ace613, HuanJuan, GooS, Sin'dorei300, Mr.Goblin, Uncle Fester, Mc !, darkdeathknight, ElfWarfare, StormyG7, loktar,

Patch 1.1:

_Captured buildings have 50% hp instead of 100%.
_Alert when castles are captured.
_Medieval Cannons -5% damage, -20% explosion area and -10% minimum range (400 to 440) [Thanks to Nihilism_Is_Death].
_Alert for changes in the diplomatic posture of each kingdom.
_Many bugs fixed.

Patch 1.2:

_Improvement in the system of bridges and bottlenecks
Helberdiers now available on lvl 2 barracks (before was lvl 3).
_Fixed balance between anti-cavalry units
_Towers lvl 2 +16%hp and towers lvl 3 +45%hp (we will try to make the towers more efficient in lategame).
_Barracks, Stables and Shipyards +10%hp
_All units are trained 10% faster

Patch 1.3:

_New Economy building: WindMill
_Scotland desync bug fixed
_Greece desync bug fixed
_Buildings drescriptions improveds
_+10% pikeman damage against Cavalary armor

Patch 1.4

_-15% income by Merchants Houses
_-15% exchange ratio profit selling or buying wood
_Transport Ships collision size bug fixed. Also they feels better when you load and unload people
_-10% range all units
_Arquebusiers: +20% damage, -10% attack speed, +10% cost increased
_-10% hit points all range units
_+75% hit points Castles
_ Peasent repair time and cost bug fixed
_Marinid Sultanate (Berber civilization) now has better unique infantry and archer
_Church/Mosque building bug fixed.

Keywords:
medieval, europe, heroes, rts, risk, kingdoms, lords, pre renaissance, Joan of Arc, Vlad Tepes, Henry V, Ferdinand II, Mehmed II, Vladislao II, Sforza, Italy, Spain, Germany, England, Hungary, Sweden, Poland, Turkey, Morocco, France, Austria, Lithuania, Russia, Ireland and Celtics, religious war, christians, muslims.
Contents

The Last Great King 1.5.9 (Map)

Reviews
deepstrasz
OKish update. There's still a lot of the mentioned, same icon units, same unit roles (stronger copies of each other). Trezbidon's melee-range switch ability has no tooltip/description. There's also some few green icons around. One of Mehmed's...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
Do you have permission from @Kofi_Banan to edit and upload the map? Who is/are the Drunks?
What is so different from the original? Medieval:TotalWarX

A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Medieval: Total War II
You can also upload your map here to generate a list: Asset scanner

Please write a proper description. Read the guides below.

Awaiting Update.


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

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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.
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Level 3
Joined
Jan 29, 2024
Messages
6
Hello! First of all, thank you so much for the review.

Now, answering your questions.

1. I did not contact kofi_banan, so I do not have his permission
2. We are "The Drunks", a group of friends: Johann, Longanizza, Lucky and me.
3. What is so different from the original? The reason is this: did you try the original game? The basic idea is great, but it seemed like a totally primitive game, full of problems and what we did was adjust and perfect the mechanics and the style of play. As a result, the map maintains the unique essence of Kofi, but with much more attractive and competitive gameplay and visuals. Without forgetting the new features implemented by our team, such as the hero system, rewards and victory/defeat conditions, etc.

Kofi_banan has been absent for 10 years, but I am sure he will like our work.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
1. I did not contact kofi_banan, so I do not have his permission
Kofi_banan has been absent for 10 years, but I am sure he will like our work.
Write him about it please. Then, if he ever returns he can ask the map to be taken down or congratulate your effort.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
I already wrote to him, but what if he never connects again? What do you recommend me? Just wait for Kofi's response?
Thank you!
Alright, add that (screenshot) to the map thread description and write/generate a credits list and proper description as mentioned before, please.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
  1. The main issue, which is game related is troops stuttering/not following their orders immediately but having long latency when you have more than 50 or so units under the same player.
  2. The loading screen is black. Not sure if intended.
  3. Many of the custom icons are green on game pause. They should have properly set DISBTNs for the grayed out/disabled version. If they don't, they can be made with: Button Manager v1.8.2 ; learn a bit about icons: Complete Icon Tutorial - All About Icons
  4. Terrain is kind of worse than in the original, still flat and one tiled and too colourful, in many places not making sense or colours not matching.
  5. Some units have no descriptions, others broken. Generally, unit descriptions are shallow, some even being one liners. I suggest some tooltip hints:Tooltip Tutorial and Creating Good Descriptions
  6. Mehmed II has an item-ability something to buy 500 gold by spending 500 gold. How does that make sense? His Command Aura/Warsong Battle Drums icon ability has no description.
  7. Heroes could make use of glow to be better seen since they are small and can easily get lost within myriads of troops: How to add Hero Glow without Modeling
  8. Vangarian Guardsmen and Helberdiers have the same icon.
  9. Weak Charge says it gives weak attack bonus. How much though?
  10. Abilities like Long Weapon, which are passive, should look passive, not active. Such icons can be made to look so with the Button Manager linked above.
  11. Armoured Helberdiers and Herberdiers look the same and have a minor difference between them. Units should generally be unique for a good, not monotonous gameplay. The armoured ones could simply be an upgrade of the normal ones. Little difference between Skirmishers and Trezbidons or even Eastern Archers.
  12. Armoured Helberdier and Skirmisher's name/title text is bugged. Probably, other units have this as well. Many if not most units suffer from this, pretty much multiple soft copies of each other.
  13. Trezbidon Archer's ability has its tooltip missing.
  14. Mehmed II's model=Eastern Archer's, Saracen Infantry.
Much to polish, sorry. The game is pretty much the same as kofi_banan's. Whatever improvements there might be, they are not too visible unless going to the deepest detail.
Don't want to be rude but you even privately asked when would this map be approved, and in such condition. For a fan care/enhancement of a previous map, such issues as mentioned above should not have even been.

Awaiting Update.
 
Level 3
Joined
Jan 29, 2024
Messages
6
Our only fear is eliminating the essence of Kofi (a simple, dynamic, and fun game that I have not seen in another game of this style). That's what we like about this map. That's why it still looks a lot alike. Precisely the idea is that they have the same core.
Thank you very much for the criticism, it doesn't bother us, on the contrary, it contributes a lot. My friends and I are going to try to do the best we can.
 
Last edited:

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
OKish update.
There's still a lot of the mentioned, same icon units, same unit roles (stronger copies of each other). Trezbidon's melee-range switch ability has no tooltip/description. There's also some few green icons around. One of Mehmed's abilities (War Drums) still doesn't have a description. He still looks like a Janissary. Probably other things.

Cautiously approving this due to it being the only version updated for now.
 
Level 6
Joined
Jan 20, 2016
Messages
42
@The Redman have you tried assigning two slots to each player, to reduce unit lag by 50%?
The way I did it in my map was to create an array of players and assign x+12 slot as the second slot for the player, where x is the player number. Then, every time a non-structure unit is spawned or trained, randomize the new owner for the unit and change its color (it is possible to change the minimap unit color too).
You can optionally check the current amount of units for each slot and assign to the lowest one, instead of randomizing. But that is prone to error, as you need to check unit deaths and other disappearances.
You also need to give full unit control in the ally settings, between the two slots. This way it is possible to select and manage all units like they're your own.
 
Level 3
Joined
Jan 29, 2024
Messages
6
@The Redman have you tried assigning two slots to each player, to reduce unit lag by 50%?
The way I did it in my map was to create an array of players and assign x+12 slot as the second slot for the player, where x is the player number. Then, every time a non-structure unit is spawned or trained, randomize the new owner for the unit and change its color (it is possible to change the minimap unit color too).
You can optionally check the current amount of units for each slot and assign to the lowest one, instead of randomizing. But that is prone to error, as you need to check unit deaths and other disappearances.
You also need to give full unit control in the ally settings, between the two slots. This way it is possible to select and manage all units like they're your own.
Yes i have a lag problem sometimes. Thank you man! ill try it very soon
 
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