Warcraft: War Heroes - Official Thread
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@redrum
There are a few small minor features that I really hope can be added to the engine. But it is relatively small stuff as I try to manage with the features already available. One of the things I have noticed would be nice to have available in this map is "when captured turns into resources" and "when killed turns into resources" features.@Cernel
I hope the final unit images can be a bit sharper than the ones displayed above. And yes, It would be nice if TripleA windows supported larger unit pictures, but right now I will probably stick to 54x54 as minimum size for units.
In regards to the Cavalry and Knight, Cavalry is to be a shared unit type unlike the Knight, which is a Human only unit. Like a luxury unit that costs more Gold than PUs. The Priest is also a Human only unit. -
@frostion You may not know yet, but you've just made my life a heck of a lot easier.
Also, HYPE!
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@alkexr Do you mean that you had a hard life before, but now have an easier life because you have this map to look forward to, or is your life easier now because you were inspired by something here to do something?

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Iām building this map's file structure at the moment⦠got a question:
Are PUs the only resource that can have its own file directory with images named 1.png, 2.png etc? Or can territories have other resources be produced instead (or at the same time), like Gold or Wood, and then have corresponding file directories with images called 1.png, 2.png etc. that then gets displayed via for example a Gold_place.txt???
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@frostion I believe there is only the one.
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@frostion That is worth a feature request.
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OK ... then it is as I feared. But my plan is still to have territories produce a variety of resources. I guess I will not use the PUs directory pictures but instead display the territory production info in decoration or the territory names pictures.
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@frostion Yeah, as mentioned, it only works for PUs not other resources.
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Not sure if having the logo looking alike that of another game might be a problem. Tho I'm stunned by how you managed to modify as you wanted it so well.
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@Cernel Like with the ton of other game mods, skins, fan created content and so on for big franchise themes, a Warcraft map for A&A is nothing but free advertisement for the commercial IP owners. Even on steam, the most popular game mods are based on big business IPs, like LotR Civilization, Star Trek Stellaris etc.
By the way, the logo was easy to make as I found a WoW logo generator where one could modify the original text and title. The title "War Heroes" fits the map concept as well as preserves the abbreviation "WoW" and becomes "WoWH" i guess

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Here is a little Alpha stage development sneak preview. I finally have a working XML that launches without errors, Yay! :smiling_face_with_open_mouth_smiling_eyes: Here is a sneak preview, plus a World of Warcraft ingame screenshot of the same area that is shown:

Not many units and stuff yet
But you can see the Auberdine Port building and a neutral convoy.png. It took me a very long time to figure out how a Warcraft version of a buoy could look like, but I think this barrel type turned out well:


In World of War Heroes the port village of Auberdine is going to be one of 8-11 ports from where Heroes can get a Ferry ride, where special Trade Ship units will be depart and sail towards other ports (to get gold ⦠the farther out, the more gold) and where fishing boats depart from and head towards fishing/resource sea territories. I havenāt really figured out exactly all the technical details on how this will work, but I guess they will come up on the way.
End of report

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Just want to let everyone interested in this map know that it is still being developed

Progress is slow though. Right now I am slowly implementing all non-player units like resource generating units, non-hero items, captureable buildings ect.
Here is a little preview of the current state. In this picture land and sea territories are up for grabs. The Horde and the Alliance are standing ready:

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So, I have been working some time on this map. Among other things I have spent a good deal of time making the unit graphics, and I am not even done yet. There are a whole lot of unit pictures for each player unit directory, and even though most are shared, I guess it will be a total of approximately 500 unit pictures in every directory!

But I have finished a lot of the racesā shared standard units. Besides standard units every player will have sea units, a hero and 5 unique special units each (like support units, air units, special ships etc.), plus whatever fighting units the players manage to capture/pick up on the map.
But the basic units are:
Cavalry, Crossbows, Archers, Pikemen, Footmen, Irregulars.

(Note: Units will probably get unit symbols/icons so that they are easily recognizable.)I would really like to get some suggestions and inspiration from you guys when it comes to the basic unit stats. But it must be within the framework of:
⢠10 sided dice
⢠Archers + Crossbows fire one round of AA and then they just use their normal att/def stats.
⢠Normal move is 1 and cavalry is 2.
Any ideas in regards to the unit set stats? -
@Frostion Looking awesome! My suggestion would be to outline what you see each unit should be good at or used for. Maybe also what you want a standard army to potentially look like? Then after doing that we can fit some stats to them. Types of resources and cost of the units would start to become a factor as well.
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@Frostion Minor suggestion for details lovers: I would be consistent with the names. Like in that list not "Crossbows", but "Arbalisters" or "Crossbowmen".
Also, not sure on having names ending with "men" if they are not all humans? Or cavalry, since that implies it's horses? Maybe "Riders"? -
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Looks badass! I was a tides of darkness kid when II hit. Dabbled a little in III, though sadly I missed out on WoW, cause I was deep in school at the time and new it would just ruin me if I opened that box hehe. But its cool to see this universe getting a tripleA treatment. Can't wait to check it out
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Here is a small progress report for this map

All the unit art work is done (almost), so I have begun working on the āHero Barā information. The Hero Bar is what I call the top right part of the map, dedicated to displaying hero information like stats, level progression and backpack items. The idea is that when hero unit levels up or captures an item on map, triggers remove it and places a corresponding item in the hero's backpack ... this again triggers a change/upgrade of hero unitās stats.
Like on this map screen shot of a randomly seeded map, just left of the Troll starting area, you find the āLeatherneckā collar item. Picking this up should give āisMarineā to the troll hero unit called "Sian-tsu". The purple item to the north is the āPendant of Manaā that gives the hero unit +4 Mana resource generation:

Here is a picture of how a heroās information is displayed at the hero bar:

However, I have also run into an unexpected problem that seems to set a full stop to any testing out this map

The map runs fine when under human control, but when the nations are set under AI control, the pace slows down after 4-6 players have had their turn. After round 1 is over, it practically takes 30-60 minutes for an AI player to take its turn.
The map has 8 main players starting out with 1 territory each + 24 AI small players with 1 territory each (the players are neutral to each other).
In round 1 the 24 small players have no walking/fighting units, just a factory unit placed randomly on the map during territory picking.
In round 1 every small AI playersā only option is to build and place a unit at its factory, but even this is apparently demanding for the AIās calculations.
In round 2 the AI players only have 1 unit under control and can walk 1 territory out, but this is also apparently demanding for the AIās calculations.Maybe it is not the 24 AI players that causes the lag. I have tested out an 8 human player + 1 big AI player, but this version also slows down the game to the same degree, making it unplayable. So I suspect that it is maybe the 400 land territories that is the problem. (???)
Have any of you guys and gals had experience with huge maps and AI?
Is there a developer here willing to download a working alpha version of āWorld of War Heroesā and maybe figure out what is slowing the map down?
I can provide a dropbox link for you to download from.
Help will be much appreciated ⦠as this extreme slow AI playing / memory problem makes the map unplayable
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@Frostion Wow! The screenshots look great. And really liking the ideas and concept here.
I'm glad to take a look at the AI performance issues if you send me a working zip of what you have so far. First question is did you try both the Hard and Fast AI? As if both are slow that narrows down the issue already vs only Hard AI being slow. The 2 most common things that I know of that cause the AI to be slow are number of units being high so simulated battles take a while (probably not the case here and only impacts Hard AI) and the map having a large number of territories (probably the issue here).
I can probably do some quick testing to see which calculations are taking a very long time and make some adjustments. There just hasn't really been any maps that have gotten to the point where the AI takes more than a minute or 2 so haven't really tested anything bigger than probably World At War.
Oh and just to add, number of AI vs human players has virtually no impact as each AI essentially takes its turn separately. Overall number of players has some impact but number of territories is the bigger factor.
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@Frostion Domination 1901 has about 500 land and 200 water territories, turns take around 90s for Hard AI.
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