Thanks! My triggers aren't the best, and most of the complicated ones are done/edited by others, but you can pm me for an unprotected version if you still want it:)
Thanks! My triggers aren't the best, and most of the complicated ones are done/edited by others, but you can pm me for an unprotected version if you still want it:)
Hi! I have no clue on how to solve this issue, try searching online for ways to overcome such problems.
Thanks for the feedback:)
I'll have to disagree with most of it though, mostly due to my vision on what the mod should/can be.
Since most of the tech-tree is shared, you'll see empty spaces in the buildings' interface for civs lacking some unit or upgrade. This works like in early AOE games, not the Warcraft 3 way. Not perfect visually in all cases, but better than needlessly cloning every unit and upgrade for each Civ and having much more work on rebalancing.
I wouldn't add fictional or out of timeframe/civ rooster units such as the ones you suggested (Stratiotai were medieval cavalry, Companions were Macedonian/Diadochi units, not Athenian or Spartan and the Macedonians "get them" as better heavy cavalry). There's also an issue with adding more units: the lack of models, so I've gone with somewhat generic and limited choices for many units. Keep in mind unit roles as well. In a classic RTS setting it's pointless to have two units of the same function for the same Civ.
Techs are quite many as it is, but I'm open to any ideas that might prove useful. Unit balance might not be perfect, but imo it isn't bad for a beta release worked on by one person. Sure many things can get improved in general but this would mean extra time which I currently lack. Not sure when the next update will come.
Have you set up the game modes and/or clicked ready in the "menu unit" interface?
It is for Frozen Throne. It also is the first beta release of the map.
The visuals? Tree and ground textures are from 0 A.D. (awesome freeware RTS), converted to WC3 format by fingolfin. Btw I'm currently working on a 0 AD version of Ancient Empires.
Oh I wasn't logged in. Btw you could even recolor the human one and import it in the night elf ground texture path (or any you're not using)
That's an "old update" right? Great work anyway:)
Wow wow wow! Bring it on at last:)
Yeah, they already look great! Have you tried orc ground textures though? I think they might look more natural with the structures.
How about passives generating parasite summons by consuming enemy mana upon attack. Or this attack instead of summoning parasites increasing it's effectiveness depending on mana consumed? A gorgon/medusa/sea witch slowly draining her enemies mana in an aoe region in order to use her spells (with negative regen when she's not draining)?
Mana control as of? Using many active control skills, manipulating enemy mana or both?
Good choice, they'll fit in nice with your hybrid water maps.
Uploaded to display some issues, don't bother with anything looking strange here.
I've fixed my ports and can now host on B.net for easier playtesting. You can now add me as AncientEmpires in the European server.
Plz contact me through pm's, not here. This lacks the email notification so I might take long to notice.
A tower turning into a wall doesn't make much sense. I'd rather have square, buildable walls instead of this, without gates (like in the first age of empires). They would be placed rather easily with shift-click and build fast so you can wall a region in a reasonable time period. Only big issue I can see is them looking strange on unever ground, and that's why I've been leaving them out for now.
Nice sketches and thanks for the suggestion though!
Yeah it's realistic and probably good for gameplay. The only downside is that farms are like the only "wallable" structures in wc3, since the rest need their surrounding unbuildable pathing to prevent new units from being stuck upon training, or are useless in big numbers (for example a blacksmith). No big deal though I think (unless someone has a clue I'm missing), and I've buffed town defenses compared to wc3 so towns won't fall easily anyway.
Yeah I can see the similarity, as well as with AOE music and some have said Zelda music. Mine is simpler, but only took some minutes. Thanks for the kind words:)
Congrats, checking it:)
To some of the people that have exchanged emails with me for testing the map, please keep sending when you're interested in playing. There's several of you so I'm losing track of who is who since I haven't played even a single game with most.
Black forest is too defensive and I'd like a water part to have some naval combat, but I'm thinking of something similar surrounded by water so you can skip chokepoints by boarding actions, as one of the possible options for the first map. World map was an idea when I thought of making this "risk" style, but I concluded it doesn't work that well on warcraft. Might make one though (all lands around the Mediterranean) if this reaches a mod state.
Overall I aim for an average map that can be played with several tactics, any number of players and different team compositions for start. Any ideas?
It's not ready yet. But you can contact me if you would like to help playtesting it.
You mean the map in general or this screenshot? This is just a showcase, the current map is the oasis one. However I'm thinking that this build set fits better with a grassy theme and I'm not totally happy with the map so I might change it again.
Log in and send me your email or something so we can play.
I'll be around for the next few hours, send me a pm if you can play:)
ProdigalSon
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