- Joined
- Aug 7, 2007
- Messages
- 75
Tribal Wars! (new release v.0.4)
Tribal Wars v0.4
----------------
Hello all. I'd like to introduce my current project, Tribal Wars! It's a footie-wars style map, with (at completion) -every- race imaginable in the Warcraft universe. At the time of this post, I'm at 25 races and still going strong. It supports up to 12 players with basic AI already in-game. They will mobilize their forces and take vengeance against those that attack them. I'm not ashamed to admit I've been slain by AI pandas. :emote_bored:
Gameplay:
You start off with 3 buildings that produce your troops. Each can be upgraded to produce one of 3 unit types (heavy melee, ranged, specialty). After upgrading a building, you can then research upgrades that affect the units that building produces. You can re-upgrade at any time to switch units (for example, heavy melee producer into a ranged producer.)
-25 playable races, including Pandaren, Murloc, Tauren, Blood Elves, Eredar, and many more.
-Aesthetically, each race has a unique Headquarters (including the attack the HQ uses as of v0.1), Hero rune, and base terrain.
-One Hero and four unit types per race. The starting melee unit, a heavier melee unit, a ranged unit, and a specialty unit unique to each race. The special unit could be a caster, an air unit, a siege unit, etc.
-AI support for computer players, and Team play supported using normal B.net team settings.
Known issues
----------
-None at the moment!
Update changes (v.0.2)
-Major bug fix: Empty player slots will not spawn selectors at the map start. You can play a 2, 4, 7, etc. player game without problem.
-New feature: Runes! Upon a Hero dying, he will drop a rune unique to his race. The rune can be picked up by any other Hero, and can cause a wide array of effects.
-New AI improvements: AI players will now retreat when low on health, recover, and return when they are in better shape. They also know how to use the runes implemented in this version.
-More various bug squishes.
I'd like some feedback and testing done on this map. Criticism and ideas are welcome as well. Enjoy!
Screenshot Descriptions:
SS#1: A large fight between Gnolls and Centaurs, there are more races somewhere in there but I can't recall which. Hogger is nowhere to be seen at the moment. Yes, Hogger. One of many familiar surnames of the Gnoll Hero.
SS#2: A bit too much insanity I created in one map by letting AI's go at it without much interference from me. It resulted in my goblins warring on a tribe of elementals, and the minimap will show you two other fights of the same proportion with other tribes.
Tribal Wars v0.4
----------------
Hello all. I'd like to introduce my current project, Tribal Wars! It's a footie-wars style map, with (at completion) -every- race imaginable in the Warcraft universe. At the time of this post, I'm at 25 races and still going strong. It supports up to 12 players with basic AI already in-game. They will mobilize their forces and take vengeance against those that attack them. I'm not ashamed to admit I've been slain by AI pandas. :emote_bored:
Gameplay:
You start off with 3 buildings that produce your troops. Each can be upgraded to produce one of 3 unit types (heavy melee, ranged, specialty). After upgrading a building, you can then research upgrades that affect the units that building produces. You can re-upgrade at any time to switch units (for example, heavy melee producer into a ranged producer.)
-25 playable races, including Pandaren, Murloc, Tauren, Blood Elves, Eredar, and many more.
-Aesthetically, each race has a unique Headquarters (including the attack the HQ uses as of v0.1), Hero rune, and base terrain.
-One Hero and four unit types per race. The starting melee unit, a heavier melee unit, a ranged unit, and a specialty unit unique to each race. The special unit could be a caster, an air unit, a siege unit, etc.
-AI support for computer players, and Team play supported using normal B.net team settings.
Known issues
----------
-None at the moment!
Update changes (v.0.2)
-Major bug fix: Empty player slots will not spawn selectors at the map start. You can play a 2, 4, 7, etc. player game without problem.
-New feature: Runes! Upon a Hero dying, he will drop a rune unique to his race. The rune can be picked up by any other Hero, and can cause a wide array of effects.
-New AI improvements: AI players will now retreat when low on health, recover, and return when they are in better shape. They also know how to use the runes implemented in this version.
-More various bug squishes.
I'd like some feedback and testing done on this map. Criticism and ideas are welcome as well. Enjoy!
Screenshot Descriptions:
SS#1: A large fight between Gnolls and Centaurs, there are more races somewhere in there but I can't recall which. Hogger is nowhere to be seen at the moment. Yes, Hogger. One of many familiar surnames of the Gnoll Hero.
SS#2: A bit too much insanity I created in one map by letting AI's go at it without much interference from me. It resulted in my goblins warring on a tribe of elementals, and the minimap will show you two other fights of the same proportion with other tribes.
Attachments
Last edited: