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UPDATES:
*Greately decreased repair speed by mechanics (by about 5 times). They can now not be used offensively to make your tanks invincible.
*Added proper mechanic icon to the british/american engineers overhead.
*Reduced splash and target damage of the flamethrower. Also slightly reduced range and increased oil cost.
Later, i might consider making "shock" damage (that of flamethrowers) more effective against buildings and slightly less against infantry.
*Buffed initial defenses for the italians. They now also have more units present in africa, aswell as a transport in rome to give them the option of moving troops down to africa if they want to go "all in" there.
*Added an extra bridge across the donau, around the areas of present Slovenia.
*Increased oil upkeep cost for all vehicles. Hopefully, you will now no longer have huge oil reserves lying around.
UPDATES TO COME:
*We will implement a way to tribute cities to your allies. This will happen through a certain unit (owned by the player beign tributed to) having to move to the city and claim it. Tributing cities will increase the targets relation towards you.
*It will be easier to increase standings towards other nations through different means. The rate at which relations improve during alliances will also be increased.
and more to come...
Finny! Would you be adding some random events in updates like riots and strikes (Which lower economy/income) due to social unrest? It'd really be interesting to see that you'd have to take care of both the civil wars and international affairs at the same time. That way, players would actually think before they start spamming just troops.
Quite frankly, it is because finland got all it's military equipment from germany, and we wanted some variation between the factions (and vuorma wanted to use his stug.
Its good with some variation but i cant compare the jagdpanther with stug III. Ive looked on their stats and they are almost the same, aint so big diffrent with dmg, armor and health. But thats just minor things
And another thing i notice the M18 Hellcat have 85 in speed, i dont know how fast that is in wc3 but the M18 Hellcat was the fastest tank in WW2 and could almost reach 100 km/h.
Would there be some graphical details on them which will let players know that they move slower? (Like being slightly fatter than the rest)
PS: Oh, about that unfinished mechanics section in your forum, what did you mean by the unfinished text over there saying how French had a positive K/D, etc?

What's the attack range of battleships?
Oh this?
http://worldinflames.se/combatmechanics.php
It's the default 404 error page error (whenever your client tries to request a page which does not exist).

You need to know many aspects of WWII to get these jokes.
Predictable Causes:
German engineers managed to produce a repair-able machine. -> Most of German tanks and stuff were like condoms... or syringes, you could repair and use them again but mostly, their quality was awful, and most of their stuff standed for really heavy crap which was hard to repair.
Russian troops received a positive K/D ratio. -> Soviet army had most casaulties amongst soldiers in WWII, comparing to German army which they fought against.
The Italian army won a battle all solo. -> Italian army even failed to conquer some poor African countries, they had to use tanks to threat people...
Japanese pilots put their seatbelts on. -> They were suiciders, mostly.
USA failed in stealing the kill -> This one I don't really get, well I take it as USA entered the battles and (tbh) did nothing but claiming victories... which is kinda true.
Well, that's My personal opinion about these jokes.
Still there are many minor allies and minor axis which are forgotten (Romania, Finland, Poland, French resistance[which had more fighters than France inhabitants] and many more). If they were mentioned then there would be a serious reason to call it world war.
Hmm... Maybe adding them in would be a good idea after all...
is it just me or is there a hacked version of this map as well? I've seen one being hosted in Battle.Net and it says WW2: World In Flame, without the 's'. I was too laggy to downlaod it then.
Invisibility
Events

Time - Every 1.00 seconds of game time
Conditions
Actions

-------- temp_group is a Unit Group, used to store units that were Invisibilited --------

-------- temp_point and temp_point2 are Point --------

-------- temp_unit is a Unit --------

-------- Invisibility's Stats - Targets Allowed field is empty --------

-------- Invisibility's Techtree - Requirements field is empty --------

-------- Invisibility's Stats - Mana Cost is 0 --------

-------- Dummy has invalid model path (omg.mdx) and no shadow, cannot attack, is invulnerable --------

-------- Dummy's movement type is None --------

-------- Dummy's Stats - Hide Minimap Display is true --------

Unit Group - Remove all units from temp_group

Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to (Footman)) and do (Actions)


Loop - Actions



Set temp_point = (Position of (Picked unit))



Set temp_unit = (Picked unit)



Unit Group - Pick every unit in (Units within 512.00 of temp_point matching ((((Matching unit) is A ground unit) Equal to True) and ((Matching unit) Not equal to temp_unit))) and do (Actions)




Loop - Actions





Unit Group - Add (Picked unit) to temp_group





Set temp_point2 = (Position of (Picked unit))





Unit - Create 1 Dummy for Neutral Passive at temp_point2 facing Default building facing degrees





Unit - Add Invisibility to (Last created unit)





Unit - Order (Last created unit) to Human Sorceress - Invisibility (Picked unit)





Custom script: call RemoveLocation(udg_temp_point2)



Custom script: call RemoveLocation(udg_temp_point)

-------- only those units who weren't just Invisibilited will get their buff removed --------

Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A ground unit) Equal to True) and ((((Matching unit) is in temp_group) Equal to False) and (((Matching unit) has buff Invisibility) Equal to True)))) and do (Actions)


Loop - actions



Unit - Remove Invisibility buff from (Picked unit)
Remove Dummy
Events

Unit - A unit Finishes casting an ability
Conditions

((Unit-type of (Casting unit)) Equal to Dummy
Actions

Unit - Remove (Casting unit) from the game
Throw Grenade
Events

Unit - A unit Starts the effect of an ability
Conditions

(Ability being cast) Equal to Parasite
Actions

-------- trigger_count is Integer --------

-------- trigger_target and trigger_caster are Unit Array (100)

-------- Parasite's Data - Damage per Second should be high --------

-------- Parasite's Stats - Duration must be as little as possible --------

-------- Parasite's Stats - Buffs should be set to something without a model --------

Set trigger_target[trigger_count] = (Target unit of ability being cast)

Set trigger_caster[trigger_count] = (Casting unit)

Set trigger_count = (trigger_count + 1)

Wait 0.50 seconds

Set temp_point = (Position of trigger_target[0])

Special Effect - Create a special effect at temp_point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl

Special Effect - Destroy (Last created special effect)

Unit - Cause trigger_caster[0] to damage circular area after 0.00 of radius 500.00 at temp_point, dealing 100.00 damage of attack type Siege and damage type Normal

Custom script: call RemoveLocation(udg_temp_point)

Set trigger_count = (trigger_count - 1)

For each (Integer A) from 1 to trigger_count, do (Actions)


Loop - Actions



Set trigger_caster[((Integer A) - 1)] = trigger_caster[(Integer A)]



Set trigger_target[((Integer A) - 1)] = trigger_target[(Integer A)]
Unit - Create 1 Footman for Player 1 (Red) at (Position of Footman 0040 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Human Sorceress - Invisibility Footman 0040 <gen>
Unit - Move (Last created unit) instantly to (Position of Footman 0041 <gen>)
Unit - Order (Last created unit) to Human Sorceress - Invisibility Footman 0041 <gen>
Unit - Remove (Last created unit) from the game
Trust me, we can code.I'd rather like you to explain your idea.
You could add grenades as autocast. In my opinion, Parasite would suit, because it creates a projectile and auto-targets any enemies that are attacking or fighting. See:
Example is attached.
Throw Grenade
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Parasite
Actions
-------- trigger_count is Integer --------
-------- trigger_target and trigger_caster are Unit Array (100)
-------- Parasite's Data - Damage per Second should be high --------
-------- Parasite's Stats - Duration must be as little as possible --------
-------- Parasite's Stats - Buffs should be set to something without a model --------
Set trigger_target[trigger_count] = (Target unit of ability being cast)
Set trigger_caster[trigger_count] = (Casting unit)
Set trigger_count = (trigger_count + 1)
Wait 0.50 seconds
Set temp_point = (Position of trigger_target[0])
Special Effect - Create a special effect at temp_point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause trigger_caster[0] to damage circular area after 0.00 of radius 500.00 at temp_point, dealing 100.00 damage of attack type Siege and damage type Normal
Custom script: call RemoveLocation(udg_temp_point)
Set trigger_count = (trigger_count - 1)
For each (Integer A) from 1 to trigger_count, do (Actions)
Loop - Actions
Set trigger_caster[((Integer A) - 1)] = trigger_caster[(Integer A)]
Set trigger_target[((Integer A) - 1)] = trigger_target[(Integer A)]
Reply to 'insufficiency': If I use only one Dummy, then I'll have to instantly move it to a unit and order it to cast Invisibility. But abilities may not be cast momentarily. Something like this will not work:
Unit - Create 1 Footman for Player 1 (Red) at (Position of Footman 0040 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Human Sorceress - Invisibility Footman 0040 <gen>
Unit - Move (Last created unit) instantly to (Position of Footman 0041 <gen>)
Unit - Order (Last created unit) to Human Sorceress - Invisibility Footman 0041 <gen>
Unit - Remove (Last created unit) from the game
Then you could make a special unit-type - Grenadier, which is very expensive.
EDIT2: Yes, interpreting trenches and little holes can be hard in Wc3. But at least you could make barricades, which save those hiding behind them from enemy's fire.
Now be a real fan and like WiF!
Its seems the people at facebook thinks its a game and not a map maybe you should give the WiF FB Fansite more information like that you need warcraft 3 the frozen throne in order to play it anyway keep up the good work.

