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Old 12-22-2006, 04:00 PM   #1
Captain Griffen
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Approved Map: Warlords[Quicksilver #2] - 1st Place

Default Warlords

Warlords
By Captain Griffen
  • Story:
    A kingdom lies broken. Leaderless, divided - weak. Hordes gather beyond the Heathen Wall, ready to strike. The Canith Empire has no desire to takes these lands, but the best chance of stopping the barbarian hordes is at the Wall. Imperial forces are dispatched, establishing a fort on the only pass though the wall in the area. Meanwhile, three warlords descend like vultures onto the striken lands. Only one may victor - but only if the barbarians are stopped.

  • Summary:
    - The three warlords gain spawns and gold from villages and towns. By taking over other towns they can become more powerful. They gain victory by defeating the other two warlords and the barbarians.
    - The barbarians start off in a strong defensive position, with a large number of towers, but penned in by the Wall and the Imperial fort. In order to win, they must break out and defeat the three warlords and destroy the other less well defended Imperial barracks. As time goes on, they become stronger and gain more income, meaning that if they are not dealt with then they eventually becoming overpowering and unbeatable.
    - The Imperials must defeat the barbarians to win. Their income is at a fixed level.
    - Each unit takes up upkeep, which equates to a reduction in gold income.

  • Features:
    - Fast paced combat, and generally a quick game.
    - Some thought and guile required for the warlords to win. If they decide to fight amongst themselves, they strengthen the hand of the barbarians. But if they decide to fight together against the barbarians, how can they know one won't hold back and backstab them?
    - The Imperial forces cannot takes towns, but could intervene into the warlord's struggle to ensure one person takes rapid dominance. Though if the other two realise the plan, it would be in their interest to unite.
    - Special buildings such as the blacksmith. Whichever warlord controls the blacksmith gains +1 damage to any units trained.
    - Rebuildable towers, though they cannot be rebuild during combat easily, and only on designated and pre-selected areas.
    - Barbarians can portal to anywhere on the map, enabling them to turn the tide by sneak attacks or attacking from multiple locations.

  • Progress:
    - All special units done.
    - Heroes done.
    - Pretty much all parts in place, and polished.
    - Reasonably balanced.

  • Planned or possible features:
    - Tie-breaker ultimate abilities, which can be used to turn the tide of the war. These would be powerful and far reaching enough to dramatically turn the tide of the map, without being overpowering.
    - Fire shot mode on trebuchets. Less accurate and less effective against buildings, but more effective against units with a considerable burning ground effect.

  • Team Required:
    - In order to facilitate balancing and help in development, a quality team of testers who know the map is required.
    - The best bet is to drop by the IRC channel between 5 and 9 (GMT).
    - Requirements are basically being open minded, and capable of thinking.

Change Log

Version 0.1 - Released 9/1/2007

> First release. Turned out to have a serious CTD bug in the ally/de-ally triggers.

Version 0.1a - Released 10/1/2007

> Few minor changes.
> Reduced barb starting income from 36 to 24, but increased rate of growth. Growth is now eternal, but halves after reaching 12 extra gold.
> Warlord rally points now work.
> Optimised and squished the MDXs. Saved ~200kb.

Version 0.1b - Tested 11/1/2007

> Numerous balance changes.

Version 0.1c - Released 11/1/2007

> Assorted balance changes, most significant making barbarians stronger early game and weaker late game.

Version 0.1d - Tested 20/1/2007

> Assorted balance changes.

Version 0.1e - Tested 20/1/2007

> Assorted balance changes.

Version 0.1f-h - Tested

> Assorted balance changes.
> Fort made two tier.
> Special units added for barbarians and imperials.

Version 0.1i - Tested 29/1/2007

> Assorted balance changes - first fairly well balanced version.
> Warlord gold heavily reduced, more in line with desired.
> Income and upkeep display added.
> -Ally and -Peace both acceptable.

Version 0.1j - Released 29/1/2007

> Trebuchet attack speed buffed (7.5 to 6).
> Blood champion attack speed reduced (1.15 to 1.35).
> Teal starting units reduced.

Version 0.1.1-0.1.4 - Tested 20/4/2007 to 21/4/2007

> Various improvements and bug fixes.
> Special units added to warlords.
> Warlords spawning system changed to be based on buying rather than training.
> Archers added to Imperials and barbarians.
> Portal added to barbarian side.
> More villages.
> Imperials gain assassins.

Version 0.1.5 - Released 22/4/2007

> Adds in Rao Dao Zao's terrain.
> Increased portal range to whole map.
> Various economic changes.

Version 0.1.6 - Released 22/4/2007

> Fixed bug with Imperial AI being activated by red leaving.
> Returned barbarian warriors to pre-0.1.4 level (buffed).
> Reduced barbarian spawn rate.
> Reduced heavy cavalry damage.
> Various bug fixes.

Version 0.1.7 - Tested 23/4/2007

> Added new temple model by RDZ.
> Various changes.

Version 0.1.8 - Tested 23/4/2007

> Alterations to on-leave events (Warlords no longer give control).
> Alterations to unallying method; -unally added as syntax, and auto-unally on being unallied.
> Compressed some of the skins to save space.

Version 0.1.9 - Released 24/4/2007

> Ogres rebalanced - lower cost, but weaker.
> Temple area fixed.
> Tower models changed to Rao's (destroyed and foundations).
> Rebalanced warlords economy a bit - more base income, but less income from villages.
> Warlords got 8 base food.
> Remove Imperial and barbarian archers' upkeep costs.
> Added last two Elven special units for the warlords - High Guards and Moon Warriors.
> Documented 'Warlord Rumble' mode - just add computer to Imperial slot, and close the barbarian slots.

Version 0.1.9a - Tested 24/4/2007

> Reduced strength of Elven healing.
> Raised Elven units' prices.
> Various changes.

Version 0.1.9b - Released 25/4/2007

> Changed food per village held to 2, from 4.
> Changed WL income formula (fixed incorrectly high income).
> Elven Revive ability no longer works on special units (those that cost food).
> Income interval for warlords raised from 30 to 40 seconds.
> Restore (heal) ability on CP changed to Defender's Honour (buff).

Version 0.1.9c - Released 25/4/2007

> Ogre attack versus buildings fixed.
> Blood champion attack speed reduced from 1.35 to 1.55.
> Barbarian income interval raised from 27.5 to 35.
> Various fixes.

Version 0.1.9d - Tested 26/4/2007

> Few messages changed or fixed.
> Victory conditions for barbarians fixed (didn't have to kill Imperial bases if Warlords left).
> Nerfed spirit warriors.
> Reduced barbarian base income to 35, from 54, and considerably increased their income growth rate.
> Reduced barbarian income interval from 35 to 30.

Version 0.1.9e - Tested 26/4/2007

> Ogres nerfed, to bring them in line with reduced cost.
> Ogres excessive attack versus buildings reduced.
> Elven units cost reduced in line with other units.
> Legionaries buffed, particularly with their health (35 to 45).
> Portal mana cost upped from 120 to 180 again, and 10 second casting time added.

Version 0.1.9f - Tested 28/4/2007

> Spirit warrior attack from armour piercing to normal.
> Added Rao's elemental model.
> Put warlords into different forces on start screen.
> Legionary hp back down to 40.
> Teleportations nodes added to portaling that must survive 8 seconds, but portal time up to 15.
> Added a few special units to neutral hostile.

Version 0.1.9g - Tested 28/4/2007

> Warlord special units made to have 3 upkeep cost.
> Reduced speed on balistas.
> Changed optimiser options, saving around 80kb.

Version 0.1.9h - Tested 28/4/2007

> Warlords now die after 60 seconds of not holding a village.
> Siege engineer tooltip updated.
> Fixed multiple error messages being displayed.
> Control point regeneration rate doubled, but they now go to 550hp when taken over.
> Fort made into a no-porting zone, where Barbarians cannot teleport into.
> Legionary restock interval up from 5 seconds to 9 seconds.

Version 0.1.9i - Tested 30/4/2007

> Restore returned to CPs, now with 2 second cooldown.
> Fixed bug with Warlords losing all villages not being detected.

Version 0.1.9j - Tested 30/4/2007

> Upkeep of 4 added to ogres.
> Added corruption display.
> Fixed a few things in quests (images and updates).
> Clarified barbarian warrior tooltip.
> Shadowmeld instances replaced with hide for UI reasons.
> Teleportation node models changed to proper model.
> Arcane breach very much toned down.

Version 0.1.9k - Submitted 30/4/2007

> Restore location fixed.
> Restore cooldown removed, but the efficiency reduced to 0.4.
> Messages for defeated warlord players fixed.
> Made damaged control points revert to 550 health.



Download at the submission area (also up to date change log):

http://www.wc3campaigns.net/showthread.php?p=932629
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Quote:
Originally Posted by Earth-Fury
Griffen is correct, you are not.
Quote:
[13:32] <Akolyt0r> hmm.. stil i want to have some unused women

Last edited by Captain Griffen : 05-01-2007 at 06:23 PM.
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Old 12-22-2006, 04:01 PM
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Old 12-22-2006, 04:29 PM   #2
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will you include GTW-style physics? (knockbacks, throwing into air etc.) ??
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Old 12-22-2006, 04:30 PM   #3
Captain Griffen
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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GTW-style? It's called physics. GTW did not invent physics.

But I do plan to have some units flying around from trebuchets, and probably some spells as well. Maybe some other stuff too.
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Old 12-22-2006, 05:11 PM   #4
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Promising project, keep up the good work Griffen. Hopefully you will finnish this map.
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Old 12-22-2006, 11:24 PM   #5
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The concept sounds promising, so finish it by all means. :)
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Old 12-22-2006, 11:49 PM   #6
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so is this mainly hero oriented or more of a melee like map.
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Old 12-22-2006, 11:53 PM   #7
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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More like melee, but with strategy, no resource gathering, different spawning, proper sieges, and a raft of other differences.

At present, there are no heroes. I've yet to decide on what role heroes shall play.
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Old 12-23-2006, 05:39 AM   #8
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mmk nvm I thought your using the orc race but guess not if you still wan't to use that tower just tell me and ill figure out a way to get it textured good.

Edit: Baa just relized how bad of screenshot that is lol.
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Old 12-23-2006, 10:07 AM   #9
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Griff, I would say there should be 1 hero per fraction, like the warlord itself. He should not be super imba hero to go and pwn the battle but act as a sort of general over the battlefield and have spells which is used mainly for boosting own units instead of casting mega-uber-lightning strike for mass killing.
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Old 12-23-2006, 10:20 AM   #10
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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Quote:
Originally Posted by Xlightscreen
mmk nvm I thought your using the orc race but guess not if you still wan't to use that tower just tell me and ill figure out a way to get it textured good.

Edit: Baa just relized how bad of screenshot that is lol.

Barbarians are orcs. Imperials are human, and the warlords have a mixture of human and elves, and maybe some dwarves.

The siege tower looks good, but unfortunately it would fit in. The map doesn't have any stone walls at the moment, and definately none of any real height.

Quote:
Griff, I would say there should be 1 hero per fraction, like the warlord itself. He should not be super imba hero to go and pwn the battle but act as a sort of general over the battlefield and have spells which is used mainly for boosting own units instead of casting mega-uber-lightning strike for mass killing.

Exactly what I was thinking. Not sure if he should be replacable or not, and if so to what extent. For the imperials, probably also a commander.

For the barbarians, I was thinking shamans, who would be more offensive. Spells to take out siege, disrupt enemy towers, etc.


Hopefully I'll have an early beta by the end of the weekend. Then expect me to vanish for a week or so while I finish Oblivion.
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[13:32] <Akolyt0r> hmm.. stil i want to have some unused women
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Old 12-23-2006, 10:58 AM   #11
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Good idea. I think the heroes should revive at their base after a certain amount of time, perhaps it should cost something or if not, then have a rather large cooldown on revival.
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Old 01-09-2007, 07:00 PM   #12
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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Version 0.1 has been released!

Terrain still poor, a few more heroes needed so different players have different heroes, and balance out, but this is the first beta release!
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[13:32] <Akolyt0r> hmm.. stil i want to have some unused women
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Old 01-09-2007, 07:07 PM   #13
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Moved to map testing.

Looking forward to playing this.
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Old 01-10-2007, 06:41 PM   #14
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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Version 0.1a released. Few balancing things to the barb gold, and fixed some bugs with the ally/de-ally system. Also reduced filesize.
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Old 01-11-2007, 08:27 PM   #15
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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0.1c released. Much more balanced.
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