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Hannibal

WC3 Tech Tree Restored & Updating Elites

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Warcraft 3 Tech Tree Restored!

 

 

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An Auxiliary unit production building, a Farm, an Item Shop, and an Altar have all been added to all 35 factions. The Barracks and Auxiliary building each produce 4 units. Some factions have an extra production building largely for aesthetic reasons. The only thing missing is a blacksmith which every player has one of, It is a hero unit so you can’t miss it. A Blacksmith building could however work its way back into the tech tree, but with how the Tech system works there really isn’t a need for multiple blacksmiths. Still making the upgrades take longer and limiting blacksmiths could make hiding/defending them important buildings.

 

 

Updating Elites

 

When I posted the thread about redesigning factions Cazdawg start working this up and did most of it in one sitting. Me and AngusKirby helping at the time back around december.

 

https://drive.google.com/open?id=1SPG9M8UldU9VrEfJWgM0z71xr6_cxf3-MA8sabFzzzs

 

 

It was easy enough for the first 12 factions but beyond that it became tedious to faction swap just to see what elites there are. I used the opportunity to reorganize spells and have all the Elite abilities together in addition to placing Neutral Passive ones in a corner of the map to make updating them much easier. When rebuilding the tech tree I realized that Neutral Passive also owns the faction buildings when not occupied by a player so can build there tech. So placing one of each Worker will also help make testing out/developing factions so much easier.

 

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Previously this category had a bunch of other non-elite spells and spells were just labeled (Elite) and (Elite - Ultimate).

 

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With the Neutral Passive placed Elites and new organization it will just be a matter of adding to this pool of spells and Elites will become more unique to help give factions different play styles.

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