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Warhammer: Eternal Strife (Melee)

Submitted by Nightmare2077
This bundle is marked as approved. It works and satisfies the submission rules.
Warhammer: Eternal Strife. Melee Map
By Nightmare
>Additional Melee maps
>Campaign (first 5 chapters)
>Races' description and discussion

[​IMG] We have an active Discord! Arrange games, make suggestions, report bugs etc >>> discord.gg/uW34Y49

Map Info:
Warcraft III versions supported: 1.26 and later, including Reforged.
This is an Altered Melee map based on Warhammer Fantasy Battle universe (not to confuse with Warhammer40K universe). A 4-player Altered Melee map features 14 unique, fully-developed playable races: Skaven, Lizardmen, High Elves, Empire, Dwarfs, Warriors of Chaos, Orcs&Goblins, Dark Elves, Beastmen, Wood Elves, Vampire Counts, Ogre Kingodms, Daemons of Chaos and Tomb Kings. All 4 original Warcraft III races are intact and are also playable. If you are not familiar with WH universe - don't worry, just think of this map as another Fantasy, I'm sure you'll enjoy it nonetheless.
The custom races are analogous to Warcraft III original fractions: each race (normally) contains 4 unit-producing structures, 3-level townhall, item shop, 4 heroes, 10+ combat units, including spellcaters and siege units... all that good stuff! Type a command in chat to select a race.

Key features:
It was of course challenging to implement Warhammer armies into Warcraft races, but overall I think I did well balancing the WH universe armies and War3 strategy mechanic. Some races ended up having more than regular 10-11 units, but thats a good thing, right? :)

The main feature of this altered melee is the specialisation system. I must admit I feel quite proud about coming up with the idea and implementing it.
Each race has 4 specialisations (called "doctrines", "paths", "guilds"... depending on the race, the idea is the same); the player can choose only one. For players who don't want to use the slight advantage granted by specialisations, they can be disabled (the instructions for that are given ingame). Specialisations give each hero a free item (a weak one), unlock new abilities and improve already existing ones, allow the training of new special units and upgrade the ordinary ones. All this is done through instant but pricey upgrades at townhalls: there are a total of 7 upgrades (1 at T1, 2 at T2 and 4 at T3). The last thing I want to note here is that even without specialisations the races are still fun and interesting (and probably more balanced, lol), but I of course suggest you try them out as they allow great difference in playstyles within a single fraction, making the gameplay much more exciting.
Now that I've talked about the good stuff, I feel it's time to mention a couple of minor downsides. Firstly, unfortunately, I've made no AI for the custom races yet (I plan to in the future, but not in the near future), so if you play alone vs PC, your opponents can only be original War3 races. Sorry for the big filesize and the long loading time – the project is huge so there's no avoiding that. Note that since 1.30 came out in August of 2018, the mod loads much faster and no longer has any freezes.

The map is open source. Feel free to look around it if you are interested. You may modify it all you want for personal use, just don't go around spreading it on other websites or at least give credit if you do (can't imagine someone doing that anyway, lol). Feel free to borrow anything from this map, from ideas to icons; no credit required if you do.

If you like my mod, make sure you check out my Campaign (first 5 missions) based on this altered melee. Quite honestly, the dream of making a huge badass campaign is precisely what drove me to do this mod for so long! One can even say that for me the campaign is primary, while the altered melee maps are only means to make it. Sadly, the campaign has been lying dormant for the last years, but I will return to it once I finish making all the races.

Additional information:
The Races
See this thread for detailed description of each race! Pictures included.

The Map
>Four additional Melee maps
The background map is set in summer. It is deliberately done quite big so it is easier for me to rework it in the future (make it for 8 player). Neutral buildings: There are a total of 12 gold mines, 4 mercenary camps, 4 goblin merchants and 1 fountain of health. Creep camps: 12 red camps (including starting location ones), 16 orange camps, 8 green camps. There is only one land pass - in the middle. I acknowledge that it is somewhat unconventional.
Looking for a different set-up? Make sure to check out >Additional Melee maps.
Map Overview
[​IMG]
Minimap
[​IMG]
Minimap with comments
[​IMG]


Future Plans
Thanks to everyone showing interest in my mod, I'm not even considering stopping. I plan to upload more melee maps (with other setting and set-up) as well a big Campaign, for which I have done the first five chapters.
As for the mod as a whole, I plan not to stop on 14 races and make more - until all 15 are done (there are also plans for 16th race - Dogs of War, with minor fractions as sub-race). Also as I mentioned before, I plan to make an AI sometime in the future.
You may be wondering, given the scope of the project, if I accept donations. As a matter of fact, I don't. The mod has always been and will always remain 100% non-commercial. This is my principled stance.

Read and ask about all the latest news and plans on our [​IMG] Discord.

Gameplay screenshots:
See also: Race units gallery (September 2019).
See also: July 2017 architectural reform album.
Screenshots
Note: gameplay screenshots were made in 2014-16 and may feature outdated models.
Battle between Warriors of Chaos and Empire
[​IMG]
Battle between Orcs&Goblins and High Elves
[​IMG]
Battle between Skaven and Humans
[​IMG]
Lizardmen fighting creepcamps
[​IMG]
Dwarven base with miners
[​IMG]
Batlle between Dark Elves and Beastmen
[​IMG]

Change Log:

Change Log

15.07.2020
TOK now have the last two Specialisations. This means all WHFB races are fully implemented!.. Save for those who didn't have at least a 7th edition army book.
Many minor improvements, re-balancing, typos, optimisations etc.
Additional maps updated.

18.05.2020
TOK now have the first two Specialisations - War and Death. This means they lose the official 'Beta' status, although many more (minor) improvements and additions are planned for them. To commemorate that...
New loading screen has arrived!
BOC overhaul started; a couple of units reworked. Work on it will continue.
Many new models imported. Many thanks to the wonderful model-makes of Hive.
As always, countless small improvements, additions, optimisations, minor byg & typo fixes. A lot of balance adjustments due to recent play-testing by our wonderful Discord community.
Additional maps updated. Moreover, (6)City now redecorated to look more like a city.

01.10.2019
SFX overhaul! Dozens of new models of buffs, missiles and other special effects. Many dark blessing to Daelin, Zephyrius2412, JesusHipster and Mythic, among others!
DOC now have the last two specialisations (Nurgle and Tzeentch). Plucking the quills from Lords of Change is said to bring good luck (that's not certain tho).
TOK see some additions (though not as many as I hoped to accomplish). Notably, the Nexrolith Sphinx has a proper skillset now.
Auxiliary maps updated.
As always, countless miscellaneous tweaks and fixes, typos, minor re-balancing, etc etc.

15.07.2019
DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
Many adjustments and additions, notably to Daemons of Chaos (aside for the aforementioned specs), Tomb Kings (who unfortunately still remain a Beta), SKV (clan Skryre happy-happy) and DEL (Genevenburg convention now prohibits the killing of slaves).
Countless other additions, minor changes, optimisations, re-balancing, visual improvements etc.

2018
11.11.2018
Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
OGR have the last 2 specialisations.
Now on Discord! Join us: discord.gg/uW34Y49
Updated the four auxiliary maps.
Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

19.08.2018
Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
Ogres have the second specialisation - centers on Maneaters (mercenaries).
Updated the four auxiliary maps.
Several minor bug fixes, tooltip typos, optimisations etc.

15.07.2018
Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.

2017
15.10.2017
Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
Buffed Dark Elves to have more gold and more starting workers.
Made a 6-player additional map; updated the other three See this pastebin entry.

15.07.2017
Architectural reform: all races now have a unique architectural style! The usage of vanilla building models brought to a minimum. Go here for viewing. Enormous, titanic thanks to Ujimasa Hojo! (Apologies for the filesize increase associated with this.)
Welcome the HD Loading screen! Thanks go to Softmints.
View
[​IMG]

Vampire Counts have the third and fourth specialisations: Lahmia and Blood Dragon Bloodlines.
Big changes to SKV, WOC and ORC, making them much more unique. Skaven: The fraction's buildings are changed, the race is now much more reliant on Holes. Warriors of Chaos: Maruders and workers now merged into a single unit - Tribesman. Orcs and Goblins: a complex Animosity system implemented.
Countless miscellaneous tweaks and fixes. Notably, several new models added (aside for buildings, see above).

26.02.2017
Ogre Kindgoms officially released. The race has no specialisations yet (has one provisional research), but otherwise fully done. Many tweaks to OGR to bring them into good shape (two new items, Hunter now has a unique skillset, new unit - Rinox, many minor bugs and typos fixed).
Vampire Counts have the second specialisation, Korchatov Bloodline. Several tweaks to the previous specialisation (fixed a bug with limit; Summon Thralls now also summons a Strigoi Thrall).
Countless miscellaneous tweaks and fixes. Notably, several new models added (for Savage Orcs, DEL's Death Hag and Reaper).
Updated the Additional Maps pastebin entry.

2016
27.12.2016
Ogre Kindgoms [BETA] released.
Vampire Counts have the first specialisation, Von Karstein Bloodline.
Countless miscellaneous tweaks and fixes. Notably, WEL Forest Spirits no longer require food to train; added the ability 'Underground Travel' for SKV Holes.

15.07.2016
Added Backpacks (2 slots) for most mana-posessing units
Added or the following new abilities: Reinforce - Free Company Axemen, Taunt - Spawn of Chaos (WOC only), Great Shaman - Avatar of Mork (replaced the sometimes malfunctioning Wrath of Mork), High Mage - Asuryan's Protection (replaced the sometimes malfunctioning Wrath of Asuryan), Stegadon - entirely new skillset.
Orc Boys armour type changed to Unarmored.
WEL specialisation upgrade Enraged Spirits replaced by Forest Dragon Rage. A research added for Dragon Ogres.
Credits added to quest log.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.

28.03.2016
VAM: fixed Purity of Bloodlines sometimes preventing new hero training; fixed a bug with Skeleton Peons being unable to construct structures after call to arms.

25.03.2016
Custom loading screen made.
Many tweaks and fixes to Vampire Counts. Notably, Fell Bats now have true sight, specialisation provision is made (Purity of Bloodlines), new item added (Mitternacht Scroll) and base defense mechanism added.
WELs now have the last specialisation, Path of Root and Branch.
WOC Changed attack types of god-marked units: Tzeentch>magical, Slaanesh>Piercing, Nurgle>Siege, Khorne>Normal.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.
Updated the Additional Maps pastebin entry.

31.01.2016
Vampire CountsBETA released. No specialisations, otherwise fully functional.
WELs now have the two more specialisations (3/4).
BOC Herdstone costs decreased/revised.
Countless miscellaneous cosmetic and gameplay tweaks, minor bug and typos fixes. Notably, added several new icons and fixed issue with attached heroglow always being red.

2015
30.09.2015
Created the Additional Maps pastebin entry, to which 3 maps were uploaded (notably a 2- and 8-player ones).
WELs now have the first specialisation.
Added an early alpha version of Vampire Counts. Type in chat VAM to select this recently-started fraction.
Added two chat commands: zoom out camera; disallow AI players to build flying units. See the 'Quest Log' for more info.
ORC: Trolls added, Boar Boyz removed. Barracks size decreased.
DWR: New model for Hammerers. Tweaks to Mortars and Cannons (to make them less similar).
LIZ: Added a research that allows Chameleons to be trained up to 4000 units away from the Skink Pool. Salamander armour type changed to 'Heavy'; Kroxygor attack type to 'Siege'.
SKV: Infectious Rat is now more expensive but has 0 collision. Fixed a bug with Catapults. Rat Ogre attack type changed to 'Siege'.
HEL: Claw and Fang specialisation tweaked: Star Dragon buffed but now limited to 1 per game; flying units now have 'Heavy' armour after research (not 'Medium').
Several icons remade.
Countless other gameplay/cosmetic tweaks, tooltip typos, bugs fixes (notably with 'Shield of Change').

16.08.2015
Beasts of Chaos now have 4 specialisations. Several bug fixes to them (notably: issues with Primal Fury and Harpy).
Many bug and tooltip fixes to Wood Elves, mostly minor. Visual additions/tweaks, such as several new icons, new personal names for heroes.
Made a whole bunch of new Charged-class items, which are now dropped by creeps and are sold at Arcane Emporium (replaces Goblin Merchant).
Buildings that summon units (HEL farms and townhall, LIZ totem of the OO, BOC pig pens) now offset theirs summons towards rally point, instead of always offsetting 'south'.
Fixed three spells not working properly: Deadly Contagion (SKV Plague Priest), Surplus Redistribution (EMP farm), Exorcism (EMP White Wizard, currently affects only Undead).
Skaven townhall concept remade (cosmetic only).
Countless minor visual and gameplay tweaks, tooltip typos etc.
Limited version updated

15.07.2015
Beta version of Wood Elves released. The race has no specialisations yet, but other than that is fully functional.
First specialisation for Beasts of Chaos, Warherd of Swift Hunt is done.
Workers are now offset towards the nearest gold mine upon race selection (instead of being always moved "south").
HEL's Magic Suppression remade into Armour of Hoeth (Path of Sword and Shield). Dark Elven Slavemasters now have true sight. LIZ's Kroxigors can now 'hire' Skink Skirmishers. EMP farms now have Surplus Redistribution ability. High Elf Ranger's ability 'Hunt' reworked: it can now be targeted up to 6000 units away, the Shadowwariors will be summoned after a delay (the larger the distance, the longer the delay).
Countless minor visual and gameplay tweaks, tooltip typos, minor bug fixes.
Uploaded the Campaign (first 5 missions) for the first time.

22.01.2015
Fixed DEL's 3 specialisations being avalable for Player 1 only; fixed a bug with DEL barracks building requirements; fixed Grand Master's order's reinforcement;
BOC workers now have an ability Ritual of Rage. First built Altars no longer create floating text (moved to tooltip); Undead's Banshee can no longer possess workers of custom races;
Stone Thrower now available at merc camp;
Buffed DWR's Runesmith specialisation: Master Runes now affect heroes; Weapon R-smith armor type is changed to 'Heavy' and increased by 1; Fire-imbude Rune of Striking now deals more dps and lasts longer.
Allows to "random" a race (suggests a random race), type rnd in chat.
BOC's Totem of the Dark Gods cost reduced; BOC building-research exploit fixed (no longer counts incomplete structures); Fixed P-fury timers being shown to all players;
EMP 'Long Rifles' now require Keep, Headshot ('Doctrine of Discipline') no longer affects heroes;
Fixed some minor issues with WAAAAAAAAAGH! (ultimate) and orc specialisation; Big&Little Green Energy mana cost decreased.
Several typos fixed +visual tweaks

16.01.2015
Dark Elves now have 4 specialisations (Paths).
Great-Great Clan Moulder's Mutate can now only target player's units.

09.01.2015
Beasts of Chaos released (officially). Mind that the race has no specialisations yet.
Dark Elves now have specialisations - although only the first one is done yet.
Various fixes to BOC, notably added personal names for heroes. Fixed DEL's Harpy 1 dmg descrepancy between fly-hover units.

05.01.2015
Beta version of Beasts of Chaos released. Type in chat BOC to play as this new race.
Reduced stun duration on heroes for War Lions, Hammerers, Rat Ogres. Dark Elven Storage gold cost reduced from 300 to 280. Orcs and Goblins shamans no longer have 'Power of da Great Green', which is replaced by an equivalent.
Fixed 3 hotkey issues and 3 tooltips. EMP's Marketplace has a new model.

2014
21.11.2014
Fixed a weird bug with DEL's Storage being upgradeable into creeps.

19.11.2014
2 new icons: Plague Censer Bearer and Steed of Shadows (Grey Wizard's spell).
Added a free Damage Block 5 to all Dragons (Sun, Moon, Star, Chaos and Dark).
Some minor cosmetic tweaks.
Limited version released

09.11.2014
Fixed Storage's hotkey; couple of minor visual issues fixed.

11.10.2014
Many minor changes and fixes to Dark Elves. Notably, added personal names for heroes, reworked many tooltips, fixed black dragons being untrainable, made new icon for Elven Spearmen.

26.09.2014
Couple of minor bugs fixed, 2 new icons added.
Late beta version of Dark Elves released. The race has no specialisations yet, but other than that is fully functional.

10.09.2014
Minor cosmetic tweaks, tooltip typos.
Gameplay: added Rework Lumber to Empire lumbermill (pay 100/300 lumber now to get 110/350 lumber after 45/90 seconds).
I've been mostly working on Dark Elves last month. Type in chat DEL to play as an early alpha-version of the race.

10.08.2014
Minor tweaks, tooltip typos

24.07.2014
Several icons reworked, lots of tooltip issues fixed.
Gameplay: reworked the Blessed Spawning of Quetzl research (now it simply gives +2 armour); replaced Master Moulder's Endurance Aura with Breeding Mastery (complicated spell that affects the other 3 through toggalable mutagens); revised Plague Priest's Disease Cloud (now deals less damage but in larger AOE).

18.07.2014
Minor cosmetic tweaks, tooltip typos

15.07.2014
Uploaded

Credits:
Resources:
Credits
Key: Already Mentioned, More than 1 resource used.

Icons: Blizzard Entertainment, Static, DiscipleOfLife, Darkfang, Hellx-Magnus, Mr.Goblin, PeeKay, The_Silent, Huinipachutli, Stanakin, kola, , oh_snap, bigapple90, CRAZYRUSSIAN, Kimbo, sarumanthecursed, Deon, Eagle XI, Horn, NFWar, Apheraz Lucent, BLazeKraze, Null, CloudWolf

Effects/missiles/atachments/etc: Infrisios, JetFangInferno, Mythic, Pyritie, Ergius, JesusHipster, Daelin, Thrikodius, UgoUgo, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, General Frank, Callahan, cotd333, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints, Direfury.
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, DoomWolf

MODELS SKV: Gluma, Mephestrial, Direfury, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, Hayate, AndrewOverload519, MasterHaosis, -Grendel, Doom Wolf, Zephyrius2412, Kehel, olofmoleman
MODELS HEL: Elenai, kangyun, Ujimasa Hojo, HerrDave
MODELS WOC: Horn, Kuhneghetz, General Frank, -Grendel, Sellenisko
MODELS EMP: Kitabatake, Kuhneghetz, Ujimasa Hojo, HerrDave, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, Ujimasa Hojo, Cuore, Tarrasque, A.R.
MODELS DWR: wingednosering, takakenji, General Frank, Tranquil, Amaruak, Urkdrengi, TurieL, Ujimasa Hojo, Mechanical Man, GreyArchon, Alpain
MODELS ORC: Ujimasa Hojo, Em!, Urkdrengi, Kuhneghetz, eubz, Tauer, Cavman, Sellenisko, HerrDave, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45, Uncle Fester
MODELS BOC: WyrWuulfe, NaserKingArthas/MN Lahmar, Sin'dorei300, Uncle Fester, Bagysta&Zavorakto
MODELS WEL: Red XIII, AndrewOverload519, Ujimasa Hojo, Lord_T
MODELS VAM: Cavman, Kuhneghetz, DireFury, Em!, PROXY, GUNNER, ironmaiden, -Grendel, Mister_Haudrauf, HerrDave, Ujimasa Hojo,, Gottfrei, manasou
MODELS OGR: eubz, Wisdom, AhhFreshWeeD, Hermit, NhazUl, Chriz, Hawkwing, Dionesiist, PROXY, -Grendel, DireFury, Uncle Fester, Mr.Goblin, Sellenisko, Cavman, Zephyrius2412
MODELS DOC: FerSZ, Misha, icewolf055, ChevronSeven, -Grendel, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, Hermit, AndrewOverload519, General Frank, Kuhneghetz, NaserKingArthas/MN Lahmar
MODELS TOK: Ujimasa Hojo, HappyTauren, Callahan, Edge45, -Grendel, Direfury, UncleFester, Mister_Haudrauf, supertoinkz, Sellenisko, Stefan.K, Seoki
Special thanks:
Special thanks

  • Blizzard for the awesome Warcraft III game
  • Games Workshop writers for creating the great Warhammer Fantasy universe
  • sarumanthecursed for invaluable support, criticism and playtesting.
  • StormKnight, Nik2B and all my other friends who helped me betatest.
  • Most importantly, this very website HiveWorkshop. Would've been nowhere without it.

Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!


Keywords: Warhammer, WH, WHES, Nightmare, Eternal Strife, melee, Elves, Dwarfs, Orcs, Goblins, Skaven, Chaos, Empire, Beasts, Beastmen, Wood Elves, Dark Elves, High Elves, Fantasy
Contents

Warhammer: Eternal Strife (Melee) (Map)

Reviews
Moderator
http://www.hiveworkshop.com/forums/members/stopcampingn00b/"][IMG][c]Moderator: StoPCampinGn00b Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to...
  1. Nightmare2077

    Nightmare2077

    Joined:
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    Heya, thanks for staying tuned and for the feedback!
    This is an annoying bug that I've tried to alleviate in the past; thankfully, it's not really game-ruining. But! I absolutely plan to pry for more solutions and hopefully it will be fixed in the near future!
     
  2. cleavinghammer

    cleavinghammer

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    I get the idea behind the Veteran Maneater's abilities, but his getting spells from other factions doesn't really make sense to me. Then again, I can't think of a better way either. I was also hoping the Maneaters' appearance would change based on their abilities (based on the ninja assassin pirate transvestite ogres).

    I didn't see any damage reduction on a goat that was out of Pasture range.

    Sabretusks will sometimes go around an obstacle instead of through it (works fine when telling them to go into trees).
     
  3. Nightmare2077

    Nightmare2077

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    Hey there, thanks for the feedback!
    His skillset is completley random, so no single theme can sufficiently unite him to have a specific appearance – ninja, pirate, saint and fiend all may coexist at the same time!

    That's coz the trigger checks (and applies the -dmg if necessary) upon the start of an attack. Ideally it should be aura-like, i.e. reflect dmg accurately at all times, but the present mechanic has other advantages.

    Yep, that's Blizz pathfinding for ya. If Spectre in DotA had to be microed, I guess who am I to complain about dem felines doing silly shit? Tho again ideally I'd fix that, were there an easy enough way to.
     
  4. Nightmare2077

    Nightmare2077

    Joined:
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    How's everyone doing?
    Today's update:
    • Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
    • Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
    • Buffed Dark Elves to have more gold and more starting workers.
    • Made a 6-player additional map; updated the other three See this pastebin entry.
    DOC aka Daemons of Chaos will be hopefully released before year's end. Trouble is, I've got a lot of screwed up shit I wanna implement for them, but screwed up shit, while being fun and interesting, unfortunately takes a long time to make. But in the end, it's all worth it.

    Peace!
     
  5. Em!

    Em!

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    Ohh fun. I have better goblin models, dat one is so outdated. Here are some new ones. You don´t need to use these, just thought they may come in handy since i´m not using any of them "Got other ones". Goblins | HIVE
     
  6. Zirukurt01

    Zirukurt01

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    Pure Awesome!
     
  7. Nightmare2077

    Nightmare2077

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    Heya people!
    Thanks for the 213 downloads!
    [​IMG]

    Unfortunately, I've been busier than expected with real life stuff – and unable to make good on my promise to release Daemons of Chaos before 2018. Slowly but surely I keep working on them, so the release should come within the next couple of months.
    On a grander scale: as I'm wrapping up my final races, I've put the campaign work on hold, which while understandable, still makes me rather sad (I am to a large extent making this melee as a necessary milestone for campaign). Let me know if you have any strong preferences between the next Campaign chapter and Tomb Kings!
     
  8. Nightmare2077

    Nightmare2077

    Joined:
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    Hello everyone! Please welcome the annual 15th July update. Today's changelog:
    • Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
    • Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
    • EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
    • WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
    • Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.
    I badly wanted to squeeze a speceialisation (or two) for OGR for this update, but stuff - as always - took longer than I hoped it would.
    As if I wasn't already upset that the game loads for so long, v. 1.28 seems to have added two more freezes, namely upon the game setup screen and immediate after initialization. I apologize for that nuisance.
    Please note that the additional maps and campaign remain unupdated.

    PS: funny how Pogba scored while I was typing this, heh.
     
    Last edited: Jul 15, 2018
  9. nhs325

    nhs325

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    You REALLY REALLY NEED to fix the extreme lag when choosing the map man, its 2018 now and I run several other maps that are even bigger than yours and your map still lag a lot.
     
  10. Nightmare2077

    Nightmare2077

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    Every bit of feedback helps, thanks.
    It's a really unfortunate thing that started only since 1.28: both the freeze at map selection and right after loading didn't exist before (well, the former did but lasted waaaay shorter). I'm even forced to use an older WE version to avoid the freezes. So I am indeed aware of the problem and feel very sorry for it, both for myself and for the playerbase.
    If you are willing to point me to threads with specific solutions – I'd be much obliged. However, given how little progress I made releasing new content for my mod over the past 2-3 years (namely, just a couple of new races and exactly 0 progress for campaign), you'll have to pardon me for not putting these newly-arisen freeze issues on the top of my priority list. Eventually, I absolutely plan to fix them. But right now I'm unsure about dedicating time to searching for a solution (which may or may not exist).
     
    Last edited: Aug 3, 2018
  11. Nightmare2077

    Nightmare2077

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    Today's changelog:

    • Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
    • Ogres have the second specialisation - centers on Maneaters (mercenaries).
    • Updated the four axillary maps.
    • Several minor bug fixes, tooltip typos, optimisations etc.

    I've allowed myself to insert a sort of an 'easter egg' – tomorrow, on 20th August 2018, is 128 years since the birth of H. P. Lovecraft! Dark Elven Fleetmasters celebrate by partying at the streets of R'lyeh.
     
  12. Daffa

    Daffa

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    You can use bundle feature to add the other maps.
     
  13. MindReaver

    MindReaver

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    I think it's a fine map though I only tested Empire and Lizardmen. I think the load time could be easily faster if you put it in a rar file and have the models/skins in a seperate dir. For instance the directory is 'mod' and the model path is something like 'mod\LizardWarrior.mdx'. It works for me.
     
  14. Wa666r

    Wa666r

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    This is a great example of a lot of hard work and determination. I am particularly impressed with the way you added special functions to some of the factions like the "Waaaghh," Primal Rage," and "Food Increments." Though you do a great job on making each faction feel different and unique, I was far less impressed with the majority of units and heroes. I understand that many abilities will be recycled as you have so many factions, but it feels like every faction I tried out had the same or very similar abilities.
    If you'd take advise from a fellow race maker; work on the units and heroes a tad more.
    Anyways, good job and great map.
     
  15. biridius

    biridius

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    Played Tzeentch Beastmen a bit. Overall I like it.

    +It's WHFB, and there is at least the default melee AI to play against
    +The global ability thing with Primal fury
    +Nice lore selection system on bray shamans with 3 base lores + mark
    +New spells and items, with names from the tabletop game
    +I like Chaos and this map has 3 Chaos factions in it, with 4 marks each
    -Gors shooting while the ungors are melee, probably because of the available models but still kind of wrong
    -No cygors, giants, and such?

    The map loading time didn't seem that long even on my old dying laptop, despite the map size.

    Maybe fix the dot on the minimap when wildcallers use their channeling revealing ability, I understand it creates a dummy? There must be a flag in object editor for that. It might be helping to remember what I'm revealing but it also makes me think I forgot a unit in the enemy base.
     
  16. Nightmare2077

    Nightmare2077

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    Thanks for the feedback!
    I'll fix the Wild Eyes dummy right away, well spotted. As for Gor-Axethreowers, I wasn't too happy with that solution either; it has indeed to do with the availability of models, but perhaps more importantly, it is to add unit variability. I didn't want to add a generic melee gor cause I already have a mid-tier melee unit (Centigor). Same for Cygors/giants: aside for the lack of models (Ogron came out 2.5 years after I released BOC - although I do make revisions sometimes), this would conflict with the Minotaur who is also already a high-tier melee unit.


    Now, to end the meme of loading time <> filesize, as it has cropped up several times:
    • There is virtually no correlation between amount of custom resources (map weight in MB) and loading time.
    • ALL of loading time comes from object editor data. And there is a lot of it - given I have 13 races and counting. I avoid using custom fields when I can, but that hardly makes a difference.
    That being said, 'apologies for the long loading time' is a bit of an anachronism - 1.30 literally halved it: 88 seconds in 1.26, 41 seconds now, tested today on my PC (I have parallel versions installed).


    I thank Wa666r and biridius for the appreciation of the time, effort and diligence that went into making the races. It is indeed a very long process that require a lot of heart and patience. I don't make more custom abilities (and I agree that ideally I should; especially for non-recent races) partly because I suck at coding, but more importantly because of opportunity costs: for example, it took me a good week to make DOC's Mastermind who has very wacky abilities by my standards. Had the abilities been simpler, I could've made 3-5 heroes in the same amount of time. So in the end I sorta do both: when I feel like it, I insert wacky stuff, whereas if I feel lazy, I choose quantity over quality.
     
  17. Nightmare2077

    Nightmare2077

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    [​IMG]
    Update! Today's changelog:
    • Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
    • OGR have the last 2 specialisations.
    • Now on Discord! Join us: discord.gg/uW34Y49
    • Updated the four auxiliary maps.
    • Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
    • 100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

    Have fun and see you on Discord!
     
    Last edited: Nov 11, 2018
  18. LordDz

    LordDz

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    You should probably if possible, split the map into multiple maps with a selection of races in each, as the loading time is too long.
     
    Last edited: Nov 25, 2018
  19. Nightmare2077

    Nightmare2077

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    Interesting suggestion, but I enjoy having all races in one place, so I doubt it's worth splitting. Besides, 1.29 has halved the loading time, so I worry about it even less nowadays.
     
  20. Nightmare2077

    Nightmare2077

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    5 years ago today I first uploaded my project to Hiveworkshop...
    Once again I update on this day. Thank's for staying tuned!!
    Today's changelog:

    • DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
    • Many adjustments and additions, notably to Tomb Kings (who unfortunatley still remain a beta), Skaven (clan Skryre happy-happy) and Dark Elves (Genevenburg convention now prohibits the killing of slaves).
    • Countless other minor changes, additions, optimisations, re-balancing, visual improvements etc.
    Please note that the additional maps remain unupdated.
    Big thanks to Gluma for fabulous Skaven models which I finally incorporated! And to FerSZ for his badass demons.

    I didn't accomplish as much as I hoped to, but that was to be expected given I was very busy around spring with my regular job. Summer and autumn are much freer for me, so I hope to make up for it in the coming months!

    For arranging games, news, more convenient feedback etc: join our great Discord channel! >> discord.gg/uW34Y49

    See you soon!:thumbs_up:
     
    Last edited: Jul 15, 2019