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The map goes for a WWI + WWII esc style. The Goal Is to reign supreme over the other factions and destroy their main base objective. Features custom models, income triggers, etc.
"Emperor Maximus III died without an heir. His questionable rule has lead the Tiriath Empire into a civil war, Monarchists fight in the name of preserving the crown, Communists revolt in hopes of seperation, Fascists demand reforms through blood shed and the Capitalists seek profit from it all.
Who shall prevail in this perilous conflict?"
LOG:
V1 - Published
V1.1 - Small Terrain Edits and additional 5 infantryman at start
V1.2 - Model changes and "Armoured Car" unit with temporary model
V2 - Terrain Changes, Huge Development of new units, buildings, etc
V2.1 - Terrain Overhaul (City Expansion), Most factions are complete, (Communists 90%, Fascists 100%, Monarchists 80%, Capitalists 70%), Crap ton of Balancing Changes, New Abilities for Vehicles and other Units.
V2.2 - City Props Expanded (Thanks HerrDave), AC range increased, Bug is still present -_- (Cant find out a way to fix it, DM me if you know a resolution..)
WARNING - Vehicle Crew Disembarkation has a bug where it blocks the "Salvage" Abilities on the vehicles its on, Await a Hotfix for this soon.
Please and Thank You.
Future Updates:
- Monarchists need more tankz
- Capitalists need more tankz
- More Balancing (DONE, but more will be balanced if need be)
Progress On Latest Update
- Awaiting Models to finish Capitalists and Monarchists
The changelog should be specific, not general like: units were changed.
Approved but it does still require work.
(previous comments: Tiriath Civil War - Telgarde)
Maybe, but they all have the same units (depending on what techtree is chosen). Not only that but the western player has no way to get to the eastern one on land unless going through the middle player's base.
There's at least 3 Construct Bunker buildings. Why not at least a slightly different name? Same with infantrymen.
Unit shadows are wrongly positioned. Use the Unit Editor->Art->Shadow position to adjust them.
When researching one of the branches of technologies, the units and whatever is supposed to be available after the non-researched upgrade should disappear. Use the trigger player->disable unit.
Docks are called Land Factories in the build menu and can be placed even on land.
Not sure how the radio tower is supposed to work.
Is the upkeep supposed to do anything? If not, remove it.
The differences between bunkers are lame, a mere damage increase. I suggest making the other bunkers an upgrade for the primary bunker.
Some of the players start with the camera on the fog of war instead of on their base.
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.
Map thread tags are important. Please use those that fit and not more or none.
The changelog should be specific, not general like: units were changed.
Red player's camera start is not the base but somewhere in the fog of war to the west.
How do you use Radio Scan. It says units are too far when you select them. It says it reveals nearby areas but it requires a target, unit or whatever. I think that spell was supposed to be passive since it basically says that the radio antenna has big sight range.
What's with the low sight range? Towers are like blind or something.
Calling ideologies beliefs is incorrect. They are state organizations, not religions. Most of them are atheistic anyway.
When the Howitzer is set, it can still move. Same with all units of this type.
Oil Barrel says it's camp fire and that it heals units.
The mercenary buildings might cause game imbalances since they have a stock of a max of 4 units which can be instantly trained while normal units are trained one after the other in a certain amount of time.
Most units have the same projectile.
Icon positioning isn't proper in many buildings like the one with ideologies.
Once you research an ideology, especially the communist one, how can Religious Notions be available?
What about spies being able to infiltrate buildings/vehicles?
The Civilian Truck's selection circle is too small.
Ariel Dogfighting should have a passive icon. You can make it look so with the program I linked earlier or just find a proper icon.
T-26's description mentions the targets it can attack two times. Also, why can't I train it? I went with Communism. What does Out of Service in its description mean? Same with Radio in Biplane.
There's a bug. If you choose two ideologies to be researched, after the first one finishes the other ones waiting in line, are researched too instead of being cancelled.
How can I build the Panzer IC? I researched everything. Or, that Out of Service means it's not in the map yet? Why even put it there then?
On the Lancer Cavalry, a Spell Book ability appears after it uses Charge.
The sniper's Wind Walk ability mentions the Spy.
Whistle Charge should mention how much speed it gives.
There's always an anti-tank gun for the red player on the eastern map's edge (on the road).
The orange AI plays with tanks and all but without having the necessary buildings for those troops. Only this player does anything.
Retreat does not say what it does.
Most units are copycats of each other. The Monarchists are missing much of the infantry. They have no sniper or something to combat/counter it.
The changelog should be specific, not general like: units were changed.
Red player's camera start is not the base but somewhere in the fog of war to the west.
How do you use Radio Scan. It says units are too far when you select them. It says it reveals nearby areas but it requires a target, unit or whatever. I think that spell was supposed to be passive since it basically says that the radio antenna has big sight range.
What's with the low sight range? Towers are like blind or something.
Calling ideologies beliefs is incorrect. They are state organizations, not religions. Most of them are atheistic anyway.
When the Howitzer is set, it can still move. Same with all units of this type.
Oil Barrel says it's camp fire and that it heals units.
The mercenary buildings might cause game imbalances since they have a stock of a max of 4 units which can be instantly trained while normal units are trained one after the other in a certain amount of time.
Most units have the same projectile.
Icon positioning isn't proper in many buildings like the one with ideologies.
Once you research an ideology, especially the communist one, how can Religious Notions be available?
What about spies being able to infiltrate buildings/vehicles?
The Civilian Truck's selection circle is too small.
Ariel Dogfighting should have a passive icon. You can make it look so with the program I linked earlier or just find a proper icon.
T-26's description mentions the targets it can attack two times. Also, why can't I train it? I went with Communism. What does Out of Service in its description mean? Same with Radio in Biplane.
There's a bug. If you choose two ideologies to be researched, after the first one finishes the other ones waiting in line, are researched too instead of being cancelled.
How can I build the Panzer IC? I researched everything. Or, that Out of Service means it's not in the map yet? Why even put it there then?
On the Lancer Cavalry, a Spell Book ability appears after it uses Charge.
The sniper's Wind Walk ability mentions the Spy.
Whistle Charge should mention how much speed it gives.
There's always an anti-tank gun for the red player on the eastern map's edge (on the road).
The orange AI plays with tanks and all but without having the necessary buildings for those troops. Only this player does anything.
Retreat does not say what it does.
Most units are copycats of each other. The Monarchists are missing much of the infantry. They have no sniper or something to combat/counter it.
OOOFAGE das a lot of damage!
- Radio Scan can be used to scan a large area and boost sight range for a couple seconds, (Low Building Range makes them very important) To cast the ability click it and then click the base of the unit (click the unit/bottom of the model)
- Out of Service essentially means "Awaiting Update" since I don't have the model, why bother allowing people to build them.
- Monarchists Are work in progress
- Retreat does it what says it does (Which is proceeding to retreat to your base and after 10 seconds of them running away you regain control of them)
- Idfk what the AI does, I don't have any triggers or AI setup. :|
- Removing religious Communists gives them a disadvantage as all other factions can have priests.
Also religious notions just adds religion, it's separate from the main upgrades (Communistic, Fascistic, etc)
- What about spies infiltrating buildings/vehicles? I never mentioned it..
- Whats wrong with the same projectile? And why would I need to change it?
- Howitzers, Anti-tank guns can move when "entrenched" due to the fact that otherwise they'd become building and wouldn't rotate when firing (for example a howitzer facing towards your troops being able to shoot through itself)
- Lend Lease troops are inferior and only exist so that if one faction at Teir 1 (commies) have a Tank Destroyer, you can buy one (Saint Chamond)
- Also regarding researching other Ideologies, its extremely impractical to do so as the enemy could research a doctrine before you and storm your base while you're attempting to research them all.
All other issues are fixed or being fixed
- Radio Scan can be used to scan a large area and boost sight range for a couple seconds, (Low Building Range makes them very important) To cast the ability click it and then click the base of the unit (click the unit/bottom of the model)
It adds flavour to the game plus you'd be able to recognize the unit type when you see the projectile coming before seeing the unit that might be somewhere in the dark.
- Howitzers, Anti-tank guns can move when "entrenched" due to the fact that otherwise they'd become building and wouldn't rotate when firing (for example a howitzer facing towards your troops being able to shoot through itself)
- Also regarding researching other Ideologies, its extremely impractical to do so as the enemy could research a doctrine before you and storm your base while you're attempting to research them all.
Since Telgarde is supposed to be a destroyed/partially destroyed city, would it make more sense to make the entire map a city (expand the city scale to make it look like an actual city) or to keep it as it is right now?
I am also considering (If the city expansion is preferred) in adding ambient buildings that can be garrisoned as workers to become defensive structures like HMG nests or Anti-tank gun emplacements, (buildings would have a lot of HP too)
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