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    Warcraft: War Heroes - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • FrostionF Offline
      Frostion Admin @alkexr
      last edited by

      @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? 😁

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

      1 Reply Last reply Reply Quote 1
      • FrostionF Offline
        Frostion Admin
        last edited by Frostion

        I’m 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???

        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

        HeppsH alkexrA redrumR 3 Replies Last reply Reply Quote 1
        • HeppsH Offline
          Hepps Moderators @Frostion
          last edited by Hepps

          @frostion I believe there is only the one.

          "A joyous heart sours with the burden of expectation"
          Hepster

          1 Reply Last reply Reply Quote 0
          • alkexrA Offline
            alkexr @Frostion
            last edited by

            @frostion That is worth a feature request.

            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

            1 Reply Last reply Reply Quote 1
            • FrostionF Offline
              Frostion Admin
              last edited by

              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.

              Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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              • redrumR Offline
                redrum Admin @Frostion
                last edited by

                @frostion Yeah, as mentioned, it only works for PUs not other resources.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                • C Offline
                  Cernel Moderators
                  last edited by

                  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.

                  1 Reply Last reply Reply Quote 0
                  • FrostionF Offline
                    Frostion Admin
                    last edited by Frostion

                    @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 😊

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    1 Reply Last reply Reply Quote 2
                    • FrostionF Offline
                      Frostion Admin
                      last edited by Frostion

                      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:
                      0_1540145425887_Teaser1.png

                      Not many units and stuff yet šŸ˜› 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:
                      0_1540145827390_Trolls_convoy.png
                      0_1540145872460_Dwarves_convoy.png

                      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 haven’t 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 šŸ™‚

                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                      • FrostionF Offline
                        Frostion Admin
                        last edited by

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

                        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:
                        Unavngivet.png

                        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                        1 Reply Last reply Reply Quote 5
                        • FrostionF Offline
                          Frostion Admin
                          last edited by

                          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 races’ 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.
                          WoWUnits.png
                          (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?

                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                          redrumR C HeppsH 3 Replies Last reply Reply Quote 4
                          • redrumR Offline
                            redrum Admin @Frostion
                            last edited by redrum

                            @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.

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                            • C Offline
                              Cernel Moderators @Frostion
                              last edited by

                              @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"?

                              1 Reply Last reply Reply Quote 0
                              • HeppsH Offline
                                Hepps Moderators @Frostion
                                last edited by

                                @Frostion All looking very sexy. Great work as usual. I think @redrum suggestion is a good one. Fine each units specific role and then play with the stats from there.

                                Looking forward to the finished product.

                                "A joyous heart sours with the burden of expectation"
                                Hepster

                                1 Reply Last reply Reply Quote 0
                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by Black_Elk

                                  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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                                  • FrostionF Offline
                                    Frostion Admin
                                    last edited by

                                    Here is a small progress report for this map šŸ™‚

                                    All the unit art work is done (almost), so I have begun working on the ā€œHero 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 unit’s stats.

                                    Like on this map screen shot of a randomly seeded map, just left of the Troll starting area, you find the ā€œLeatherneckā€ collar item. Picking this up should give ā€œisMarineā€ to the troll hero unit called "Sian-tsu". The purple item to the north is the ā€œPendant of Manaā€ that gives the hero unit +4 Mana resource generation:
                                    ScreenShot3.png

                                    Here is a picture of how a hero’s information is displayed at the hero bar:
                                    HeroBarTrollShaman.png

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

                                    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 players’ only option is to build and place a unit at its factory, but even this is apparently demanding for the AI’s 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 AI’s 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 ā€œWorld 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 šŸ˜ž

                                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                    redrumR alkexrA 2 Replies Last reply Reply Quote 1
                                    • redrumR Offline
                                      redrum Admin @Frostion
                                      last edited by redrum

                                      @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.

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      1 Reply Last reply Reply Quote 2
                                      • alkexrA Offline
                                        alkexr @Frostion
                                        last edited by

                                        @Frostion Domination 1901 has about 500 land and 200 water territories, turns take around 90s for Hard AI.

                                        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                        1 Reply Last reply Reply Quote 1
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          Thanks @redrum. I am at a loss about what is slowing the game down. As @alkexr says, other maps have similar amount of territories, and run much better (still slow I guess), so I can’t see what makes this map extra exhausting for the AI.

                                          The most puzzling thing is that it is so slow, even though all players start out with 1 owned territory.

                                          Dropbox link sent. To test the map, I advise you to just run an all AI game.

                                          BTW because of the change unit on death to another unit, I have of course played with pre-releases. I think I have also tried. I have mostly played with Hard AI.

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                          redrumR 1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin @Frostion
                                            last edited by redrum

                                            @Frostion The main issue I found so far is actually that you have a troll and human sea unit after the first set of major player turns that has 100 movement and can transport units. For each AI, it runs calculations to determine the possible moves/attacks from all the other players when determining where it should move. Checking the possibles moves and amphib assaults means for these 100 move ships ends up checking every sea territory and land territory adjacent to sea territories on the whole map. The AI also assumes worse case scenario so doesn't limit the possible moves base on needed fuel (assumes its enemies could possibly get more fuel before moving).

                                            So I guess the question is what's the purpose of these ferry units and do they really need 100 movement?

                                            I did some quick tests and if you either remove their ability to transport units and/or vastly decrease their movement points to say 5 then it seems to run a lot faster.

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            C 1 Reply Last reply Reply Quote 1

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