1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The poll for Hive's 12th Concept Art Contest is up! Go cast your vote for your favourite genie!
    Dismiss Notice
  5. Travel to distant realms and encounter scenes unknown to the common folk. The Greatest of Adventures is upon us with the 8th Cinematic Contest. Join in on a fun ride.
    Dismiss Notice
  6. The 18th Icon Contest is ON! Choose any ingame unit and give him/her Hero abilities. Good luck to all.
    Dismiss Notice
  7. Contestants are to create a scene set in the Stone Age. Come and see what you can come up with. We wish you the best of luck!
    Dismiss Notice
  8. Colour outside the lines! Techtree Contest #13 is a go. The contest is optionally paired.
    Dismiss Notice
  9. Greetings cerebrates, our Swarm needs new spawners that will have numerous children. Join the HIVE's 31st Modeling Contest - Spawners and Spawned! The contest is optionally paired.
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warhammer Reign of Terror v3.9b

Submitted by RiotZ
This bundle is marked as approved. It works and satisfies the submission rules.
---------- RiotZ Presents ----------

Warhammer: Reign of Terror
Created by RiotZ

Map Info:


Play as one of 4* factions, the ruthless Forces of Chaos, barbarians hailing from the far north, seeking to destroy the remnants of the Old World, or the Empire, fearlessly defending their homeland against all who assail it, in the name of the Emperor, or the selfish but noble and legendary High Elves, excelling by their well-versed bowmanship or the hapless and overwhelming Vampire Counts. Fight to the death on your choice of 8 maps.


Features:


*4 Playable races.
*2 Functioning AIs for Chaos and Empire races.
*Missile physics for all artillery.
*Beautiful terrain.
*Good balance.
*Knockbacks.
*8 Maps.
*Sexy UI. :)

Chaos Steppes (2p)
Lustria (4p)
Sylvania (2p)
Blooded Pass (2p)
Bretonnian Castlegrounds (4p)
Araby Dunes (4p)
Realm of Suffering (4p)
The Shattered Fortress (2p)


Screenshots and Videos:

Gameplay Screenshots


[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]


Videos

N/A


Change Log:

Change Log

0.5b

Hellcannon dps reduced ever so slightly.
Empire Knights are no longer limited.
Firebomb AoE reduced.
Empire Pikemen cost reduced from 300 to 250, and train time down from 35s to 30s.
Chaos Knight HP increased to 260.
Commander Strength upgrades added to both factions, purchasable at the War Academy, and Heretical Archives.

0.6b

Beast Pit and Stables added to their respective races.
Exalted Heroes and Bestigors now produced at the Shapery.
Knights and Outriders now produced at the Stables.
Marauder Horsemen, Spawn of Khorne and Chaos Knights now produced at the Beast Pit.
Bestigors no longer require Chaos Undivided.
Commander Strength has been rebalanced from 10% to 100%, to 10% to 10%.
Bestigor health reduced from 260 to 230.
Heretical Archives now require a Shapery.

0.7b

Stables and Beast Pits no longer require a Dark Forge or Armory.
Knights now require the Armory.
Bestigors now require a Dark Forge.

0.8b

All marks of Chaos replaced with a single upgrade, called Mark of Chaos, unlocking units and abilities of undivided.
Chaos Sorcerer now has a slew of abilities.
Many Chaos units have been changed/replaced.

0.9b

Rampancy is now available for purchase at the Beast Pit.
Holy Water is now available for purchase at the Temple of Sigmar, and can be cast by Witch Hunters.
All AI bugs related to the change in units from version 0.7b to 0.8b have been fixed.
Marauder Horsemen now have 10 more movement speed.

1.0b

Fixed the button placement in the Stables and Beast Pit.
Removed Banner of Rage and Holy Water (derp) from the Chaos Lord.
Reinforced units are no longer unselectable.
Chaos Sorcerer is now limited to 1, and costs 250/25 instead of 300/0.
Exalted Heroes now build at 30s instead of 25s.
Sylvania now has 2 more control points.
The Chaos Sorcerer now requires a Heretical Archive to build.

1.1b

Rampancy can now be purchased.
Knight hp reduced from 275 to 260.
Chaos Knight hp increased from 250 to 260.
Trebuchet range increased from 700 to 1600.
Trebuchet minimum range increased from 0 to 600.
Witch Hunter cost decreased to 250/50 from 275/75.

1.2b

Nurgle's Rot no longer requires Holy Water.
Witch Hunters now have mana to cast their stuff.
Imperial Propaganda's price has been increased.
Imperial Draft's price has been decreased.
Marauder Horsemen now have the Combat Drugs ability, purchasable at the Beast Pit.
Perferator cooldown reduced from 45 seconds to 15 seconds.

1.3b

Greatswords no longer require Imperial Draft, but now require an Armory.
Greatsword DPS reduced.
Drunken Haze now available for State Soldiers and Halberdiers, purchasable from the Blockhouse.
The Warrior Priest now has the abilities Purge and Smite.
Warrior Priest HP increased from 1111 to 1200.
Trebuchet minimum range reduced from 600 to 400.
Trebuchet maximum range increased from 1600 to 1700.
Witch Hunters are now permanently cloaked, unless there are enemy detectors nearby.
The Chaos Lord now has the Unholy Sight ability.
Lunacy now has an 85% chance of a Flagellant exploding on death.
Temple of Sigmar cost reduced from 300/100 to 250/50, matching the Warp Way.
Packed Trebuchet now purchasable from the Stables, can be deployed instantly on the field of battle.
The General no longer has Glorious Charge ability.
New icon for the Chaos Slave.
Chaos Lord build time decreased from 30 to 35, matching the General.

1.4b

Chaos Warrior health decreased from 260 to 250.
Bloodthirst ability added to Chaos Warriors.
New screenshots added.
Nurgle's Rot no longer requires Nurgle's Rot.
Focused Sorcery no longer requires Holy Water.

1.5b

Both Commanders now cost 250/35 instead of 300/0.
Bloodthirst now only effects units with Bloodthirst.
Halberdier HP decreased from 200 to 190.
Income per interval for Holy Icons and Harvesters reduced by 1. Originally, 5 per harvester and 8 per icon.

1.6b

Fixed an instance of Bloodthirst causing lag.
Changes some buff effects.
Changed some buttons, mostly minor aesthetic changes.

1.7b

Combat Drugs have been removed.
Irregular HP increased from 125 to 140.
Cowardice added to Irregulars.

1.8b

Cowardice now gives a speed boost.
Drunken Haze has been removed.
Defensive Stance was added to Halberdiers.
Steam Tanks and War Mammoths are now specialized in anti-structure.
All structures have much higher health.
Outposts now have 2 tiers, Outposts, and Reinforced Outposts.
Walls cost 10 points instead of 50.
Many prices adjusted.
Mark of Chaos now requires either a Heretical Archive or a War Foundry.
Bestigors now have Axe of Burden.
Repair time for all siege weapons has been changed from 1 to 25, (can't believe I missed this one.)

1.9b

New map Bretonnian Castlegrounds.
Commander hp increased by 100 for all commanders.
Bestigors now have Giantslayer instead of Axe of Burden.
Halberdiers now have Phalanx Stance.
Chaos now has Gutter Runners built at the Beast Pit.
Specialized Equipment has been removed.
Requirements for base t2 structures are now either a cavalry or infantry producing structure.
Control Points have a new minimap display.
Steam Tanks have 500 range from 600, from the original 700.
Steam Tanks and War Mammoths now have the Demolisher abilities.
Great Cannons now have the Velocity ability.

2.0b

File size reduced by almost 1MB.
Pathing bugs fixed on Bretonnian Castlegrounds.

2.1b

Bright Wizard now replaces the General.
Mastery is now purchasable at the Temple of Sigmar.
Warrior Priest no longer has Purge.
Witch Hunters have been totally rebalanced.
Bestigors now counter cavalry cost effectively.
The Chaos Lord can now take a mounted form with the Mark of Chaos upgrade.
Commander Strength now gives 15% hp to commanders, instead of its original 10%.
Commander Strength II now upgrades 15 seconds slower.

2.1b HOTFIX

Fireball Launcher no longer purchasable at the Beast Pit.
Bright Wizard now has a smaller attack, and 31 damage instead of 32.
Firebombs now have a different visual effect.

2.2b

Surprise update, new map the Araby Dunes, four players.
Witch Hunters no longer knock back enemies with their pistols.

2.3b

Araby Dunes have been expanded.
New texture added to the trees in Lustria.

2.4b

Map size massively reduced.
Unlimited Chaos Lord exploit fixed.

2.5b

High Elves are now playable.
Pathing bugs have been fixed.
Bloddletters were removed.

2.6b

Spearmen dmg reduced by 2.
Warrior dmg increased by 2.
Chaos Knight dmg increased by 2.
Great Eagle speed increased by 30.
Shadow Warrior armor decreased in ranged mode.
Shadow Warrior dmg decreased.
Archer DPS decreased.
Repeater Bolt Thrower HP increased.

2.7b

Fixed a glitch where 2 players would spawn together on Bretonnia.
Minor button changes.
Minor balance changes.
All generators and towers are limited to 6, and allow 6 more with each HQ.
HQs are now limited to 3.
You can now combine 2 squads by controlling one and right clicking the leader of another of the same type, so long as they will not exceed 12 members overall.

2.8b

Fixed an exploit where you could continously make towers.
Great Eagle health reduced to 850 from 900.
Great Eagles can now use Change Height, which changes their pathing and combat advantages drastically.
Bolt Throwers damage reduced to 65 from 70.
Trebuchet damage reduced to 115 from 180.
Trebuchet AoE reduced to 180 from 225.
Piercing damage now does 25% less damage against Heavily Armored units.
Phoenix Guards have 10 less hp, from 290 to 280.
Ranged Shadow Warriors now do 2 less damage.
Text now displays above squads the number of units in the squad, and number upon creation.
Heavily Armored units and Medium Armored units take 25% less damage from Siege.
Firebombs now have a new effect.
Every new control point will yield 10% less return, until you have 10 control points, then new control points will yield no return at all.

2.9b

Control point taxes have been removed.
Control points now yield 10 income instead of 12.
Income rates have dropped from every 4 seconds to every 5.
Phoenix Guard hp has dropped from 280 to 270.
Great Eagles can now properly use the ability Change Height.
Shadow Warriors can toggle back and forth between melee and ranged now.
High Elves have a new structure, Hall of Magic, which produces t4 casters and has the upgrades Commander Strength, Apprenticeship and Magical Gems.
Chaos Knights can now be upgraded with Bone Chimes, which passively increases allied cavalry armor by 2.
Handgunner dmg increased by 2.
Archer dps increased by 1.
Elven Pole-arms now give 1.5x damage vs cav instead of 2x.
Snare Nets no longer require "Web"
Magical Shackles now cost 35 mana instead of 50.

3.0b

You can no longer reinforce if it will put you over your supply cap.
Firebombs have had their effects removed.
Fixed a glitch where Great Eagles were invulnerable.

3.1b

Changelog was lost during a computer bug.

3.2b

Changelog was lost during a computer bug.

3.3b

Commanders and casters now have higher priority over standard units.
Some pathing gaps fixed.
Reinforce hotkey changed from R to X.

3.4b

Ballista hp reduced from 650 to 500.
Ballista minimum range increased from 200 to 300.
Snare Nets can now be cast on ground units as well as air.
Added Technician's Aura to Daemonsmiths and Engineers.
Shadows Warrior ranged dmg reduced by 3.

3.5b

Added a message when a player leaves.

3.6b

Added mode selection.
Vampire Counts are now playable.
All flags have been retextured.
All commanders can now use reinforce.
New map 'The Shattered Fortress'
New upgrades for each race.
All team color now works with flags.

3.7b

Lost changelog

3.8b

Lost changelog

3.9b

Trebuchet damage reduced by 20, and attack rate reduced by 1 second.
Horror hp increased by 50.
Plague Drones movement speed increased by 40.
Mammoths are no longer classified as Fortified, but now as Heavy Armor.
All hotkeys have been corrected and fixed to an QWERASDFZXCV grid.
All ranged units now have normal armor ratings which match with melee.



Credits:

Special Thanks:
  • Ap0calypse
  • Reaper51
  • NFWar
  • ResidentV
  • GhostThruster

Also thanks to:

Models:
  • GeneralFrank
  • Kitabatake
  • Eubz
  • Dionesiist
  • Pyramidhe@d
  • Sunchips
  • Mechanical Man
  • Born2Modificate

Skins:
  • Darkdeathknight
  • Pyramidhe@d
  • Dionesiist
  • ShiiK
  • 67Chrome
  • Afroknight
  • Marshmalo
  • Born2Modificate

Icons:
  • NFWar
  • CrazyRussian
  • Elenai
  • Kuhneghetz
  • PeeKay

Tutorials/Systems:
  • Paladon
  • Ap0calypse
  • NFWar





Map Description Template Created by -Kobas-

Keywords:
Warhammer, Fantasy, RiotZ, xRiotZx, Chaos, Empire, Daemon, Daemons, Awesome, Epic, Roflmaowhyamiwritingdescriptionsfu, Orks, Greenskins, Skaven
Contents

Warhammer Reign of Terror v3.9b (Map)

Reviews
Moderator
Vengeancekael [img] Date: 2012/Nov/17 16:25:00 [Please do not send me a message, use Staff Contact] [img] Comment:All 4 marks in Chaos Bastion have missing DISBTN. Anyway, can be approved. [tr]Not Rated [img] Rules
?

Which race would you like to see next?

  1. High Elves (Easiest)

    36.0%
  2. Vampire Counts (Medium)

    32.0%
  3. Dwarves (Medium)

    16.0%
  4. Greenskins (Hardest)

    16.0%
  1. Vengeancekael [​IMG]
    Date: 2012/Nov/17 16:25:00
    [Please do not send me a message, use Staff Contact] [​IMG]

    Comment:
    All 4 marks in Chaos Bastion have missing DISBTN.
    Anyway, can be approved.​
    Not Rated
    [tr]

    [​IMG] Rules[/tr]
     
  2. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Many thanks Kobas.
     
  3. Ken-E

    Ken-E

    Joined:
    Apr 5, 2009
    Messages:
    571
    Resources:
    12
    Packs:
    1
    Maps:
    11
    Resources:
    12
    Seen your screenshot, gonna check this out! Glad to see altered melee maps are getting their release.
    Congrats nevertheless...
    :D
     
  4. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Give the AI a run and gimme some feedback. :D

    Edit: I contemplated a campaign if this map gets approved with some prestige.

    Edit: 18 dls and one comment, c'mon peeps. :L
     
    Last edited: Nov 16, 2012
  5. GhostThruster

    GhostThruster

    Joined:
    Jul 24, 2009
    Messages:
    4,847
    Resources:
    34
    Models:
    7
    Icons:
    21
    Packs:
    1
    Skins:
    1
    Maps:
    3
    Spells:
    1
    Resources:
    34
    fuck up noob reviewing takes a long time
     
  6. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Haha lmao.

    You should test it with me. I removed tech paths from Empire if you noticed... I thought you were right, it kinda fucked up gameplay when choosing your path became a flip of the coin.

    Oopdate.

    Edit: Gonna fix those DISBTNs next version.
     
    Last edited: Nov 17, 2012
  7. don_svetlio

    don_svetlio

    Joined:
    Nov 30, 2011
    Messages:
    1,409
    Resources:
    3
    Models:
    1
    Skins:
    1
    Maps:
    1
    Resources:
    3
    A campaign, that would be very interesting to see. I'd love to see what you can do when there are no limits :)
     
  8. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Yeah Beastmen... Orks... Ogres, Goblins, all the goodies, definitely a mission related to the Lizardmen.

    Just an FYI, these are some things to come in the next versions.

    Chaos Sorcerer of Nurgle, Slaanesh, and Undivided will have abilities.

    Witch Hunters will receive an ability called Holy Water, allowing them to damage Daemons and heal allies.

    The Warrior Priest will be receiving a new ability.

    Empire Knights will receive a damage debuffing ability.

    and

    Chaos Marauder Horsemen will be given a new upgrade.
     
  9. Reaper51

    Reaper51

    Joined:
    Aug 24, 2009
    Messages:
    680
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Awesome map, I hope you get around to fitting orcs in!
     
  10. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,373
    Resources:
    0
    Resources:
    0
    A few bugs:

    * Chaos Horrors have the Bloodletter's tooltlip (also, I think Sludges would be better models than Eredars).
    * Empire engineers have the Daemonsmith tooltip.
    * I researched Commander Health, but Warrior Priests and Flagellants are still unavailable.
    * Some units that are knocked back stay in the air.
     
  11. GhostThruster

    GhostThruster

    Joined:
    Jul 24, 2009
    Messages:
    4,847
    Resources:
    34
    Models:
    7
    Icons:
    21
    Packs:
    1
    Skins:
    1
    Maps:
    3
    Spells:
    1
    Resources:
    34
    Presentation - assets, terrain, interface
    -Really good, with the exception of minor problems and details

    Gameplay - fun, features, balance
    -Lack of any original features/mechanics. Techtrees are abhorrent. Also this map has many things that wouldn't work in a competitive game

    Concept - creativity, story, setting
    -Still uninspired

    Okay I was writing a really big review when I realised half the things I mentioned in v0.2 still apply in this version.

    Your presentation is better, but the game is still just as boring and uncreative as before. You have not added anything to the gameplay itself. If you really want, I can come up with techtree ideas for you, but then that defeats the point of you making the map.
    If I were to rate, I would give it a 4/5. It looks and plays better than the average map. But this map has far more potential to be fun, original, and really atmospheric.
     
  12. useminename

    useminename

    Joined:
    Jul 6, 2012
    Messages:
    38
    Resources:
    0
    Resources:
    0
    I liked it :D
     
  13. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Well detail the problems with the techtrees, and abnormalities, such as, "Things that wouldn't work in a competitive game."

    I added a shit load of abilities to soften things up, added a knockback feature, I remove the exp feature from squads because it made the game unstable, and was a bit imbalanced with the Reinforce abilities. Albeit, there are still a few things that need rebalanced no doubt. But, don't mind giving me gameplay ideas, as long as they aren't totally ridiculous to add, maybe a little less bollocks than your last lot. xD

    @CleavingHammer:

    * Chaos Horrors have the Bloodletter's tooltlip (also, I think Sludges would be better models than Eredars). = Idk, I wish there was something better than both, a pink sludge might look alright, but I agree with you.

    * Empire engineers have the Daemonsmith tooltip. = Will be fixed next version thank you.

    *I researched Commander Health, but Warrior Priests and Flagellants are still unavailable. = I know why, I'll fix it next version.

    * Some units that are knocked back stay in the air. = Yes I'm not quite sure why this is, but it has no effect on balance as these units can't wander outside the map, and have all the same statistics, and on top of that they land eventually, so not a huge deal as of right now.

    @Useminename: Any reasons why? :p
     
  14. Ken-E

    Ken-E

    Joined:
    Apr 5, 2009
    Messages:
    571
    Resources:
    12
    Packs:
    1
    Maps:
    11
    Resources:
    12
    Full Review Emerges

    I played the map couple of times. I wanted to create a very careful review since I haven't played any Warhammer games.

    I gotta say, it's a great map! Large armies clashing one another and hearing unit pain per kill. It's really a slaughter-fest! Detailed terrain and there were atleast 4 playable maps (if I'm not mistaken) inside a map! And I could really see all the effort done to keep the game fantastic and appealing.

    The AI is really stubborn (in a good way) and would likely to prove a challenge for newcomers such as myself, call me a noob and all...

    Just let me point out some typos:
    *Secondary resources is set to 'Lumber' both in description and sound. Rather saying 'Insufficient Lumber', I'd replace this with an alert sound or anything that's not verbal...
    *Watch Tower of the Forces of Chaos has 'W' hotkey but doesn't seem to function
    *Trashy display of icons especially the building list from the 'Worker'
    Well that's about it though, their merely minor cosmetic variables...

    5/5 Highly Recommended from me :D
     
  15. GhostThruster

    GhostThruster

    Joined:
    Jul 24, 2009
    Messages:
    4,847
    Resources:
    34
    Models:
    7
    Icons:
    21
    Packs:
    1
    Skins:
    1
    Maps:
    3
    Spells:
    1
    Resources:
    34
    Things that wouldn't work in a competitive RTS:
    -Chaos tech paths gives the illusion of more choice and strategy, but really it reduces it. Remove it and create a more innovative way for teching up.
    -Cannons/siege units don't damage your units. They should be able to, because it punishes players for bad micro.
    -Units lack definitive roles, in turn limiting strategic depth and unit countering capabilities. Most attack types just read 'deals decent dmg, but weak against fortified'.
    -Techtrees, even with tech paths, are really linear. In Sc2, you can have a million builds. Heck, even in Wc3, there were a diverse number of strategies. In this map, the number of buildings are limited, and each half of a techtree is trained from one of two buildings. Overhaul the entire techtrees. Define unit roles/counters by giving them abilities and more unique stats. SC2 example: the Immortal beats Roaches because their shields absorb low DPS attacks, and they deal extra damage to armoured units. In this game, Marauders are the same as Irregulars, except with some better stats.
    -Squad system I like for fun and looks, but suffers poorly in any competitive game. It completely disregards micro, and can sometimes leave a battle up to chance. You can fix this by implementing a system I suggested last time; hold down arrow, and you can control units individually.
    -Also attack ranges (eg. 12-13 dmg from a footman) encourage random gameplay. I would recommend certain units deal a specific amount of damage each time.

    Again, read my posts in v0.2. You haven't listened at all to some things.
    If you want, I can make full techtrees from scratch, and you can take a look at them and see whether you like them or not.
     
  16. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    I can't change the Chaos signs, it just pisses on the lore.

    Each unit has a role counter, I just didn't list them in game good idea.

    Ex. Incendiary > Fortified/Unarmored/Light < Medium/Heavy
    Ex. Piercing > Light/Medium/Unarmored < Fortified

    Plaguebearers are highly resistant to ranged attacks...

    Marauders can detect with an upgrade, and become scouts.

    Witch Hunters destroy Daemons.

    Bestigors and Halberds counter cav.

    Squads can be used competitively, and they encourage hero micro.

    Ex. BFME 2, W40k DoW.

    Techtrees could definitely work better... But there's really no space-conservative way I can think of. You have your 3 types (Siege, Basic, High Tier) of production per side, and 2 tech structures. I would like to add 1 more structure to both races for cav. This would definitely diversify the tree... But I need a stable model for Chaos. :\

    Where did you get the idea that artillery deals no damage. I was testing with a friend because he complained imbalance when I focus fired a clump of handgunners and killed like two squads with one shot.

    Also, there are a million builds just for Chaos lol... You can tech your first point, go 2 shapes, and rush Marauders, since they're fairly beefy against Irregulars... Then further from that, tech to Undivided, make Firebombs and use Horsemen as your tanks, or Warriors even. This sets you up for an early bust, and one that stays strong into the mid-game.

    Make 2 workers. Make an Archive before you Shapery, drop a harvester after your second worker finishes, and a Shapery after your Archive does, sets you up for super early Daemons. You risk losing map control, but it sets you up for a tech lead.

    I can think of so many openings... Maybe I'll list them all.

    One last major problem I'm having is there's no scouting involved... You only feel out your opponent by attacking him. I maybe will add a super fast scout cav for both races, like AoE2.

    Tl;dr, I need to add Stables for both factions and add some abilities to certain units.

    @Ken-E: Thanks for playing. I'll fix all the sound in next versions.
     
    Last edited: Nov 19, 2012
  17. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,373
    Resources:
    0
    Resources:
    0
    If I may give a few suggestions:

    * Add a scoreboard that tells you how much income you get for both ressources, as well as upgrades to increase it.
    * Have squads display the number of units and the number they can have so you know which ones need reinforcing.
    * If you can't give units like Chaos Lords and Generals portraits, could you possibly use their icon instead?
    * Make the greater daemons bigger and more colorful. And if possible, remove the mask from the Bloodthirster, he just doesn't look right with it.
    * Add some ruins to the Lustrian jungle.
    * Maybe request a pink Sludge skin, or just make the unit a Blue Horror that comes in twos?
    * Add some creeps to defend control points.
    * Bug: Occasionally a squad unit will form with all its members counting towards the food cap (basically the tooltip says it costs 1, but takes up 6 on creation), making building farms unpredictable.
    * Artillery units' damage reads that they do 1 damage, minus 100000.
     
  18. RiotZ

    RiotZ

    Joined:
    Jul 25, 2009
    Messages:
    2,723
    Resources:
    2
    Maps:
    2
    Resources:
    2
    *1 Great idea, will add that to the timer.

    *2 Maybe, this would be pretty heavy.

    *3 All unit portraits will be 2D in later versions.

    *4 Mask? Also Greater Daemons are huge already, except Tz and Sla.

    *5 Good idea.

    *6 I can make one myself, maybe I will.

    *7 No lol, this hurts competitive play. Maybe on 4p maps, where players haven't spawned.

    *8 I'll be fixing that next version.

    *9 Unless there's a way to remove -/+ text display, this will stay the same because of the artillery physics.

    Thank you for playing.
     
  19. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,373
    Resources:
    0
    Resources:
    0
    Bloodthirster: okay, it's a helmet, but it still looks strange with it.

    A camera issue: the computer builds right next to the map border where the camera can't reach. Your units still see them, it's just that you can't tell them which one to attack.