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World Domination General Discussion

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Level 27
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This is actually a genius idea... i figured out a cool way of implemting this:

As soon as players start building and using teleporter gates, there is a 8% chance every 5 minutes of a temporal rift opening somewhere on the map, due to a disturbance in the space-time continuum. This rift would spawn dinosaurs which attack all ground units, and also lay eggs, which spawn new baby dinosaurs. The rift will last for 10 minutes, or until someone drops an EMP bomb on it (this will be suggested by a hint after a minute has passed). A teleporter gate being destroyed while a portal is active, or an agent successfully hacking a gate, will also have a small chance of spawning a rift. Let me know what you think about this!

Regarding the giant end-game robots, i'm personally quite interested in this, but people seem to have mixed opinions. I made a poll on diplomunion regarding this, you can check it out here, and read some about the suggestions i had in mind.



It's funny that you should mention this - the capitol already has radar detection since a while back, but it's nice to hear that this was a good decision. :)
Please tell me acquiring dino DNA from eggs will allow you to bio-engineer your own dino cavalry. Could work as some sort of ultimate anti-bioweapon superunit resistant to diseases, zombies and probably ninjas.

As for giant death robots, main reasons of experimental existence back in SupCom was the ability to break any stalemate on it's own, dishing out massive damage and being hard to counter with unit spam and defenses. If you have a way to handle the stalemates without resorting to creation of extremely powerful units, they are kinda unnecessary.

Now, I imagine the abundance of implemented and suggested features is already staggering and my confuse new players (in which case some features can be made optional, disableable trough the early game voting), but the whole idea of special units for each nation sound pretty good. Just, if you ever consider implementing really diverse and unusual units as nation exclusives, may I suggest plutocracy (or was it oligarchy?) gaining access to Black Market that allows you to purchase these units, at increased price?

On an unrelated note, have you considered looking up the Mr.Bob's old sci-fi/modern warfare assets? He had some pretty cool production facility models, and google search indicates he actually dumped some of his removed from HW assets on Diplomunion.
 
Hello everyone! For the first time in a long time, i'm proud to present to you a major update to World Domination! Missile countermeasures, hacking, new Russian units, and some general balance and polish are some of the things that are on the menu today. My original idea about this map was that players should have to tacke real-life issues that governments would realistically deal with. That is why this version also features time-travelling dinosaurs! I know you'll love it.

Hacking
Espionage now has its own category in the research menu, with comes with some new intelligence-related tech. The most significant of these is the hacking ability, and corresponding firewall upgrade, which both have three tiers. The hacking ability allows Agents to attempt to hack enemy structures, with different effects depending on what structure is targeted. If successful, hacking a resource structure will cause you to steal up to 750 units of that resource (depending on success margin), while hacking a production structure will cause you to steal enemy technology, if possible. The base success chance is 30%, but this is multiplied with the factor between your hacking level and the enemy's firewall level. In other words, if your hacking level is 3 and the enemy firewall level is 0, you have a chance of 30*(3/1) = 90% to succeed. If your hacking level is 1 and the enemy firewall level is 3, the chance is merely 30*(1/4) = 7.5%. If the hacking fails, your Agent will be discovered, which means it will become visible for 30 seconds and the enemy will be notified on his position. The enemy is also notified if he has been successfully hacked, but he won't know where or by whom.

Missile Countermeasures
It is now possible to upgrade Countermeasures, which grants all jets a 25% chance to launch flares when targeted by an enemy missile. This will cause it to ignore all missile damage for 2 seconds, but once used it takes 10 seconds to reload. This can be decisive in an air-to-air battle, and is also used by the new Slava-class cruiser. Specialist planes such as the A-10 Thunderbolt and the Stealth Bomber aren't equipped with flares, although Predator Drones are. Note that laser attacks from UFOs aren't affected by flares.

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New faction units
People have been requesting more faction diversity, so this version includes two new Russian vehicles - the BM-30 Smerch rocket artillery, and the Slava-class cruiser. This also means that the existing MLRS and destroyer have been renamed to "M270 MLRS" and "Daring-class cruiser", and their stats have been somewhat altered. The Smerch has longer range and more damage than the M270, as well as more health, but a slower firing speed, movement speed, and slightly higher cost. The M270 also deals damage over a larger radius.

The Slava-class cruiser is a very unique ship - instead of vertically firing cruise missiles, it has a massive battery of missiles facing straight forward. This means it has shorter range and longer cooldown, but the alpha damage is significant. The Slava-class is also the only ship with missile countermeasures.

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Temporal Rifts
The Temporal Rift is a new type of disaster which starts happening once players start building teleporters. Basically, a rift opens up in the space-time continuum, which starts spawning dinosaurs at a random rate. The dinosaurs will behave different from zombies in that they feed off dead enemies to regain health (which should totally be a zombie thing too now that i think of it), and that they lay eggs to reproduce. Dinosaurs will also slowly age, gaining size, health and damage. Newly hatched dinosaurs are typically weak, but get more dangerous if you let them grow. Adult T-rexes will also stomp the ground to stun enemies. The rifts have a 1% chance to spawn every 4 minutes, but they have a larger chance to spawn if a teleporter gate is destroyed while active (12%), or if a spy successfully hacks a gate (25%). It is possible to close the rift by dropping an EMP bomb into it.

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Revamped Linebacker Launchers
After testing out the often forgotten "Depleted Uranium Shells" upgrade, i realized that Main Battle Tanks had a bit too many perks in the end-game, and that the Linebacker Launchers made them too much of an obvious choice. Therefore, i've now changed it so that the Linebackers apply to Infantry Tanks instead, and they are also a legitimate attack type rather than a Phoenix Fire-based ability. This means that the tanks can't engage both land and air simultaneously, but at the same time it means that attack upgrades apply to them like with other attacks. Their missiles deal explosive damage, which is less effective against jet fighters, but much more so against drones and helicopters. I hope that this will increase the usefulness of Infantry Tanks in the late game.

Full changelog:

  • Agent-related research now have its own category in the research tab.
  • Agents can now hack enemy structures, stealing resources or tech.
  • Players can now research upgrades to their firewalls, to make it harder for enemy agents to hack them.
  • New tech: Agent Endurance Training, increases agent movement speed by 30% and inventory capacity by 1.
  • New disaster: the Temporal Rift.
  • Radar Domes no longer need the Radar Manipulation tech to work (although upgrading to a large one does).
  • Roughly cut the cost of Radar Domes by half.
  • Turret Mounts no longer consume power.
  • Increased the hit points of Point Defense turrets.
  • New ability: Missile Countermeasures, with corresponding research.
  • New unit: The Slava-class Cruiser.
  • New unit: BM-30 Smerch Rocket Artillery.
  • The Linebacker Launcher upgrade now applies to Infantry Tanks rather than Main Battle Tanks.
  • Missiles now move more smoothly.
  • Different missiles now have different health (affects ballistic missile defense).
  • Increased the time limit for government selection to 45 seconds.
  • Fixed some tooltips to be more accurate.
  • Changed indexer from AutoDex to AutoIndex, which should be more reliable.
 

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Ah, sorry! The new version was up on MakeMeHost, but not here, but that has been fixed!

By the way, i kinda like your idea of stealing dinosaur DNA, perhaps i could add a sort of weaponized dinosaur unit with lasers on their heads and... yeah, we'll see. Considering that the rift is a rare event, i'm gonna have to consider whether it is worth it. Anyhow, i finished a game just now, it was really fun! I thought i wouldn't get to see the rift, but at the very end of the game, Latin Alliance sent his Orbital Laser on top of one of my teleporters, and as a lucky coincidence, a rift opened when it was destroyed. It was quite hilarious. We got to see lots of weapons used, so it was fun.

One thing though, i and some others noticed that the action can sometimes be a bit slow in this game. The elements are all there, but somehow, the battles tend to kinda fizzle out... players are generally not too keen on attacking each other. is there anyone who has any ideas on how to fix this? It's quite fun when you play it against the AI, it's just different when there's real people.
 
Level 14
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Jul 1, 2008
Messages
1,314
My original idea about this map was that players should have to tacke real-life issues that governments would realistically deal with. That is why this version also features time-travelling dinosaurs!

this made me laugh! :D

This update really deserves the predicate "major". Defenitely will play this version next time, I am back home.
 
Level 9
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Sep 14, 2012
Messages
238
Ah, sorry! The new version was up on MakeMeHost, but not here, but that has been fixed!

By the way, i kinda like your idea of stealing dinosaur DNA, perhaps i could add a sort of weaponized dinosaur unit with lasers on their heads and... yeah, we'll see. Considering that the rift is a rare event, i'm gonna have to consider whether it is worth it. Anyhow, i finished a game just now, it was really fun! I thought i wouldn't get to see the rift, but at the very end of the game, Latin Alliance sent his Orbital Laser on top of one of my teleporters, and as a lucky coincidence, a rift opened when it was destroyed. It was quite hilarious. We got to see lots of weapons used, so it was fun.

One thing though, i and some others noticed that the action can sometimes be a bit slow in this game. The elements are all there, but somehow, the battles tend to kinda fizzle out... players are generally not too keen on attacking each other. is there anyone who has any ideas on how to fix this? It's quite fun when you play it against the AI, it's just different when there's real people.

Hey Fin does you add thing like your Generals skills ability grow when you combat? this can motivate people to fight each others ?

Also I have a personal request can you upload every new version to the epicwar.com site so I can easily see when its coming and download it , because I check out that site more than a new maps section on mmh. Please. Ty
 
Level 27
Joined
Jul 6, 2008
Messages
11,324
Ah, sorry! The new version was up on MakeMeHost, but not here, but that has been fixed!

By the way, i kinda like your idea of stealing dinosaur DNA, perhaps i could add a sort of weaponized dinosaur unit with lasers on their heads and... yeah, we'll see. Considering that the rift is a rare event, i'm gonna have to consider whether it is worth it. Anyhow, i finished a game just now, it was really fun! I thought i wouldn't get to see the rift, but at the very end of the game, Latin Alliance sent his Orbital Laser on top of one of my teleporters, and as a lucky coincidence, a rift opened when it was destroyed. It was quite hilarious. We got to see lots of weapons used, so it was fun.

One thing though, i and some others noticed that the action can sometimes be a bit slow in this game. The elements are all there, but somehow, the battles tend to kinda fizzle out... players are generally not too keen on attacking each other. is there anyone who has any ideas on how to fix this? It's quite fun when you play it against the AI, it's just different when there's real people.

Dunno, maybe add some veterancy/leveling system that allows you to accelerate research, improve economy and so on? If you don't want to create a new hero for that you can allow units to achieve veterancy like in Nuclear Sunrise, with veteran units having their disband replaced with "Become officer" that gives you some bonuses like upgrades the production facility to produce faster or whatnot. Might be counter-intuitive though.
Alternatively just increase the research/production time and allow players to decrease it drastically be leveling the hero units.
 
Level 4
Joined
Dec 19, 2015
Messages
52
Hello, never played any of your maps really but a big fan of your models. They are all amazing and useful. I haven't seen this on mmh but it seems very similar to The Alternative Future. I also have not played WiF but like some of the systems in the game. I'm going to check this out and see how it plays.
 
Level 24
Joined
May 15, 2013
Messages
3,782
Greetings,

I played the map, it was cool and o'l. But max players just don't do well in non-beefy computers or I should say laptops (So I have to play Russia vs USA)

The feature that I really like here is the different events and the unique units of some factions. One was the Alien Invasion, I was suprised that one of my soldiers was in frickinn Antartica! I found out it was a bloody UFO, which I shot down... Mothership came and almost blew my capitol, with the annoying shield, (Kiev didn't survive, but meh...). The impressive power of the UFO is outstanding for me, making it my most powerful air unit.

I also found that when you destroy a second UFO, another Mothership arrives (where the hell did these aliens get their stuff), I destroyed it, crashed at Kiev...again, good thing it wasn't destroyed, nothing really happened when these Mothership crashed, including the third, fourth and so on.

The Dinosaurs were good, they just swarmed and took my Capitol, I have to spam my UFO's to finish them off, but are these Temporal Rifts supposed to disappear temporarily, cause they just disappear without me researching EMP bombs.

The Zombie disasters were quite hilarious for me. Since USA has a lot of infantries at the coast, it was a good target for the virus. Well, apocalypse happened in North America, I finished it off with a Nuke, which ended up in a FATAL ERROR... I don't know how this happen, but I think my laptop may not be able to handle the memory.

With some things I have not included or forgot to include, this is a cool map, the multi-problems you'll face like a president, gets you tense up, especially if your Russia or EU.

Here are some suggestions or ideas I'd like to say:

Attack Helicopter Variations
- I was a little disappointed that the nations' attack choppers were the same. So I suggest that each or some of the nations have their own unique attack choppers. I'd say:

AH-64 Apache - The Apache's were first designed in USA, so its obvious to say that this helicopter should be the unique attack helicopter for that nation. Since each unique units have their own unique stats, I was thinking that Apache's should have more firepower and speed, but less armor and hitpoints and costy/not. The Apache's might also be available for South American countries.

Mi-35 Hind - The Hind, mostly what I saw, as the attack helicopter of Russia and most of Asian countries and Africa. In contrast to Apaches, they are more bulky and have more firepower than Apaches but less speed and slow production.
Or
Mi-40 Havoc - The successor of the Hinds, the Havoc looks more similar to Apache's, making them having the same stats, but its up to you of course.
Speaking for these two, depending on your choice, might be the attack helicopters unique to Russia and most Asian countries and Africa.

AH-1 Cobra - Although it's from USA, it could be the attack helicopter for EU and Australia or South America. They have more firepower with a balance speed, cost and production with low armor or hp, depending on what you think. Or maybe Eurocopter Tiger?


More Dinosaur Variants - The appearing dinosaurs from a Temporal Rift were meat-eaters, so should it be possible to add those harmless (or maybe stomping) plant eaters, like the Brachiosaur or the Triceratops. Those long-necks could just randomly stomp and those Triceratops rampaging.

Militarian Army Specialty - I was thinking, when you pick the Militarian government, maybe add a research on their specialty researched via the left icon for Researching.

Ground Specialty - Ground units, such as infantries and tanks, have bonuses, or maybe another upgrade for Tank Factories and Infantry production structures

Naval Specialty - Same as above, only in naval units, I might think of upgrading the naval production building, allowing the production of more naval units.

Aerial Specialty - Same, only air units, another upgrade for Airbase, with new units.



Hmm... I was thinking to have more thoughts, but these are the ones that I remembered so, this is just my thoughts or suggestions. I know it is lacking, but you may get some ideas in it. So again, cool map, I say to you, Goodluck with it.
 
Dunno, maybe add some veterancy/leveling system that allows you to accelerate research, improve economy and so on? If you don't want to create a new hero for that you can allow units to achieve veterancy like in Nuclear Sunrise, with veteran units having their disband replaced with "Become officer" that gives you some bonuses like upgrades the production facility to produce faster or whatnot. Might be counter-intuitive though.
Alternatively just increase the research/production time and allow players to decrease it drastically be leveling the hero units.

Actually, there is already a veterancy system - every 5 kills or so will grant you a bonus to damage and attack speed. There is no visual cue for the level except the bonus damage (+1 means level 1 veterancy, and so on). Leveling up your hovercraft will result in a DPS meat grinder which can be quite effective.

Overall though, i'd say that leveling up your industry doesn't really make the game more exciting. You already essentially level up your economy by increasing the wealth of your cities. Also, i think this is part of the problem - players spend a lot of time building their base and getting exotic tech, and not as much time fighting. It's usually not a big problem though, experienced players tend to fight more.

@Edge45:

Those are all good suggestions! I agree on the helicopters, and i can assure you that more variants will come, along with their own models. I am not sure whether to pick the Havoc or the Hind, since they're both cool, but i do have a mesh finished for the Hind. More dinosaurs would also be fun, and i considered this when implementing it, but i figured that it would be better to use the map space for adding more cool units rather than some variety to this rare and rather esoteric event. If there is space once everything else is done, then maybe.

As for the military stuff, i don't really want it to have such major advantages over the other government types, but one way i could add more depth to the government system is to have capitol-based special commands (abilities). They could look something like this:

Holy War (Theocratic)
Increases the movement and attack speed of all infantry by 20% for 60 seconds. 10 minute cooldown.

Increased Labour (Plutocracy)
Increases iron and oil income by 15% for 2 minutes, but also increases unrest by 15% for the same period. 10 minute cooldown.

Revolutionary Spirit (Communism)
Increases building construction and repair speed by 50% for 60 seconds. 10 minute cooldown.

War Academy (Militarian)
Instantly grants all units within the target area maximum veterancy. 5 minute cooldown.

Market Fluctuations (Free Market)
Adds a randomly chosen multiplier between 70% to 200% to currency income for 2 minutes. 8 minute cooldown.

Feedback is welcome! Btw, i just added it so that losing your capitol will give a small unrest penalty. The penalty is doubled for players with a militarian government. This will be in the next version.

Another suggestion i got from a friend was to add a final tier for the Zombie Virus upgrade, named "Zombie Overlord Program". This would be unlocked once there are at least 50 zombies of your particular strain, and allow you to become the zombies, but also lose all your regular structures and units. I could add it so that zombie overlord players use a special, simplified economy based on biomass (gained periodically) which they can use to either mutate their zombies or produce new ones at cities. Once a player becomes zombie overlord, all zombies on the map will be transfered to him, regardless of who made them. No other players will be able to become overlord at this point. Let me know what you think.
 
Level 20
Joined
Feb 23, 2015
Messages
243
Great map, I really like to play as Australia and quick-tech to zombie virus. I can sit safely in base while every other player has huge problems with undead :-D.
You should add more tanks IMO. Maybe faction-unique special tanks like stealth tank for UE (PL-01).
I've found a bug. Sometimes after pausing the game or pausing the research research-progress bar stop showing any progress and buildings stop constructing. It happens in singleplayer, in long games (after ~1 hour). I don't now if it's also a case for multiplayer.
 
Have you been able to reproduce the bug? I'll check that out, thanks.

Australia is pretty sweet for this kind of combat - you don't have a lot of room to expand, but at least you can sit safely back and lob ICBMs at your enemies. I like to build a teleporter network too and remotely invade America... fun times.

I've been thinking about adding more tanks, although a stealth tank might be OP in practice.. how do you suggest it would work? I could see it either having an active ability based on Wind Walk, or a "permanent invisibility" which makes it visible when attacking. The tanks i had planned though were the BMP-3 and the Chinese ZTZ-99 MBT. I'm not sure if they would contribute significantly to gameplay, though.
 
Level 20
Joined
Feb 23, 2015
Messages
243
Bug happens every time I play, although after really long time. It also allows to train any number of units and ignore resources, even if 'not enough oil' messages show. It causes economy bar to stop working too.

As for the stealth tank, I was thinking about invisibility in shadowmeld style or triggered invisibility that makes it undetectalbe even while moving for flying units and detectable on closer distance for ground units, so it can attack them without being seen if they have no detection and are far enough. It can be balanced by changing a range from which it can be seen + detection isn't too expensive, so it would be much more useful for risky quick win all-in strategies than for long wars.
 
Level 19
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Oct 7, 2014
Messages
2,209
I also had a similar problem with Matis here, but I can't produce anything. I got a large amount of resources but the game keeps saying resources are not enough.
And also I got a terrible lag in singleplayer and it only occured on the start of the time and after a while(quite a long time) it stopped lagging.
 
Level 15
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Nov 30, 2007
Messages
1,202
Improving how the game is played:

- Add two abilities to the worker which when used pans the camera to the closest available resource of that type. The concept of moving the camera could also be applied to the ping mini-map feature. (But this is of lesser importance as I view he former as the better solution. As it is now, you ping the mini-map, click the worker which pans the camera to the worker and then you have to search for the place that you had found previously.

- Add basic chat commands for peace/war/neutral offers. Virtually every strategy map on wc3 have these commands: war/unally color, peace/neutral color and ally color. To not have them is to work against the player, and not only from a point of players not knowing how to ally but also it takes much more time to use a multi-step process. Command-card into dialogue menu.

- I often find myself clicking around the huge world map looking for my key units, especially air planes are prone to getting lost. Adding a spell to recall them to the air field would do wonders. It could work by the plane being assigned to the producing air-field by default and it has the ability to set another point as base.

- Will we see any attempts at mass movement or what’s the reasoning behind omitting it from the map?


Balance:

- Maybe this is intended, but I feel the power of repair+AA-turret or repair+naval battery is too strong. It’s just too cost effective. I don’t remember the size of my fleet exactly but 1 naval battery and 4 workers single handedly repelled about 5-6 cruisers. My suggestion is to implement something like:
1) Limit the amount which can repair a structure to 1.
2) Progressively diminish the repair speed depending workers working.
3) Prevent workers from repairing a structure which is being engaged.
4) Reduce workers HP or give artillery/tanks/battle cruiers some AOE.


Diplomacy and Trade:

- I love that you can ask for debt relief, I’m still missing the option to offer loans or even straight up aid-packages, especially considering the amount of players who go broke. But also to me who like to pit players against each other. Question: What happens if you have a loan to a player who declare war on you? Furthermore, can you refuse to pay your interest or default on it somehow?

I still think leasing agreements and debts shouldn’t be seen as income generators but rather as a means to support another nation without getting directly involved with troops. So in my view you should do things like drastically reducing the cost or rework it to this end.


United Nations:

- Don’t force players to leave just because they disagree with a resolution. All that happens now is that after the first sign of trouble UN is disintegrated and after that pretty much useless.

- Leaving the UN should have some sort of drawback, at the very least increase unrest to all but military governments?

- There is still no option to abstain from a vote, why not?

- You should be able to demand ceding of resource buildings.

- Observer resolution (Far sight at a given city or area, reveals that area to all players for a period of time.) I only suggest this because I want the UN to be a better tool at peace keeping

The UN system needs to be changed to carry more weight in my opinion, one idea to play around with would be some sort of international reputation. I’m not sure how and what it would do exactly but some ideas are:
1) Leaving the UN obviously set you to 0% reputation.
2) Joining UN starts you at 20-50% reputation
2) Having a positive reputation makes it harder to pass resolutions against you.
3) Getting 100% reputation could give you veto-power for 1 voting session which you don’t abstain from.

Is the faction differences in resources really wise from a balance perspective?
 
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Thanks a lot for the feedback, that was a great and informative post. The following things will be added in the next version:

  • Chat diplomacy commands will be available ("-peace red", etc)
  • It will be possible to abstain from votes
  • The "ping oil/iron" abilities will be replaced by "pan camera to nearest oil/iron", works based on your current camera position.
  • Repair speed factor will be reduced from 50% to 30%, and worker health will be reduced to 175 from 200.
  • Declaring war on a player will suspend all interest payments on any debts you have with them. The debt itself will still remain.
The following things will be tested out for further consideration:

  • Adding council reputation based on your tendency of following council decisions. Unrest penalty/bonus proportional to reputation.
  • Mass command unit with extra options for "select next air group", "select next vehicle group", "select next infantry group" which cycles through selections.
  • Observer Resolution - i like this idea, but i'll have to test out how it plays.
  • Adding a 10$/min or 0$/min option for lease agreement costs.
  • Council aid package - the option to vote for members to send economic aid to another member. Those who approve will send 10% of their income to the target player. You cannot vote to aid yourself (to avoid abuse).
The problem with Mass Command is that i don't really know where players should access it. Having an extra hero icon will just make things even more confusing and messy, but at the same time, selecting it from an existing tab would be unintuitive and also result in delay (since manipulating selection is delayed over b-net).

Regarding resource balance, i do think it can be balanced since i generally made it so that first world countries are rich in city wealth while third world countries (or those with limited land) are rich in natural resources. Suggestions on balance are welcome, though.
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
Nice to see you're back, 2 days... I was starting to get worried you canceled the project! :p

What about making a "Command Center" building for the mass commands, and unit-type cycling. You can only have one and if taken out your troops lose a aura called 'organization bonus'.

Cold War seems heavily favored for the east-block to win as rushing land areas is far easier than it is for the west to reinforce Arabia and Europe, and also due o the fact that there are a lot more cities in euro-asia. With that said I haven't played it that much.

I hope that you got that the search resource abilities need to be on the worker so you don't just switch from a ping to a pan camera.
 
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Level 15
Joined
Nov 30, 2007
Messages
1,202
Well it's mostly needed for infantry, so just adding a unit or a spell book to the barracks?
The engineer build card is kinda full, and i generally don't like the idea. Also, you'd still need a way of quickly accessing it from anywhere on the map, which would involve hero icons. Anyway, i'll work on the other features first and then we will see what can be done about mass commands.

Then I propose that you save the selection before the menu was opened, so that when you use the pan camera spell the selection is restored to what it was previously. It pains me every time I look for resources. It's the loss of worker selection that is the issue with the current arrangement. Maybe I'm being irrational here, nobody else notices?! :d
 
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World Domination 1.8 is now released! This version is a huge update for naval combat and contains a metric fuckton of new ship models and units.

NewShips.jpg

NewShips2.jpg

Frigates

There are now two frigate classes instead of the previous generic one - the Sigma-class and the Gremyashchy-class. The Sigma is much like the old one, except slightly faster, cheaper and with shorter vision range, mainly focused on anti-air capabilities. The Gremyashchy is more focused on naval engagements - it is larger with more hit points, and it has a larger calibre gun which deals more damage at a higher range. Its air attack also has a longer range, but also longer cooldown and deals less damage.



Cruisers

Slava-class cruisers have been in the game since last version, but now these ships have been properly balanced to have different strengths and weaknesses. Putting it short, the Daring is a long-range fighter with lower hit points but greater range and vision radius. The Slava-class uses volley fire to achieve great alpha damage at shorter range, but with a longer cooldown. The Slava is also significantly faster than the Daring.

Missile Boats

Another interesting new naval unit is the Type 22 Missile Boat. This is a small and fast craft, which fires a salvo of two siege missiles similar to those fired from a cruiser, although slightly weaker and with shorter range. This unit has no air defense, and its hit points and armor are nothing to speak of, so they are easily countered by frigates or air units. However, they are very effective at harassing structures and units near the coast, and they are decent at fighting cruisers when in superior numbers. Only China and Indonesia can build this unit. The AI won't use these as of yet, but i'm working on it.

MissileBoat.jpg

MissileBoats2.jpg

Download
Apparently, the new Hive doesn't allow you to upload .w3x or .w3m files for whatever reason.... so here's a link to the map on EpicWar.


Full changelog:

  • You now get an unrest penalty if your capitol is held by an enemy. The penalty is doubled for militarian governments.
  • Added new models for ALL ships!
  • Added new Russian frigate: the Gremyashchy class.
  • Added new Chinese ship: the Missile Boat.
  • Reduced worker HP from 200 to 175, and repair time factor to 30% from 50%, to prevent insane repair-tanking of turrets.
  • Workers now have a new ability, allowing you to pan the camera to their nearest unexploited resource.
  • It is now possible to manage alliances using chat commands, for those who are more used to this.
  • Added the option to abstain from council votes.
  • When declaring war on a player who has loaned you money, the interest payment will be suspended.
  • You can now type "-names" to display the real (b-net) names of all players.
  • Slightly reduced the iron cost of all naval units.
  • Naval yards now heal ships the same way that airbases heal air units.
  • Temporal rifts will now remain open for significantly longer before collapsing on their own.
  • Buffed all dinosaurs spawned by the rift since they ended up being too weak in the point of the game where they typically appear.
  • The AI will now correctly produce Slava-class cruisers.
  • If a city's wealth drops below 50 when captured, it will automatically become ruined.
  • Ruined cities now display the correct model.
  • When a player is defeated in Phantom Mode, the game will now announce whether it was a phantom or an innocent player.
  • Phantom income bonus increased from 200% to 250%. Happy hunting.
 
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Level 11
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Can I clarify about something, does Ai work online? So far, it doesn't work online whenever I played but it works on single player.

Issues
- Major lag spike when several cruisers are attacking at the same time.

Suggestions
- I think players shouldn't be kicked when they lose. I think you should allow them map vision and maybe make a dead chat to prevent people from telling, perhaps?
- I think buildings and units shouldn't be killed if a person leaves in order to make it harder for dominating players to take over.
- If possible, could you add a text in the beginning that tells you that you are phantom? People didn't know they were phantom since the double currency wasn't indicative at all.
 
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Hi! No, the AI does not work online since i found that it would cause lag and desyncs. I hope that i can redesign it so that it is possible to use it online again.

I agree that there should be a way of allowing spectators on death, i will see what i can do about this. Perhaps players could enable/disable observers individually in some menu, which changes whether they share vision with observers or not. Sadly, making a dead chat is not possible.

The reason all units are killed when a player is defeated is because in a team mode, you won't be able to unally them to take their territory.

Players ARE told that they are the phantom, but i guess it is easy to miss. I changed it so that the title of the economy board now says "You are a Phantom!" in red letters after you are selected. I hope this will make it more clear.
 
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Version 1.8b

All right, i just released a small version/hotfix with some minor changes that i felt were required. The main reason was because of the fact that Indonesia were able to produce both the Sigma and Gremyashchy frigates, which they weren't supposed to. I also snuck in some improvements to the chat command system and a well-needed buff to the large radar domes. Finally, the extra levels to the "atomic bombs" research now also increase the hit points of the missile itself, which i feel will make the tech much more desireable than it was before since it allows you to more effectively overwhelm enemy ballistic missile defense.

User Pictures/Videos
I'm trying to put together a trailer and some promotional content for this map, so i'd love it if people could help me gather some cool screenshots and videos of the map in its current state! Feel free to publish anything in this thread.

Full changelog:
  • Indonesia can no longer build russian frigates.
  • Increased the vision bonus when upgrading to a Large Radar Dome from 500 to 1000.
  • Researching "Atomic Bombs" level 2 and 3 will now also increase the missile's hit points by 35% per level (affects ballistic missile defense).
  • Slava-cruiser missiles are now area targeted and thus will no longer chase enemy units. They also have a large spread and are threfore good for area bombardment.
  • The diplomacy chat commands would not recognize "dark green" as a player, since i misspelled it as "dark grey". This has now been fixed.
  • You can now also use the players current name in the chat commands.
  • The "-names" and "-capitol" commands can now be executed in a single line (ex: "-name MyNewName"), since this is more intuitive for most players. The old way still works, to avoid confusion.
  • When a player is selected as phantom, the title of his economy board will now say "You are a Phantom!" in red letters, to clarify.
  • The custom missile system now uses a dummy recycling system, which will hopefully reduce lag and the unavoidable leaks caused by creating new units.
 
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Level 11
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Good Changlog!

Suggestions
- For Phantom mode, I think you should make it so that the # of phantoms be based on the # of players in game. (I will have further comments later.)
 
They already are. The number of phantoms are [number of players]/5 +1. This means that 11 players will give 3 phantoms, while 9 players will give 2 phantoms (the decimals are truncated, not rounded).

New vehicles for the next version will be:

The Astros II MRLS
sistema-de-lancamento-de-foguetes-e-misseis-para-defesa-do-litoral-astros-iii-avibras-aeroespacial.jpg

This is a Brazilian-built MLRS used by Brazil, Indonesia and Saudi Arabia. It is much faster than all other MLRS vehicles in the game, but has a shorter range and less HP.

The Tigr-M MKTK
Tigr-M_MKTK_REI_PP_electronic_warfare_system_Leer-2_on_wheeled-armoured_vehicle_Russia_Russian_army_001.jpg
This is an electronic warfare vehicle used for radar jamming and deception. It will be used by Russia, and have an ability which reduces the vision radius of nearby enemy buildings and vehicles by 450, and their damage by 10%. I'm also considering the posibility of giving it an EMP weapon, such as EMP mines, which can be used with the corresponding tech.
 
Level 14
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hey Fingolfin, I really love how your game is evolving. I will defenitely play this one next week with my brother. Just a very short question, does the AI work in multiplayer at the moment?
 
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Thanks! No, unfortunately i had to disable the AI for multiplayer since i found that it causes desyncs.

EDIT: Btw guys, i think i just found a possible cause of the lag spikes... hell, of most of the lag in this map. Good news is that i can fix it. Next version will probably run a LOT smoother than this one.
 
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Level 11
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626
How strange. In the fh game I was playing, there was only one phantom in the game and after he left, the game ended.

Perhaps to avoid this, I suggest you allow the phantom to be repicked if he leaves in let's say the first 3 mins of the game.
 

hi1

hi1

Level 5
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One of the most interesting component I find in this map is the random events that occur such as the alien invasions/abductions, time rifts, the mysterious city which are rarely included in strategy maps. So, I would really love to see some more events added if possible as I find that these events actually encourage interactions among players.

Suggestions:

1. Earthquakes
-Occuring frequently in areas with active tectonic plates ex. Andes mountain in South America, Himalayas, San Andreas Fault.
Effect: Cause large aoe damage to units and buildings over time.
-Possible technology can be researched to reinforce cities/structures to become immune to earthquakes.

2. Epidemics/Pandemics
-Disease outbreaks would occur at individual cities (randomly or cities with low wealth) ex. Malaria outbreaks in Africa, Influenza outbreaks in North America.
Effect: Lowers the wealth of the city (due to high death tolls), may also affect units around the infected city
-Individual factions may have to research some sort of vaccine in the technology tab to try and contain the epidemic, otherwise the disease may spread to neighbouring cities.

3. Olympics (cuz its Olympics season haha)
-One country is selected to host the Olympic (at random or voted among countries), this can occur every 30-45 mins of the game.
Effect: Increasing wealth of the host city for a brief amount of time.

4. Famine (due to high poverty % or nuclear winter)
Effect: Disable/halt all unit productions until the famine is resolved.

5. Oil Spills in ocean waters (similar to destruction of nuclear power plants)
-Occurs when the oil refineries built on the ocean are destroyed (25-50% of the time).
Effect: Increase unrest %

6. Global Financial Crisis/Stock Market Crash
-Occurs late game at random when income is more stable
Effect: Gradual decrease of city wealth globally over a brief amount of time, trade agreements lose their effects, poverty and unrest escalate.

7. Terrorist Attacks
-Gradually builds up over time throughout the game: starting from reports of small groups of ppl with radical ideologies leading to the formation of an organization, and finally attacks on capitols/landmarks.
-Terrorist units (ex. suicide bombers?) would spawn randomly around the world
-Can also spawn a well-fortified base for terrorists somewhere if possible.

Note: Having all these events might start a chain of reactions haha...
 
banner,jpg.jpg

Improved Voting Menu

When clicking on an option in the voting menu, you will now get information about the mode before you select it. This has been often requested, and should help new players understand the difference between the modes.


NewMenu1.jpg

NewMenu2.jpg




Mi-24 Hind and AH-64 Apache

This version finally features faction-specific helicopters! The russian-aligned nations get the Mi-24 Hind, while the others get the AH-64 apache - which currently has the same model as the old helicopter until i can make a new one. The Hind is slow, bulky and close-range, with a superior gatling gun, while the Apache is light and nimble with slower, long-range attacks and heavy missiles.

Conquest Mode

This version features a new game mode called "Conquest". In this mode, you enslave other players by capturing their capitols (which causes them to automatically surrender to you). If you capture a player who has enslaved others, you will "inherit" his puppets rather than liberating them as per usual. The goal is to have all other players as your slaves!

Full changelog:

  • New unit: the Mi-24 Hind.
  • New game mode: Conquest.
  • The voting menu will now show descriptions of all the alternatives when you click on them.
  • Rebalanced all agent items to be cheaper and take less time to produce.
  • Remade the custom buff system to only consider units which might have buffs, rather than all units on the map, which should significantly reduce lag.
  • Ground decals (such as mountains) now use images rather than invisible dummy buildings, which should reduce the amount of units on the map by roughly 200 and likely also reduce pathing lag.
  • Autocannons can no longer target ships.
  • The repair times of turrets are now their total construction time rather than just the time it took to upgrade them from a turret mount. Same goes for other upgradeable structures.
  • The "-names" command will no longer make you reset your nation name.
  • Reduced the puppet tax from 30% to 20%.
  • The AI will no longer declare war on its puppets.
  • Nuclear Winter now gives an unrest penalty.
  • May have possibly fixed a bug which would cause the missile system to stop working.
  • Slightly increased the speed and damage of ICBMs, but also reduced their blast radius. They are now primarily useful for sniping out critical structures.
  • Fixed a bug where the number of no/abstained votes in the council would not reset at the start of a new vote, causing the game to think that all votes were counted everytime someone voted.
  • Airplanes should now have no problem dropping Napalm/EMP bombs... i think.
 
Btw, those are interresting ideas hi1! Famine, or something else that temporarily affects wealth/unrest, could be cool. The map used to have volcanoes and earthquakes, but since these used terrain deformations i had to remove them, because those cause desyncs if you try to use GetLocationZ() on them (which i need for the missile system).

Another thing i was thinking about adding is scorched earth tactics. Basically, you'd be able to ruin cities which you consider to be lost, to prevent the enemy from benefiting from them. This would work like an upgrade (or more like downgrade) where the wealth is progressively reduced until it reaches zero, and it also produces a large amount of unrest while it happens. It could possibly be available only to certain governments (like militarian). Also, i'm considering revising the way communism works. I was thinking that communist governments would have no natural growth, but instead higher tax bonus than they have now, so that they have to manually invest wealth if they want to develop their economy. Basically, the growth system would be disabled for them. Let me know what you think about this.
 
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Well, that at least answers my long time curiosity of where were the volcanoes at. Were thunderstorms not appearing at all for a similar reason? As of right now, I am of the opinion that current weather disasters had little to no effect on the game. Perhaps, making them more impactful especially during nuclear winter would encourage people to be more wary of them.

In a game that I played with a friend who was a first timer, I noticed that dinos can be infected and become different sized zombies(lol). Perhaps, add zombie dinos!

Additionally, if possible, maybe make the dinos and zombies attack other. Create a specific city model for a zombie infested city. That way, more zombies can be created even if the city was taken over by a different neutral hostile. (I believe this will give the map a interesting dynamic.)

In order to give more depth to the squad system and perhaps solve the mass command issue to a certain extend, perhaps make the unique unit of each squad the "leader" to which all units in the squad would follow. Anything he does, the squad will also do. The squad will move as he moves. He could have two abilities. One ability would change whether his actions be dependent or independent. his second ability would allow him to designate units as new squad members to replace old ones.

EDIT:
In a fh game with only two players left in FFA mode, China surrendered to me but the victory conditions were not met. Is this intentional?
 
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hi1

hi1

Level 5
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Aug 1, 2016
Messages
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I agree with Clanzion that the natural disasters do need some improvements as they currently provide very minimal influence on the game. The scale of the disasters can be enlarged or change their effects such that they have a more significant consequence.

I rlly like the scorched earth tactics idea, it will definitely bring some interesting plays into the map! Personally, I think there isn't much benefits of the other governments as the map, just like any strategy game is very dependent on resources. Hence, communism and plutocracy would often stand out the most to players. I find that majority of the players pick communism in most games as well. (I have never saw any suicide bombers and only saw national guards once haha) It makes sense because I never rlly have to worry about treasury if I pick communism and there is essentially no need for wealth investment in cities (unless this was intended). Changing how the communism bonuses work or adding appealing benefits to other governments would be possible options.
 
Level 11
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Messages
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To add onto the frequency problem, jets and UFOs tend to be only thing seen nowadays with sometimes stealth bombers and helicopters. The thing is, however, jets can literally take on all kinds of role, making helicopters and especially the never-used anti-tank jet obsolete.

Perhaps, making so that the jet can't directly attack tanks will give the anti-tank jet some usage.
 
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To add onto the frequency problem, jets and UFOs tend to be only thing seen nowadays with sometimes stealth bombers and helicopters. The thing is, however, jets can literally take on all kinds of role, making helicopters and especially the never-used anti-tank jet obsolete.

Perhaps, making so that the jet can't directly attack tanks will give the anti-tank jet some usage.

Took care of this right away, i noticed that the Anti-Tank Jet was more expensive than the Fighter Jet, so i made it cheaper instead due to its more limited role. Also, UFOs and Fighter Jets now cost 4 food instead of 3, while the AT-jet's food cost is unchanged. It should be noted that the F-16's anti-ground damage is pretty crappy - 30-33, as opposed to the 50-54 of the Eurofighter - and i hope that more people realize the strength of the A-10. The primary role of the helicopter is as anti-infantry, i use them quite frequently in the early game when people tend to spam infantry to capture as much territory as possible. As Arabs against Africa especially, they tend to deter the first attack as he realizes that he has no anti-air.

Well, that at least answers my long time curiosity of where were the volcanoes at. Were thunderstorms not appearing at all for a similar reason? As of right now, I am of the opinion that current weather disasters had little to no effect on the game. Perhaps, making them more impactful especially during nuclear winter would encourage people to be more wary of them.

In a game that I played with a friend who was a first timer, I noticed that dinos can be infected and become different sized zombies(lol). Perhaps, add zombie dinos!

Additionally, if possible, maybe make the dinos and zombies attack other. Create a specific city model for a zombie infested city. That way, more zombies can be created even if the city was taken over by a different neutral hostile. (I believe this will give the map a interesting dynamic.)

In order to give more depth to the squad system and perhaps solve the mass command issue to a certain extend, perhaps make the unique unit of each squad the "leader" to which all units in the squad would follow. Anything he does, the squad will also do. The squad will move as he moves. He could have two abilities. One ability would change whether his actions be dependent or independent. his second ability would allow him to designate units as new squad members to replace old ones.

I'm actually considering re-adding the volcanoes in the next version and see how it goes. They were too much fun to leave out, really. I also have a decent model of a hurricane which i might implement if i feel like it. There are some issues with squad systems though that i'm not really willing to deal with - such as how to load them in a transport. The dino zombie bug is hilarious, though i'm afraid i won't be able to make zombies fight dinos, neutral hostile units act weirdly when triggered sometimes which is why i use brown for this purpose.

In a fh game with only two players left in FFA mode, China surrendered to me but the victory conditions were not met. Is this intentional?

This was not intentional, thank you for pointing it out!

I agree with Clanzion that the natural disasters do need some improvements as they currently provide very minimal influence on the game. The scale of the disasters can be enlarged or change their effects such that they have a more significant consequence.

I rlly like the scorched earth tactics idea, it will definitely bring some interesting plays into the map! Personally, I think there isn't much benefits of the other governments as the map, just like any strategy game is very dependent on resources. Hence, communism and plutocracy would often stand out the most to players. I find that majority of the players pick communism in most games as well. (I have never saw any suicide bombers and only saw national guards once haha) It makes sense because I never rlly have to worry about treasury if I pick communism and there is essentially no need for wealth investment in cities (unless this was intended). Changing how the communism bonuses work or adding appealing benefits to other governments would be possible options.

Good to hear, i added scorched earth and it seems to play fine, so does the zero-growth for communism. Additionally, i added it so that Free Market governments get double the value when they export resources, i.e. that for each unit of iron/oil/power they export they get 2 currency (although the player he exports to only pays 1). Right now i feel that the only oddball here is Theocracy - the suicide bobmers just aren't very useful, and the reduced unrest doesn't make a lot of difference since it wasn't really a concern in the first place. One idea i had would be to replace the Spec-Ops squads for theocratic governments with "Inquisition Squads", which cast some kind of religious inspiration buff on nearby infantry which increases their movement and attack speed (or similar). Maybe they could have a "Deacon" instead of a medic which has a stronger heal or whatever.
 
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Thanks for quick reply. Yes, it will be nice to see volcanoes and hurricanes. I do believe these will make more of an impact. Too bad about the zombie dinosaurs, however. D:

Let us see, hopefully anti-tank jets will get some love.

Moving on, there are some bugs I discovered.

It was FFA, Normal, and Annihilation.

It was also a long game.

BUGS:
In late game, the missiles just get stuck at the missile base. Satellites just get stuck at the spawn point and had no abilities. There were also missiles at all the places that did not explode. Sometimes, they were completely invisible. I believe these came from cruisers. I could send you screenshots or the replay if you need it.
 
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