Warcraft: Lordaeron Wars - Official Thread
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I finally got motivation to finish off the first version of this map for download. The thing that I really didnt want to do was writing the game notes out since after I did it, I didnt save it on notepad+ but for some reason it disappeared the next time I opened it so I had to do it all again.
Ill follow Frostions guide to upload it to the repository.
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Personally I would write the Game notes in a word-processer with images if needed and save it as a png
here is the xml code
<property name="notes">
<value>
<![CDATA[
<html>
<body bgcolor="050505" align="left">
<div style="padding:10px;"text-align:justify;">
<br>
<center><img src="Game_Notes.png"/></center>
</body>
</html>
]]>
</value>
</property>and put the Game_Notes.png file here
\your_map_name-here\doc\images -
@Zaroph Great map!
The game was initially unplayable due to unit name mistakes, though they can easily be corrected. I also modified certain units from each main faction to give each of them a more unique feel.Here are the unit changes I made for each faction. Most factions have two units with major (two) modifications and two units with minor (one) modifications.
Scourge
Caster (2/10 AA Att) (-1 Power to 3)
Battleship (+1 Att) (+1 Def)
(Production) +1 Air Unit (Each Turn)
Tower (2x5 Def)Scarlet Crusade
Cavalry (+1 Def) (4/10 Charge Att)
Siege (5/10 AA Att) (+1 Att)
Light Infantry (-1 PU)
Battleship (+1 Transport)Trolls
Heavy Infantry (+1 Att) (+1 Leadership to 2)
(Production) +2 Light Infantry Units (Each Turn)
Frigate (+1 Def)
Caster (+1 Att)Dalaran
Light Infantry (2/10 AA Def) (+1 Def)
Tower (3x4 Def) (Produce 2 Units)
Ranged (3/10 AA Def)
Cavalry (+1 Att)Forsaken
Air (+1 Att) (+1 Def)
Transport (+1 Def) (+1 Transport)
Heavy Infantry (+1 Def)
Siege (-1 PU)Blood Elves
Ranged (+1 Def) (-1 PU)
Frigate (+1 Att) (-1 PU)
Air (4/10 AA Att)
Transport (+1 Att)I’m looking forward to playing the map some more.
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@Greg-Anderson
The game was initially unplayable due to unit name mistakes, though they can easily be corrected. I also modified certain units from each main faction to give each of them a more unique feel.Which unit names had mistakes? My own folder works but it might be slightly different to the one on github.
Here are the unit changes I made for each faction. Most factions have two units with major (two) modifications and two units with minor (one) modifications.
Scourge
Caster (2/10 AA Att) (-1 Power to 3)
Battleship (+1 Att) (+1 Def)
(Production) +1 Air Unit (Each Turn)
Tower (2x5 Def)Scarlet Crusade
Cavalry (+1 Def) (4/10 Charge Att)
Siege (5/10 AA Att) (+1 Att)
Light Infantry (-1 PU)
Battleship (+1 Transport)Trolls
Heavy Infantry (+1 Att) (+1 Leadership to 2)
(Production) +2 Light Infantry Units (Each Turn)
Frigate (+1 Def)
Caster (+1 Att)Dalaran
Light Infantry (2/10 AA Def) (+1 Def)
Tower (3x4 Def) (Produce 2 Units)
Ranged (3/10 AA Def)
Cavalry (+1 Att)Forsaken
Air (+1 Att) (+1 Def)
Transport (+1 Def) (+1 Transport)
Heavy Infantry (+1 Def)
Siege (-1 PU)Blood Elves
Ranged (+1 Def) (-1 PU)
Frigate (+1 Att) (-1 PU)
Air (4/10 AA Att)
Transport (+1 Att)I’m looking forward to playing the map some more.
I was wanting to differeniate factions but I wasnt sure as to what degree to do it to. Ill probably differeniate the base units similarly to this when I get around to it.
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@Zaroph I don't remember the exact unit names that had mistakes, but there were around a dozen of them. The only problem was that some unit names had their first letter capitalized, which caused an error.
Anyway, it isn't a big deal. I'm looking forward to playing the entire Eastern Kingdoms.
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Over the past week I added the rest of the map and the first version is a beautiful mess.
Unfortunately my 4gb memory computer struggles to run it in any meaningful time so I will probably wait awhile before working on it again since I am looking for a new graphics card for a new pc that isnt overpriced.
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If you feel like disabling some services and freeing up some valuable RAM download as an Excel file and Disable all the "Safe" for DESKTOP services go here
http://www.blackviper.com/service-configurations/black-vipers-windows-10-service-configurations/This might tide you over till the graphics card arrives.
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@Zaroph Looks great! Is the new version available yet?
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If you feel like disabling some services and freeing up some valuable RAM download as an Excel file and Disable all the "Safe" for DESKTOP services go here
http://www.blackviper.com/service-configurations/black-vipers-windows-10-service-configurations/This might tide you over till the graphics card arrives.
Thanks Ill look into this though I use windows 8.1 but I imagine theres some overlap in the services.
@Zaroph Looks great! Is the new version available yet?
I rushed the map out so its missing some things like sea zones, proper transparacy, tweaks to map zones Ive come up with etc but I can link it here for you tho its incomplete.
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@Zaroph
Just in case you did not find your version.
http://www.blackviper.com/service-configurations/black-vipers-windows-8-1-service-configurations/ -
I don't know if there is a more recent thread, this is the only one I found.
First of all, love the map and all the detail; a real labor of love.
Playing to victory seems difficult due to the sheer magnitude of opponents and map size, but I like this map for the long game. Earlier post mentioned increasing movement mid-game, but I wouldn't worry about that. Just leave movement the way it is. In fact, a few of your tunnel solutions to help with this I think should be removed. Even though they help to move armies into conflict, some of them don't seem natural to the terrain. Also, some tunnels are not marked and other territory adjacencies are not connected. Here is what I've noted so far:Unmarked tunnels to Remove - Grom'Gol Base Camp to Brill, Silvermoon City to Undercity, Stormwind to Ironforge, Wetland Road to Mosshide Wetland & The Green Belt & Direforge Hill, and Stonewatch Keep to Shalewind Canyon & Render's Valley.
Unmarked tunnels to Edit - Firewatch Ridge to Frostmane Hold (should be Firewatch Ridge to Frostmane Hovel), Westbrook Garrison to Goldshire & Stonefield Farm (should only be Westbrook Garrison to Stonefield Farm), and Dun Algaz to Algaz Station (should be Dun Algaz to Algaz Gate).
Marked tunnels to Edit - Revantusk Village to Shaol'Watha (Revantusk Village is connecting to Hinterland High Road by mistake).
Unmarked tunnels to Mark - Sea of Cinders to Blackrock Path, Whelping Downs to Thunder Falls, Render's Camp to Draco'Dar, Galardell Valley to Blackrock Pass, Grimeilt Dig site to Apocryphan's Rest, Western Dun Morogh to Newman's Landing, Coldridge Pass to Anvilmar, Dun Morogh Airfield to Amberstill Ranch, Valley of Kings to Stonewrought Pass, South Gate Outpost to Valley of Kings, North Gate Outpost to Algaz Station, and Wetlands Farm to Whelgar's Excavation Site.
Tunnel Suggestion - Flame Crest to Camp Cagg
Terrain adjacency missing Connections - Deadwind Pass to Kyross (this is most critical since it is the only way to reach The Burning Legion army HQ), Lordamere River to Lordamere Lake, North Darrowmere River to South Darrowmere River, Twilight Camp to Loch Isles & Twilight Camp to Silver Stream Mine (AI can move from Lock Isles to Twilight Camp, but I cannot duplicate), Twilight Grove to Tanglefoot Junction (acquiring dragon egg or aspect shard impossible; Grove Mountain and Twilight Grove seem to be two territories, but function as if only one territory: Grove Mountain), and Mosshide Fen to Mosshide Wetland.
Terrain with no connection except by sea - Dwarf Farm
Terrain with no connection except by sea & sea not complete - Fuselight by the sea, Yojamba Isle, Jaguero Isle.Non-coast terrain AI can unload troops from transport, but player cannot duplicate - Darrowmere Lake to The Writhing Haunt, Overlook River to Seradane, SZ19or SZ20 to Stormglen Village, SZ8 or SZ9 to East Darrowmere Range (mountain terrain. In fact, it seems all Hero Units can move into mountains when they shouldn't be able to. And Burning Legion Dimensional Portals can only move limited production units or summoned units across mountains, not unlimited production units; thus keeping the Burning Legion trapped in the Dark Portal/Temple of Atal'Hakkar region).
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Other problems:
Burning Legion - 1) Nathrezim and unique hero air units(all stealth units) cannot attack other air units, but can be attacked in return. 2) Any capturable buildings captured by Burning Legion become MISSING UNIT IMAGE. If later captured by other army, become captured by them. 3) Dimensional Portals can be captured by other armies, but become MISSING UNIT IMAGE and cannot transport; though they can be moved. 4) Eye of Sargeras artifact not found on map to be captured and complete a goal. 5) Goal to summon the burning legion nearly impossible to complete with all artifacts scattered so far from Burning Legion forces. 6) Kil'Jaeden god hero unit no better than a Man'ari limited caster unit; should have improved stats. 7) Tol Barad territory starts with Burning Legion as original owner, but terrain is in conflict without enemy unit present. Annihilan unit cannot move nor capture the the neutral Eye of Dalaran artifact until another army sends a unit to attack. Unclear what occurs that make the hero unit 'Doom Lord Kazzak' or 'Supreme Lord Kazzak' available for purchase; they just appeared for purchase and don't know why. 9) Can purchase Doom Lord Kazzak while Lord Kazzak is still in play. If Doom Lord Kazzak is purchased, Supreme Lord Kazzak is still available for purchase (but not vice versa); can have all three versions of Kazzak in play at the same time. 10) Goal to open the dark portal also difficult to complete by controlling three of the four aspect shards, but doing so does not ever prompt to pay the 100PU and complete the mission. (Controlled 3 shards for 22 turns; no prompt) 11) cannot place a Demon Gate where a Nathrezim unit or unique hero air unit resides. 12) figured out the Nathrezim and unique hero air units can only place infernal_summoned units, not other types of units; need to add this detail somewhere. (The Scarlet Crusade unique units Balnazzar and Mal'Ganis can place any units up to territory base unit production). 13) Infernal_summoned units seem to be the same as regular infernal units, but they are not. Sometimes they seem to not be affected by terrain modifiers, sometimes not affected by leadership bonuses from Hero or Demi-Hero units. Not clear what is happening, but they are not treated the same as regular Infernal units. 14) Hero and Demi-Hero units provide leadership bonuses to regular units, but not to other hero units. 15) Burning Legion attacked Dark Horde in terrain Grim Batol; barracks was selected as a casualty. 16) suggestion: elaborate more on text for Goal. example; need to possess required artifacts for two turns, then Kil'Jaeden (caster hero), Man'ari (caster demon), Nathrezim (air unit & summoner), 3 archers and 3 air units will appear in the Sunwell Plateau territory.Scarlet Crusade - 1) After Bridgette Abbendis enters play, error message 'MISSING UNIT IMAGE ScarletCrusadeBridgitteAbbendisSwitch in empty' constantly pops up, even after she is killed and no longer in play.
Scourge - 1) beginning of turn, Scourge check for Dragon Egg seems to check Seradane territory for ownership; if captured by other army, appears to no longer check. 2) only three of the four territories with dragon eggs can be captured (Scourge cannot capture Twilight Grove since it acts like it is Grove Mountain territory instead); Temple of Atal'Hakkar cannot be accessed except by hero units moving through mountains (or adding Scourge units in region). 3) Temple of Atal'Hakkar and dragon egg acts weird; if Troll player selects Gurubashi Tribe and controls Temple of Atal'Hakkar, dragon egg and shard disappear. Later, 22 dragon eggs will appear (one per army in game). If Scourge capture after this, can end up converting all 22 eggs into Frost Wyrms. 4) Sindragosa icon has an A and H for air unit and hero, but Sindragosa is a land unit. should be H and H. 5) Goal expelling the scarlet crusade has opportunity to provide six additional demi-hero Death Knights. If four already purchased, this ends up being a huge advantage for Scourge; especially since no PU purchase to acquire goal reward. 6) Goal elaborations: A) Arthas becomes the Lich King - Arthas is removed, Lich King (God Hero), Marwyn (Demi-hero), 3 heavy infantry, and 3 light infantry will appear in Stratholme Harbour, and 1 Battleship, 2 Destroyers, and 3 Transports will appear in SZ40. Raise Sindragosa - appears in Stratholme Harbour. C) Deploy Acherus the Ebon Hold - appears in The Noxious Glade
Other - 1) Why check for air battle when no units have stats for air battle. 2) Why do some battles allow retreats and others do not; could not figure out pattern or relationship. 3) Why does capture of Ogre capital in Ruins of Alterac transfer Ogre PU to capturing army, but other minor race capitals do not (Gnoll Pack in Fenris Keep, Murloc Tribes in South Tide's Run, Bandit Syndicates in Stromgarde Keep, Spider Broods in Venomweb Vale, Worgen Packs in Shadowfang Keep, Ghost Haunts in Darrowshire, Kobold Nests in Drywhisker Gorge, Elemental Thrones in Circle of East Binding, and Wretched Outcasts in Ruins of Silvermoon). 4) Wretched Outcast production buildings are not captured, instead become MISSING UNIT IMAGE. Seems to also affect Gnoll Pack; maybe others. 5) Many 2hp units do not have a damaged image. 6) Place a Tower in a port or shipyard, and land units can be produced up to territory production value.
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I don't know if there is a more recent thread, this is the only one I found.
First of all, love the map and all the detail; a real labor of love.
Playing to victory seems difficult due to the sheer magnitude of opponents and map size, but I like this map for the long game. Earlier post mentioned increasing movement mid-game, but I wouldn't worry about that. Just leave movement the way it is. In fact, a few of your tunnel solutions to help with this I think should be removed. Even though they help to move armies into conflict, some of them don't seem natural to the terrain. Also, some tunnels are not marked and other territory adjacencies are not connected. Here is what I've noted so far:Yeah this is the most recent thread. I dont post much because when I work on this I do it in small chunks when an idea comes to me, though it leads to some stuff being done only partially as I stop working on that segment to do something else and more important feature creep as I went from adding elite units to hero units to event chains. Im really glad you enjoy the map and I can see you do by the amount of issues youve noticed LOL. Also thank you for writing so much in response.
On the topic of victory, for most strategy games there just comes a point against a AI that you can confidently say "Ive won" so for this sort of fun silly game, I would intend for someone to play til: they get bored, they reach the stage that they believe theyve won or they aim for the faction objectives and events.
On the topic about connections, because I just decided to randomly upload the version I previously had it was still massively incomplete and is missing lots of things like the graphics that I use for tunnels/bridges in certain areas. This also extends to most other things like Kil'Jaedan having the same stats as man'ari... because I just copy pasted them and hadnt yet at the time thought what the standard statline of hero/god units would be. Another example would be I hadnt updated the variable list to include all the faction units added after the original 6 so e.g. they can walk over mountains.
If Ive left something out in my response then its because I agree and I've removed it or it was related to being incomplete like infernal_summon not being in the variable list so it doesnt get terrain bonus.
I will explain the reasoning for some of the connections:
Grom'Gol Base Camp to Brill
This one and some others represent the Horde Zeppelins. Ive since added an intermediate Zeppelin territory that the Horde factions only can move thru to the other locations.
Silvermoon City to Undercity
This one represents the orb of translocation but I dont have anything that graphically shows it other then in the game notes.
Stormwind to Ironforge
This one represents the Deeprun Tram and ive sinced added a intermediate territory that links them.
Unmarked tunnels to Edit - Firewatch Ridge to Frostmane Hold (should be Firewatch Ridge to Frostmane Hovel)
This really makes me laugh because they have such similar names, just reading this I now remember getting confused over them several months ago as well.
Tunnel Suggestion - Flame Crest to Camp Cagg
This is a good idea and I like it more then removing the nearby mountains so theres another passageway thru.
Terrain with no connection except by sea - Dwarf Farm
I made this one intentional and I think its the only "land island" on the map, mostly because the actual secret area is so out of the way and isolated.
Non-coast terrain AI can unload troops from transport, but player cannot duplicate - Darrowmere Lake to The Writhing Haunt, Overlook River to Seradane, SZ19or SZ20 to Stormglen Village, SZ8 or SZ9 to East Darrowmere Range
Terrain adjacency missing Connections - Twilight Camp to Loch Isles & Twilight Camp to Silver Stream Mine (AI can move from Lock Isles to Twilight Camp, but I cannot duplicate), ),
Ive also noticed this and im not completely sure what causes it. I think it might be something to do with the canals and an option not being set for AI to conform to it.
And Burning Legion Dimensional Portals can only move limited production units or summoned units across mountains, not unlimited production units; thus keeping the Burning Legion trapped in the Dark Portal/Temple of Atal'Hakkar region).
I didnt want to give the legion ships but they obviously need a way of transporting over water so I thought a portal would be a thematic air transportation. I need to have a relook at it since it didnt work to my initial satsifaction.
- Nathrezim and unique hero air units(all stealth units) cannot attack other air units, but can be attacked in return.
These units are a pain to do because I wanted to keep there thematic stealth, but if I remember correctly the isSub option makes it so they cant move thru units, so I made them air so they could move thru and it leads to more problems. Ill have a relook at them.
- Goal to summon the burning legion nearly impossible to complete with all artifacts scattered so far from Burning Legion forces.
The very first things I started doing was for Burning Legion so since Ive changed course in regards to the scope I will change this as well since it was originally meant to be the big bad hard accomplishment that you had to do but its changed now.
- Can purchase Doom Lord Kazzak while Lord Kazzak is still in play. If Doom Lord Kazzak is purchased, Supreme Lord Kazzak is still available for purchase (but not vice versa); can have all three versions of Kazzak in play at the same time.
This is kinda funny since he was the first bit of event coding I did so I assumed it would have some jank to it.
- Temple of Atal'Hakkar and dragon egg acts weird; if Troll player selects Gurubashi Tribe and controls Temple of Atal'Hakkar, dragon egg and shard disappear. Later, 22 dragon eggs will appear (one per army in game). If Scourge capture after this, can end up converting all 22 eggs into Frost Wyrms.
This sounds really funny I have no idea why one for each faction would spawn lol. Though its an easy thing to make it belong to the trolls if they start there.
- Goal expelling the scarlet crusade has opportunity to provide six additional demi-hero Death Knights. If four already purchased, this ends up being a huge advantage for Scourge; especially since no PU purchase to acquire goal reward.
The faction differeniation that I did for Scourge was making there units cheaper but weaker and I also wanted to add the thematic part of them rising dead paladins back to unlife. And now that I think about it, it is basically a reward that lets you win harder when youre already winning so yeah I will remove it.
Other - 1) Why check for air battle when no units have stats for air battle. 2) Why do some battles allow retreats and others do not; could not figure out pattern or relationship.
I am not 100% certain on how battle phases are used in tripleA so if I remember correctly I copied another xml setting and havent tinkered with the battle phases in case they broke something.
This is what the map currently looks like:
Along with the map Ive fixed lots of things and tried do alot more differenitation between factions. I 99% completed Twilights Hammer, Dark Iron Clan and Dark Horde factions. Yay 3/15 done. Easier for me to do evil factions since they follow the same pattern of working towards summoning the big bad that they obey. Although I havent really touched Burning Legion since they have 2 really troublesome units to redo and I also decided to add a small outland since when I was brain storming dark portal events for different factions, it seemed much easier to just put them on outland instead.
Theres also things that require writing like the game notes or notifications or user actions that arnt done at all. Theres also wrong/outdated/future information in the game notes which makes it a mess.I would love to share it with you but I know since 2 factions are missing units right now there will be missing image spam errors amongst other things so I will upload it to github it a week or two when its ready.
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This is what the map currently looks like:
I would love to share it with you but I know since 2 factions are missing units right now there will be missing image spam errors amongst other things so I will upload it to github it a week or two when its ready.
I really like your map.
But the version i can see on picture is not the one i can play (still like it), and i m excited for new version of map.How is your progress?
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@zaroph If you are still working on this, there are a few missing images issues showing up.
https://github.com/triplea-game/triplea/issues?q=is%3Aissue+is%3Aopen+missing+unit+image+lordaeron+
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First of all, great update. Lot's of new detail. But this presents a problem now with the overall size, both with map size and computer file size. I cannot save a game and then load it without getting ‘Error loading game data. Java.lang.StackOverflowError’. I wonder if you have the older version still available prior to adding Twilights Hammer, Gilneas, or KulTiras. It would be nice to save the game and less time to complete each turn.
The game crashes right at the start of the Horde's turn. One time I was able to play Horde, but I cannot duplicate it. Every combination I try with the Horde except under AI control, the game crashes. Finally, it just stopped working when I would have AI play all races except 1 or 2 human players. I have since uninstalled the game.
The game also consistently crashes after Dark Horde unit Sintharia is killed, then next Twilight Hammer turn get option to pay 50 PU for Dark Revival – Sinestra; if this is selected, crash.
It seems to crash when some late-game triggering event takes place; possibly obtaining Scourge unit Sindragosa, or Dark Horde unit Deathwing (I have not duplicated the crash with these particular units as it takes so long and I haven’t spent the time to confirm these particular units are causing the crash). I think the longest I’ve played is 16 hours. Also a problem if I have too many air battles and I can’t scroll down list to resolve them first.
Here is a list of other things I've observed so far:
Problems
Duskhaven can produce 3 units with only the existing Farm.
Tower of Arathor can produce 4 units with only the existing Tower.
Ruins of Alterac, Ruins of Silvermoon and Light’s Hope Chapel only produces 3 units when they give 6PU.
Revantusk Village is linked to Hinterland High Road, not Shaol’watha where cave marker is.
Missing cave markers on list of locations from Flame Crest on down.
Flame crest on list says it links with itself.
Add Blackwing Descent to Blackrock Path on link list.
Add The Molten Span to Sea of Cinders on link list.
Adjacent Locations Slither Rock and Camp Boff do not connect.
Adjacent Locations Mok’Doom and Hall of Blackhand do not connect. Stuck units.
Adjacent Locations Throne of Kil’Jaeden and Forge Camp Mageddon do not connect. same.
Adjacent river locations Nazferiti River and Lake Nazferiti do not connect.
Dimensional Portal units cannot fly into mountain territories or Throne of Kil’Jaeden. Also cannot fly and stop in sea territories while carrying air transport troops (by design I'm sure).
Caer Darrow location does not show territory name when mouse pointer is over it; appears not to be accessible. Cannot move land units from adjacent land territory to Caer Darrow, but land units in Caer Darrow can move out. Caer Darrow is only accessible by sea. Cannot build there.
Twilight Camp location does not show territory name when mouse pointer is over it; appears not to be accessible. Cannot move land units from adjacent land territories to Twilight Camp, but land units in Twilight Camp can move out. Twilight Camp is only accessible by sea. Cannot build there.
Burning Legion cannot get out of Tol Barad. Moved a dimensional portal unit there; next turn loaded portal and tried to move to Rustberg Village (pirate) or Duskhaven (unoccupied neutral), but cannot land. Requires conquered territory to move to during noncombat. Burning Legion cannot control Eye of Dalaran unless another race moves in to attack.
Only Burning Legion Nathrezim units can access Caer Darrow to gain control of Book of Medivh in order to obtain Archimonde the Defiler and complete 4th condition of the Third Invasion. Dimensional Portal cannot access Caer Darrow nor units in Chillwind Point. Impossible with so many skeletons there. Need to move Book of Medivh or not start with Death Knight and Necromancers there generating skeletons each turn.
Burning Legion Third Invasion trigger 1 also met if artifact Book of Medivh is controlled.
Burning Legion Drain the Great Trees trigger; owned territory Tainted Forest and selected prompt to remove the tree. Tree was removed, but Archimonde did not gain 2 movement. He was not in territory. Tried also with him in territory and still no stat increase. Nothing works.
Fix working on Draining the Great Tree prompts:
Missing unit Deathwing the Betrayer for Dark Horde.
No image for Burning Legion unit Archimonde the Defiler.
No image for Burning Legion unit Kil’Jaeden the Deciever.
No image for Burning Legion unit Man’Ari.
No image for Burning Legion unit skeleton.
No image for Araj the Summoner for Scourge in Andorhal (triggers when Felstone Field is captured; other triggers, not sure which locations).
No image for Koltira Deathweaver for Forsaken when they capture Andorhal.
No image for Executor for Forsaken (triggers when Refuge Pointe is captured)
No image for captured dimensional portals
Dark Iron Clan capture of territory with a neutral tower does not convert to Flame Cannon TowerTwilights Hammer missing marker for control of dungeon location.
Burning Legion unit Annihilan is a mounted unit but only has movement 1.
Dark Horde unit Chromaggus is a mounted unit but only has movement 1.
Scarlet Crusade unit Alexandros Mograine the Ashbringer is a Heavy Infantry unit, but Scourge unit of him is a Mounted unit, though he only has movement 1.
Twilights Hammer unit Naga is a mounted unit but terrain treats as an air unit.
Twilights Hammer unit Forgotten One checks for unit placement before combat & end of turn (2/turn).
Burning Legion unit Man’Ari creates Dimensional Portal unit after combat & end of turn (2/turn).
Burning Legion unit Teron Gorefiend creates 2 skeletons before combat & end of turn (4/turn).
Add text to Burning Legion action GUI; 1st choice summoned to Forge Camp Anger, 2nd choice summoned to Forge Camp Mageddon, 3rd choice summoned to Forge Camp Rage, 4th choice summoned to Forge Camp Terror, 5th choice summoned to Forge camp Wrath. Also should say Doomwalker not Kil’Jaeden
Add wording to Burning Legion unit Dimensional Portal ‘can only be placed where a Shadow Council Warlock is present. Cannot be placed where a Dark Portal, Demon Gate, or other Dimensional Portal is present. Demi-hero caster units cannot place Dimensional Portals’.
Add wording to Burning Legion Notes 4th condition met: ‘Additional 3 heavy units and 1 dimensional portal will be added to units purchased at beginning of purchase phase’.
Change wording of Burning Legion unit Annihilan to ‘Fel Orc Units can be produced at locations with a production facility and an Annihilan unit’.
Scourge units Naxxramas and Acherus the Ebon Hold cannot produce units. Change wording on units.
Twilight Hammer unit Uu’Nat has notation as a water unit but cannot move on water. Can load on boats.
Aspect Shards are not removed when the Demon Soul is created.
Burning Legion Dalvengyr & Kathra’Natir cannot summon Infernals despite being demi-hero Nathrezim.
Dark Iron Clan never gains control of Fire Elementals when Ragnaros the Firelord is summoned.
Dark Iron Clan slave units say they can be captured, but they are destroyed instead.
Turn after Burning Legion unit Kil’Jaeden the Deceiver is summoned, unknown trigger of message:
Though he is still present at the Sunwell ready to move.
Same for Archimonde the Defiler:
Suggestions:
Dark Iron Clan slaves should also be placeable at Lumber Mills.
Change wording on Dark Iron Clan summoning the firelord Method 1 to match program function: ‘…Ragnaros will be summoned at their location and Sorcerer-Thane Thaurissan and 1 sorcerer will die’.
Burning Legion unit Dimensional Portal should have carry capacity 4.
Identify conditions that trigger units to appear or become available:- Number of God units needed to trigger the Hour of Twilight event for Twilights Hammer (turn after 6th is in play, or after 7th is purchased if Illidan Stormrage counts. Only works for the first summon. Next God unit did not bring 2nd prompt for Hour of Twilight trigger. I think it is 7/9/11/13?).
- Twilights Hammer unit Aeonus (will appear at Shattershore if you control this territory).
- Twilights Hammer unit Epoch Hunter (will appear at Tarren Mill if you control this territory).
- Twilights Hammer unit Chrono-Lord Epoch (will appear at Stratholme Harbour if you control this territory).
- Twilights Hammer unit Twilight Prophet Benedictus
- Twilights Hammer unit Twilight Deacon Farthing
- Twilights Hammer unit Deathwing the Worldbreaker
- Dark Iron Clan unit Moira Thaurissan (will appear in units to be produced on turn 7)
- Forsaken unit Galen-Trollbane (if Galen-Trollbane is slain and Forsaken gain control of Stromgarde City, he appears here)
- Forsaken unit Varimathras (if Varimathras is slain, next turn he appears in the Undercity).
- Forsaken unit High Inquisitor Fairbanks (if Fairbanks is slain and Forsaken gain control of Scarlet Monastery, he appears here)
- Forsaken unit Helcular (appears in Southshore end of turn Forsaken control it)
- Forsaken unit Gunther Arcanus
- Forsaken unit Calia Menethil
- Forsaken unit Dark Ranger
- Blood Elves unit Teron Gorefiend
- Dalaran unit Dalaran City
- Dalaran unit Alexstrasza the Lifebinder
- Magtheridon gains 1hp (? After Burning Legion gain control of Honor Hold)
Only races that can benefit from controlling the Demon Soul should have the option to remove Aspect Shards to create it.
Only races that control 5+ Ata-Mal Crystals should have the option to add Naaru A-Dal to purchase. Currently, any player can spend 50 PU and get this God unit.
Twilight Hammer units Sea Witch Naga, Queen Azshara, Viq’Goth and Ozumat should have 2 movement.
Setup should have a default if human player is not selected. Same with Burning Legion placement of Highlord Kruul with 3 Infernals.
Scourge units should have regular cost. Scourge have a steep advantage with skeleton auto-production and adding no-cost units after combat and trigger event units having no cost.
Scourge death knight units should not produce skeletons. Scourge lich units should produce 1 skeleton.
Scourge need a capacity limit on number of skeletons in play; twice or three times the number of casters
I've probably played this updated version a dozen times now. It seems to run slower each time until it finally just got stuck with 1st race Blood Elves being AI and nothing happens (waited 20 minutes) or if all races are Human player it crashes at the start of the Horde 1st turn. I uninstalled TripleA, deleted all related folders, and cleaned up my computer. I'll probably try again simply because this really is the most comprehensive game on the engine and there are more variables than any other game. Every other game gets predictable after playing each side a few times, but this has so much more to explore and try that despite the frustration of it being so big and running into problems, it's worth it to explore this fabulous creation. I know it takes a few months to reply, but know that this labor of love of yours is greatly appreciated. I look forward to the next major installment!