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Hannibal

DiploGuard
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Hannibal last won the day on April 25 2019

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About Hannibal

  • Birthday 05/05/1990
  1. To take part in the Warcraft: Armageddon discussion, follow the link here: “We never paid any heed to the ancient prophecies. Like fools we clung to the old hatreds, and fought as we had for generations. Until the day the sky rained fire, and a new enemy came upon us. We stand now, upon the brink of destruction, for the Armageddon has come at last.” (24)Warcraft: Armageddon By: Hannibal (aka the.dude) Summary Warcraft: Armageddon is a 24 player map that pits the Alliance(6) vs the Horde(6) vs the Illidari(3) vs the Scourge(3) vs the Legion(3) vs the Old Gods(3). The map utilizes assets from Warcraft: Total War including; the tech system, capturable map mechanics (Trolls/Elemental Lords/Dragon Aspects), and mercenaries. It will focus on having unique factions compared Total War it terms of faction design, events, and heroes. The Teams! Alliance: Stormwind - Blue 2, Night Elves - Teal 3, Ironforge - Yellow 5, Gilneas - Lavender 20, Draenei - Snow 22, Kul’Tiras - Emerald 23 vs Horde: Orgrimmar - Red 1, Trolls/Tauren - Orange 6, Forsaken - Pink 8, Garrosh - Brown 12, Blood Elves - Wheat 17, Goblins - Mint 19 vs Illidari: Illidan - Green 7, Akama/Vashj - Peach 18, Kael’thas - Peanut 24 vs Scourge: Lich King - Purple 4, Cult of the Damned - Dark Green 11, Knights of the Ebon Blade - Coal 21 vs Legion: Argus - Grey 9, Satyr - Light Blue 10, Dreadlords - Maroon 13 vs Old Gods: N’Zoth - Navy 14, Yogg-Saron - Turquoise 15, C’thun - Violet 16 Colors/Player #’s may change. The Multiboard The starting fights based on initial unit layout are roughly Alliance vs Horde taking place in the great sea and off the coast line. The Illidari vs the Legion taking place in Outland, the Twisting Nether, and all the way to Argus. And the Undead Scourge vs the Old Gods, with Yogg-Saron beleaguered in Northrend by the Undead. General Features -Control Point/Income based gameplay. -Lumber is Tech. Tech is acquired through defeating World Bosses, owning Capitals, or finding rare items. -Capturable map mechanics such as the Mercenaries Troll Empires, Elemental Lords, and Dragon Aspects. Balance Concerns and Philosophy I try to lightly touch on this as I will implement a few ideas from the beginning but would like to try to achievement ‘balance’ though gameplay observation, feedback, and my own experience with playing the map. I also don’t want to turn this into to big of a wall of text as it’s a topic that will likely have its own thread. Nevertheless, with 2 teams of 6 I feel it's helpful to share some of the balance ideas the map will initially have. -Heroes Almost all the Alliance/Horde players will start with 2 heroes with their 3rd/4th heroes requiring a quest, usually far and involving conflict with other teams. The teams of 3 (Illidari, Undead, etc.) will generally start with 3 heroes and will be able to get more than most Alliance/Horde players. -Units/Armies I will be using the Handicap function to give the smaller teams a stronger baseline army. They will start at 125% but can be brought down with the loss of an important unit such as a base or hero. Ex. Yogg-Saron’s forces start at 125% but if the actual Yogg-Saron is captured his units will drop to 100%, bringing them inline with a single Alliance or Horde player. -Location/Geography The Alliance and Horde are all very spread out while the smaller teams are a little more concentrated and are able to assist each other. The Illidari and Undead are very concentrated and the Legion/Old Gods have the resources and means to support their allies. Future Development Armageddon will be ported to Warcraft 3: Reforged and development will continue from that point as well. With that in mind Beta will continue till after the release of Reforged when the map is ported and stable. Otherwise there is a great deal planned for the map in terms of content and gameplay. Stay tuned! Screenshots World Map (for some reason the water disappears around Northrend when viewed at this height) Northrend, Broken Isles, and North Eastern Kingdoms Kul’Tiras and South Eastern Kingdoms Kaldimor (Angeled shot to get it all) Outland & Illidari Instances Twisting Nether, Nathreza, and Argus Pandaria Release Date(Playable Beta): Early-Mid May 2019 Special Thanks to RedPanda for his encouragement with the map. Early on I asked him to always keep on hounding me to work on the map for which I am extremely grateful! He was even entrusted with a few tasks (unit sounds, placing units, and others mundane but necessary) and is the only other person to have worked on the map directly. There is no question, without him this project would not be at the point its at now. Thanks to Abdel @Diplomunion.com for the amazing logo! Google Doc Link: https://drive.google.com/open?id=1JwggYj0_zjDlnq4JWxWG7SVmZyDnvynydmF_8GxarSo
  2. “We never paid any heed to the ancient prophecies. Like fools we clung to the old hatreds, and fought as we had for generations. Until the day the sky rained fire, and a new enemy came upon us. We stand now, upon the brink of destruction, for the Armageddon has come at last.” (24)Warcraft: Armageddon By: Hannibal (aka the.dude) Summary Warcraft: Armageddon is a 24 player map that pits the Alliance(6) vs the Horde(6) vs the Illidari(3) vs the Scourge(3) vs the Legion(3) vs the Old Gods(3). The map utilizes assets from Warcraft: Total War including; the tech system, capturable map mechanics (Trolls/Elemental Lords/Dragon Aspects), and mercenaries. It will focus on having unique factions compared Total War it terms of faction design, events, and heroes. The Teams! Alliance: Stormwind - Blue 2, Night Elves - Teal 3, Ironforge - Yellow 5, Gilneas - Lavender 20, Draenei - Snow 22, Kul’Tiras - Emerald 23 vs Horde: Orgrimmar - Red 1, Trolls/Tauren - Orange 6, Forsaken - Pink 8, Garrosh - Brown 12, Blood Elves - Wheat 17, Goblins - Mint 19 vs Illidari: Illidan - Green 7, Akama/Vashj - Peach 18, Kael’thas - Peanut 24 vs Scourge: Lich King - Purple 4, Cult of the Damned - Dark Green 11, Knights of the Ebon Blade - Coal 21 vs Legion: Argus - Grey 9, Satyr - Light Blue 10, Dreadlords - Maroon 13 vs Old Gods: N’Zoth - Navy 14, Yogg-Saron - Turquoise 15, C’thun - Violet 16 Colors/Player #’s may change. The Multiboard The starting fights based on initial unit layout are roughly Alliance vs Horde taking place in the great sea and off the coast line. The Illidari vs the Legion taking place in Outland, the Twisting Nether, and all the way to Argus. And the Undead Scourge vs the Old Gods, with Yogg-Saron beleaguered in Northrend by the Undead. General Features -Control Point/Income based gameplay. -Lumber is Tech. Tech is acquired through defeating World Bosses, owning Capitals, or finding rare items. -Capturable map mechanics such as the Mercenaries Troll Empires, Elemental Lords, and Dragon Aspects. Balance Concerns and Philosophy I try to lightly touch on this as I will implement a few ideas from the beginning but would like to try to achievement ‘balance’ though gameplay observation, feedback, and my own experience with playing the map. I also don’t want to turn this into to big of a wall of text as it’s a topic that will likely have its own thread. Nevertheless, with 2 teams of 6 I feel it's helpful to share some of the balance ideas the map will initially have. -Heroes Almost all the Alliance/Horde players will start with 2 heroes with their 3rd/4th heroes requiring a quest, usually far and involving conflict with other teams. The teams of 3 (Illidari, Undead, etc.) will generally start with 3 heroes and will be able to get more than most Alliance/Horde players. -Units/Armies I will be using the Handicap function to give the smaller teams a stronger baseline army. They will start at 125% but can be brought down with the loss of an important unit such as a base or hero. Ex. Yogg-Saron’s forces start at 125% but if the actual Yogg-Saron is captured his units will drop to 100%, bringing them inline with a single Alliance or Horde player. -Location/Geography The Alliance and Horde are all very spread out while the smaller teams are a little more concentrated and are able to assist each other. The Illidari and Undead are very concentrated and the Legion/Old Gods have the resources and means to support their allies. Future Development Armageddon will be ported to Warcraft 3: Reforged and development will continue from that point as well. With that in mind Beta will continue till after the release of Reforged when the map is ported and stable. Otherwise there is a great deal planned for the map in terms of content and gameplay. Stay tuned! Screenshots World Map (for some reason the water disappears around Northrend when viewed at this height) Northrend, Broken Isles, and North Eastern Kingdoms Kul’Tiras and South Eastern Kingdoms Kaldimor (Angeled shot to get it all) Outland & Illidari Instances Twisting Nether, Nathreza, and Argus Pandaria Release Date(Playable Beta): Early-Mid May 2019 Special Thanks to RedPanda for his encouragement with the map. Early on I asked him to always keep on hounding me to work on the map for which I am extremely grateful! He was even entrusted with a few tasks (unit sounds, placing units, and others mundane but necessary) and is the only other person to have worked on the map directly. There is no question, without him this project would not be at the point its at now. Thanks to Abdel @Diplomunion.com for the amazing logo! Google Doc Link: https://drive.google.com/open?id=1JwggYj0_zjDlnq4JWxWG7SVmZyDnvynydmF_8GxarSo
  3. Put me down for a draftee. I've been a busy lately and barely able to get games in casually.
  4. Just finished watching the replay he was 3/4 when around turn 15. He captured Ironforge early on (getting 6 per turn) and I believe killed the boss in Uldaman too. I need to rewatch it but in a situation like that a player can just change teams when the pax expires using the ally/unally commands. If I was there I would have suggested or switched sides myself. I found that out in the basic 6v6 mode a player could just go solo if its 6v5 or someone can switch teams if it ends up 6v4 to making it 5v5. I'll let draggy know for next time. He was doing a good job of explaining the grace period and other things.
  5. Actually, Brown not having those buildings warrants a hot fix. Sorry about that! Faction Selector mode is actually a recent creation and is compatible with 24 players. Text is an on going war and I opted to put all the info on those tool tips because quest menus have a chance of glitching and being cut off. Dragon told me you guys got stomped. :(
  6. Because 24 player mode allows people to select their factions I have elected to give player 1 host controls! The Faction Selector Mode in Warcraft Total War has a 5 minute grace period called the Pax in which players are prevented from attacking each other both through being allied (but no vision) and with triggers that actually stop them from attacking each other. The Host functions determine how teams will be when the Pax expires. [ATTACH=full]9039[/ATTACH] When I select team of 2... [ATTACH=full]9040[/ATTACH] Players are notified and the Pax Timer in the Multiboard changes to reflect the size of teams. So Teams of 2 will be Pax(2), teams of 3 be Pax(3), etc. etc. I wanted to check out the 8 player function so I pressed it and... [ATTACH=full]9037[/ATTACH] Here is a read out from the -player command (which will be split into players1 and players 2 which does 1-12 and 13-24). [ATTACH=full]9038[/ATTACH] As you can probably tell players are just allied sequentiality. I would also like to point out that diplomacy commands are still available allowing players to form new teams in the event of leavers or if people wanna trade teams if they were unable to get consecutive slots in the game lobby. The default is current FFA but teams of 2, 3, 4, 6, 8, 12 can be configured. RP functions can be enabled for all 24 players. *drools* And Full Vision can be toggled. I should be able to put all the team settings into a spell book opening up room on the main unit for god knows what else. There is a 24 player forum game over at Warlcave for Saturday and while I unfortunately will have to work and am unable to attend I will have this uploaded by then!
  7. You know your in the strange part of the mapping universe when the need arises to create a function that removes a Faction from an unused or Leaver slot. If you’ve played Total War you likely know about the Faction Swap system and the Faction Selector mode that allows you to pick factions in the beginning. The situation arises where Factions have been picked by players who have left the game and are (or were) at that point inaccessible. I knew something like this would be needed it was just a matter of figuring out exactly how I wanted to do it and the 24 player mode actually gave ironing out this feature a little more priority. The options were more or less to either allow swapping into the leaver faction or create a separate function that solved the problem. For various reasons I chose the later. In addition to not tangling the Faction Remove in with the Faction Swap triggers I also created a separate triggers for each Faction in the Faction Selector mode. Before If/then conditions meant the difference between swapping a faction in game and allowing to select a faction at the start. Now with Faction Swapping and Faction Selecting being 2 separate triggers it should eliminate any of the problems we were previously experiencing with some people not getting their heroes. This also will making the Faction Selecting easier to edit/more responsive to decision making in the future. For example, this did allow me to already make it so selecting a faction does not use up your Purity of Essence, allowing you to faction swap much earlier in faction selector games.
  8. I been about a week and a half now and has made a tremendous amount of money. I enjoyed the movie a great deal and having some knowledge of the comic story line felt they did a good job of adapting it to the big screen. I like Thanos' character a lot and how Josh Brolin portrayed him. For those who are familiar with the comics I'm still holding out hope that they introduce Mistress Death in the 4th Avengers as Thanos' true motivation. I had a feeling the movie was going to end shortly around the finger snap! One thing that actually kind of threw me off was the doctoring of the trailers. -First is the tone and context for most of the dialog. It's almost like the trailer used a different take than the final dialog in the film. Only T'challa's line in the first trailer and Starlords in the second sounds like its from the same take as the one that made it in the film. -I don't remember Thanos' line 'Fun isn't something one considers when balance the universe, but this does put a smile on my face' being in the film. -The first trailer shows Hulk running towards the battle during the Wakanda battle which obviously didn't happen. -At numerous points the trailers show Thanos' Gauntlet only have 2 stones (Space/Power) when by those points he already had 4/5. Ultimately, it has little impact on the film but for me it does end up feeling like there are inconsistencies or continuity issues when there are differences between the trailer and the final product. At least they made it look like Thanos had less so you're a little surprised when he has more. I'll never forget the grandaddy of doctored trailers for Predator showing a dozen targeting lazers on Adrian Brody (When there was only 1 in film) ... https://www.youtube.com/watch?v=id=N2jJOy8rzog;t=79 But that's a different story.
  9. With Dragons blessing I have opened up the Warclave's Saturday forum game to Diplo for the betterment of our two great peoples. Time Zone Buddy: https://www.worldtimebuddy.com/?qm=1&lid=6,12,22&h=6&date=2018-5-5&sln=13-14 Dragons Original Post: https://www.warclave.com/threads/warcraft-total-war-24-players-saturday-8pm-cest.2029/ "REEEE HYPE WOLOLO you know the concept, join in or gulag awaits, and oh boy gulag loves people. I'll put top score and bottom bitches, hero kills and army kills, so for those who like to shine, here is your moment! Sign up List: Dragon Tehfebeb Meerzan srkicar anden Hannibal Niphy reserve: darcraft ponasozis" I have also suggested that we do 2 teams to give the game structure, possibly with Captains. Hoping for some people from Diplo to represent! Edit: Added Time Zone Converter.
  10. Glad you gave the map a shot sorry it didn't work out. The Faction Selector mode (at least by me) was played once with 12 players and twice so far with 24, all 3 games played out pretty well but I was helping people, explaining stuff, and helping them get accomidated. To say there is still a lot to work out is quite an understatement. I do feel overall there is a bit too much on screen text bombarding people and can definitely tone that down for the hotfix. As fun as all these game modes are to work on I plan on fixing bugs but would like to put major overhauls to them on hold while I focus on the core map. Factions are going to be getting some much needed attention to help give them different play styles. I am a little curious as to what content you are referring to that could be stripped? The map has had little exposure so far but I've largely been playing with people who more or less have been helping me with it all along so they understand the various content (Faction Swaps, Last Chance, Mercs, Capturable Mechanics, Game Modes). A lot of people do agree the map is a bit overwhelming at first but there is a general consensus that once you do it something in the map you understand it. Faction Swapping is a perfect example, people are usually confused by the rules it has but once they do it they get it no problem. Even If you just boot up in in single player for a few minutes to give me some ideas to work with. I've generally had the problem that I (having made it) understand how everything works and have worded tooltips/tips/etc. in a way that again makes sense to me...but I already know it, so I need to to make sense to other people! Any pointed feedback on the subject would be much appreciated! Glad you gave it a shot though, expect the map to continue to evolve over time!
  11. What you describe is literally Warcraft: Total War's 24 Player Mode (and W:TW has 35 factions)! http://diplomunion.com/index.php?threads/24-players-in-warcraft-total-war.25595/ I've already played 3 24 player games to start smoking out bugs and am in the process of setting up Player 1 Host functions to configure different settings among other features. I hope to have them done by Saturday for the Forum Game over at Warclave! https://www.warclave.com/threads/warcraft-total-war-24-players-saturday-8pm-cest.2029/#post-33581 Ironically, I've thought about renaming W:TW 'Azeroth Wars 2' or some other names at some point in the past but ended up with just sticking with Warcraft: Total War.
  12. Warcraft Total War 3.2a is now available for hosting on makemehost! Warcraft Total War 24 is available for download on epicwar! File Name: WarcraftTW3.2a(12) Download: Warcraft Total War 3.2a Download Link WTW 24 Download: Warcraft Total War (24) 3.2a Download Link Google Doc: Warcraft Total War 3.2a Changelog General Updates A 24 player file will be released in parallel with all future patches! For more info see: Warcraft D Total War 24 The Win Trigger’s first use has been updated to now give the player Deathwing! In addition researching the Veteran upgrades and using the actual win trigger now has on screen text. Updates for player factions. -Elites for every faction have been overhauled. Their third ability is available when the player has 200 kills and their fourth ability is available after 400 kills. Because their previous spells were placeholders I didn’t list all the before/after of the elites. Keeping track of the before/after of the 70 elites would be too tedious but it will likely be included with the individual Faction Threads. Suffice to say the elites all borrowed from a very small pool of spells. Now many of them have spells that are unique to that faction. Here is a screenshot of the Silithid Ravager showing the kill requirements for the 3rd and 4th ability. *Note: I may drop it from 200/400 to 150/300.* Images used for Hero Icons Hour of Twilight -Reduced the quest rewards. Faction Selector -Players are now given a special Scroll of Teleportation that has no Sell value. -Players now receive the 1000 starting gold they are supposed to. Editor’s Notes: This patch brings quite a few major things (WTW24, elite overhaul, win trigger updates) and somewhat signals the beginning of the focus on ‘Faction Exclusive’ content. Terrain is finally in an acceptable state and all these fancy systems and game modes becoming heavily debugged. The Eye of Sauron is now fixed on Faction work which starts with the Elite overhaul. Some faction work was done with heroes but that will be covered in their individual threads and continued for the next patch. I will also be working on Faction specific events/quests and events/quests players that are to be contested. For 24 player I will likely be setting up a ‘host’ function that will allow the host to choose different parameters such as team size or max number of allies. Setting up a 12 vs 12 mode for example would be very easy.
  13. All 12 new player have been seamlessly integrated into Total War existing framework. They have been worked into everything; diplomacy commands, UI triggers, and the Blacksmith/Help/Map Objective area! The core file will still be 12 players to allow for the development different game modes namely ‘Hour of Twilight’ and ‘Alliance vs Horde: Battle for Azeroth’. A 24 Player File (Warcraft Total War 24) will also be released in parallel with future patches. For obvious reason it is Faction Selector only. The Faction Selector mode was played once in patch 3.11 before 1.29 with actual players and it played out very well with the few reported bugs easily fixed. That battle tested the mode in preparation for the 12 new players which adding in was very simple due to the intuitive design of Total War’s triggers. Enough rambling. The Faction Selector mode is explain more in detail here: Warcraft: Total War Faction Selector 24 Player Faction Selector *Note: Pink was picked Garrosh’s faction which was mis-labeled Kor’kron from the Alliance vs Horde mode. I just pasted Draenei over it to avoid confusion but will probably end up confusing people even more. Just wanted to explain why it was copy pasted. :) As an homage, I also picked all the old Azeroth Wars factions as their rough 13-24 player color equivalents so the Legacy colors could be free pick new factions! Getting all 24 player slots integrated into the triggers/features was a nice little side project to what I was working on before 1.29 dropped which was overhauling all the Factions. Elites have been massively updated and Heroes are getting tons of unique spells, some with light triggering required. The idea has been to give the Factions the attention I’ve given previous patches which have shaped entire continents. If a singular aspect of the map can still improve that much then it’s still a ways off from the smaller patches and being able to host more that I’ve been after for a long time. Moving forward I will be releasing 12 and 24 versions of the map. I have been toying around with ideas for a preset game for more than 12 players and it would be very easy and fun to set it up. Maybe 18 players with Alliance vs Horde vs Old Gods vs Scourge vs Illidan as an example. That will have to wait until Factions have been overhauled to have much more unique toolkits to differentiate from one another and I have gotten around to added the planned Quest system to give heroes personal events to pursue. Now that the 24 player busy work is out of the way I can be get back to the Faction spell set overhauls. Starting next week (hopefully) I will begin posting individual faction threads showing their before and after hero overhauls, give some lore(why I chose the heroes), and maybe some basic strategic tips depending on which game mode their in (if applicable). That will eventually lead up to the next patch which will for obvious reasons be a big one, I’m very excited!
  14. [quote name='Talinn']@Hannibal will likely create that. [URL]http://diplomunion.com/index.php?threads/24-players-in-warcraft-total-war.25595/[/URL][/QUOTE] ohi @Talinn. Yes, yes I will. I managed to play a game of the Faction selector Game Mode last week which was very fun even with only 12 players. It helped shake out bugs and issues before 1.29 was released. Was a very fun and unique experience for everyone (myself included) who have only otherwise had the chance to conquer Azeroth through traditional map settings (Azzy Wars/Daow) where all the factions are already set and the game play is fairly pre-scripted and you just have to go through the motions. I was pretty boring though picking the Yogg-Saron faction and ofc heading to Northrend. Next time I'm gonna start as the Scarlet Crusade or Argent Dawn and head to Pandaria or Southern Kalimdor at the start. It's gonna be chaos with 24 players. :)
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