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Found 20 results

  1. Version 1.0.0

    0 downloads

    This is the 6th Chapter in the series Chronicles of Westeros by me, Assassin88, about the map Roberts Rebellion by Kaptajn_Snaps. The chapter is yet another quick-to-read, but very detailed description of the colour YELLOW "House Baratheon" on Team Rebels. It covers the following topics: - A faction Overview - Imporant Events - Notable Buildings, Units & Items - Upgrade Priority - Heroes & Spell Priorities - Control Grouping at game start - Initial Tactics - Mid/Late-Game Tactics - Common Mistakes - Personal Advice/Comments/Tips Each of these small quick-to-read faction-guides should be incredibly useful to any newcomer to the map, but would surely also benefit the more experienced player, even if they have played the map countless times. I hope you will give it a read! Furthermore, thanks to the artist Nikita Abukomov for the poster used as a thumbnail.
  2. Version 1.0.0

    0 downloads

    I apologize for the delay this week, but here comes the 5th Chapter in the series Chronicles of Westeros by me, Assassin88, about the map Roberts Rebellion by Kaptajn_Snaps. The chapter is yet another quick-to-read, but very detailed description of the colour TEAL "House Tully" on Team Rebels. It covers the following topics: - A faction Overview - Imporant Events - Notable Buildings, Units & Items - Upgrade Priority - Heroes & Spell Priorities - Control Grouping at game start - Initial Tactics - Mid/Late-Game Tactics - Common Mistakes - Personal Advice/Comments/Tips Each of these small quick-to-read faction-guides should be incredibly useful to any newcomer to the map, but would surely also benefit the more experienced player, even if they have played the map countless times. I hope you will give it a read! Furthermore, thanks to the artist Nikita Abukomov for the poster used as a thumbnail.
  3. Version 1.0.0

    0 downloads

    The following file is the 4th Chapter in the series Chronicles of Westeros by me, Assassin88, about the map Roberts Rebellion by Kaptajn_Snaps. This chapter is a quick-to-read, but very detailed description of the colour BLUE "House Arryn" on Team Rebels. It covers the following topics: - A faction Overview - Imporant Events - Notable Buildings, Units & Items - Upgrade Priority - Heroes & Spell Priorities - Control Grouping at game start - Initial Tactics - Mid/Late-Game Tactics - Common Mistakes - Personal Advice/Comments/Tips The guide should be incredibly useful to any newcomer to the map, but would surely also benefit the more experienced player, even if they have played the map countless times. I hope you will give it a read! Furthermore, thanks to the artist Nikita Abukomov for the poster used as a thumbnail.
  4. Version 1.0.0

    0 downloads

    The 3rd Chapter in the guide Chronicles of Westeros by me, Assassin88, about the map Roberts Rebellion by Kaptajn_Snaps. The following chapter is a quick detailed description of the colour RED "House Lannister" on Team Rebels. The chapter consists of: - A faction Overview - Imporant Events - Notable Buildings, Units & Items - Upgrade Priority - Heroes & Spell Priorities - Control Grouping at game start - Initial Tactics - Mid/Late-Game Tactics - Common Mistakes - Personal Advice/Comments/Tips Also probably alot of smaller minor things that could help both a newcomer to the map, but also the more experienced player whose played the map countless times. I hope you will give it a read! Furthermore, thanks to the artist Nikita Abukomov for the poster
  5. Hey everyone A quick reminder that now - after almost a full year of creating guides for our many beloved custom strategy maps on wc3 - many of the guides are finally ready to be released! So over the next couple of months you'll see a steady inflow of short PDF documents written specifically to help new players or even existing players master the art of wc3 strategy as each individual race of each and every of our favorite maps. https://www.diplomunion.com/tog-guides/ If you're confused who I am and whats going on, its understandable. I'm Assassin, one of the founding admins of The Old Guard server whom you haven't seen post much here yet, but you surely will in the future We hope you'll see the time to check out the guides and to see you playing games with us on the discord in the future!
  6. Version 1.0.0

    3 downloads

    The table of contents for "The Chronicles of Westeros", a guide for the Warcraft 3 map "Roberts Rebellion" by Kaptajn_Snaps and Radagast. This file shows an overview of all 16 chapters in the guide, which will be posted in the following months.
  7. Version 1.0.0

    2 downloads

    This contains the introductory chapters of Chronicles of Westeros, a guide for the Warcraft 3 map Roberts Rebellion. Within these 2 chapters are descriptions of the base premise, setup, mechanics and layout of the map, while also including descriptions of all the different bases, upgrades, unit-types, spawns, heroes, naval forces, coronation events, creeps, terrain & resources. Further more it also consists of a guide to hotkeys & shared control + second-chance-bases & mercenaries-for-hire. Lastly it also has 10 core tips from the mapmaker Kaptajn_Snaps himself. These two chapters will be followed by 10 individual faction-specific guides which will be posted in the following weeks, so stay tuned
  8. Hey Diplo With the huge event upcoming being the official Roberts Rebellion Tournament hosted by our beloved Spankfurt, I thought it would be appropriate to post our official manual/guidebook to the map. Link can be seen here: Roberts Rebellion - The Chronicles of Westeros: https://docs.google.com/document/d/15pgqfksNSe6VkOLh0gjZR4jpRPzQNo99kdOr26m5D7k/edit?usp=sharing The guide is an excellent tool for any new player to get an insight into how the map works and what the general basics are. Especially the individual faction guides in chapter 3 to 12 are incredibly useful in this regard. The guide is also excellent for already experienced players to give them a way to perfect their main races with small tips and tricks, or a great tool to learn new races if u are bored with always playing the same. The guide took 2 months to write & put together & is based on 4 years of gameplay & feedback from the community behind the map & from Kaptajn_Snaps himself. So I really hope you will give it a read ! For more interest about the map or its community, you can also check out The Old Guard discord at this link: https://discord.gg/8qcretT Regards Assa
  9. I am getting some critical erros when opening my map suddenly, possibly because of the patches, anyway as soon as i have reproduced my old environment i will start making changes again! Unfortunately the blizzcraft forum is down so i am welcoming any suggestions here! Especially bugs, balances, or anything that would make you want to play the map more! Things i have been considering: More baseupgrades. More events, e.g. Blowing up kingslanding with wildfire, Pirate incursion, Volantis Incursion. Faceless Men, Wildling attacks, Broken men attack. Demi promotion to hero e.g. by marriage (Cersei, Lyanna) or other means (Olenna, Elia, Catelyn) Hand of the king powers. Hero defection, Roose Bolton. Workers can repair gates and bulid more structures. Tips for making factions more unique are also very welcome!
  10. Tommorrow 2.12 should be released Here are some appetizers. Changelog at bottom. Changelog: Aesthetics - Less plain sandy beaches - More villages - A few more houses in KL - Mining area at Deep Den - Mining area at Kingsgrave - New buildings in Oldtown - Stony shore redesigned - The Arbor redesigned - Starfall redesigned Balance - New captureable with smelter upgrade at Deep Den - New captureable with smelter upgrade at Kingsgrave - Blue now has 1 mounted knight less in spawn after upgrade 2 - Red has one swordsman less from lannisport and one mercenary unit less at upgrade 3 and above - Yellow hammer elites have slower attack but higher dmg - Tumbleton starts with a tower - Unsullied mercs costs 20g less - Long lances cost 30g more, has more stats and 1 more heavy cav - Bearded Priests costs 25 gold less - Starks control the ships on west coast (previously Tully) - Elites give more xp on death - Ranged elites have slower move speed - Blue Winged knight slower attack speed but higher dmg - Littlefinger cd increased from 300 to 420 sec Typos and misc - No army upgrade notfication after max - Bunch of typo fixes - Pillars at tumbleton can't be killed
  11. [CENTER][FONT=Verdana][COLOR=#000000][IMG]http://i.imgur.com/3BrhWnT.jpg[/IMG] Warcraft: Medieval Strategy Overhaul is a new custom melee map that I'm developing. This project is an overhaul of Warcraft for the best experience in Medieval Real Time Strategy. It combines aspects of Warcraft 3, Stronghold and Age of Empires plus adds many new things - camera zoom system, combat system, upgrade system for all units and buildings, custom pathing for custom buildings, castle system with build-able walk-able walls & rotatable buildings, realistic environments that affect unit stats depending on the terrain + more rivers & bigger maps with miles between players and plenty of room for building castles, updated hero system, custom resources, farming system, and a crafting system for food and gear. Some of these features have yet to be implemented into my Beta Map that will soon be ready for testing. I don't know how to make them work even though they appear in other Hive systems (many authors are M.I.A. or don't answer my questions) because I lack triggering experience and some of them are quite complex. (Example, rotatable buildings and buildable walkable walls are in @MassiveMaster 's Castle Defense map.) As this project progresses hopefully someone can help or teach me. Here's a mechanics overview and all my art assets. [IMG]http://i.imgur.com/ssl1sUD.jpg[/IMG] (Feel free to ZOOM IN, images are high res) [IMG]http://i.imgur.com/r2xcFUi.jpg[/IMG] Sorry about the different image scaling confusing unit size. The Light Cavalry needs to be reanimated and Villager Female needs attachments. Also, the front view angle isn't the best for showing off unit attachments, I'll post more pictures of units later + list of all unit types. [IMG]http://i.imgur.com/1uCnZuo.jpg[/IMG] [IMG]http://i.imgur.com/fvkMC8t.jpg[/IMG] Again, sorry about the scaling confusion. The Fortress needs to be redone so it has upgrades. [IMG]http://i.imgur.com/RklC3h1.jpg[/IMG] Sneak peak of an early play through... I'll come back to organize and add more information later. Any critiques and feedback are much appreciated. Let me know if you wanna help test out the beta.[/COLOR][/FONT][/CENTER]
  12. Many people who play yellow / Dwarf understand the struggle when a noob dg throws his heroes towards teal with crown, suicidal charge as I call it. As yellow a bad DG means certain death at the hands of teal, unless the NA seem friendly enough to help out which is highly unlikely. Below I have photos describing the best method to bunker one self in Dun Morogh. I do this always if DG disconnects or is not present and have survived many times. Teal will spend huge amounts of gold to get through into Ironforge, by the time he passes the first or second defenses teal will have exhausted his resources, lost a hero or 2 and will most certainly be invaded by either NA , Elves or the Hord. Teals catapults can be easily targeted by flanking with the flying machines in a large group, mortars also help. Gryphons are not recommend as they cost a huge amount of gold, need mele upgrade to upgrade their range attack and also are pretty weak, including slow attack speed. This is also a great way to level Magni and Muradin, the more teal or any other enemy sends their units inside the more levels your heros gain which gives magni his amazing storm ability of 200 dmg + WARNING: If you do not know how to micro units and heroes this will not keep you alive, if you do not upgrade range damage and building endurance it will also not keep you alive. Keep heros healed and full of mana at the shop with mana potions, Muradins ability to stun a large group will keep the enemy army stuck in their positions which gives enough time for the towers to kill the stunned army. VERY IMPORTANT mortars are the anti siege units and must be placed almost in the front of the towers to prevent any enemy siege units. HOTKEY IS THE KEY: hotkey towers, flying machines, gryphons, heroes and mortars (hold position) Gryphons can also be used for enemy siege that has come to close but yet still out of range of towers, yet I still do not recommend it as they are extremely soft and crazy expensive. [ATTACH=full]5806[/ATTACH] [ATTACH=full]5807[/ATTACH] [ATTACH=full]5803[/ATTACH] Forgive me for the upside down photos I am just getting a hang on uploading.
  13. Hello all! I'm a fairly new streamer, playing Warcraft 3 a couple of times a week as well as many other games. I mainly play tower defense style maps, but I'm always happy to try new maps out. My streaming schedule is Sunday-Wednesday 7 PM - Midnight PST. Feel free to come hang out anytime and ask questions! www.twitch.tv/Rondellio
  14. You can find the changelog for all versions here and you can download the map here. Feel free to comment about the version here and leave suggestions or post bugs. [spoiler=1.5b Changelog] •Engineers can now be trained at Refugee Encampments. •Removed Rush from Argonauts. •Rhodian Raiders now have Leather type armor instead of Unarmored type. •Rhodian Raider damage buffed by 3 (11 base damage to 14). •Fixed a miscount of the Barbarian cities in the leaderboard. •Fixed The Oracle’s Sight tooltip. •Changed the model and button icon for the Rhodian Slinger to match regular slingers. •Removed two levels from the Improved Construction upgrade; there are now 4 levels total. •Edited the island with Skyros so that more of the western half is buildable on (it appeared to be buildable before and was intended to be as such). •Fixed a major bug involving recently added cities not giving income or being able to increase in income. •Flagships will now fire arrows like every other ship, they did not previously. Their arrows deal 20 damage per arrow, in contrast to an Athenian Trireme’s 18, or a Trireme’s 16 damage. •Wonders no longer require an Academy to construct. •Once buildings are unlocked (such as a Workshop needing a Barracks), they remain permanently unlocked. E.g. if your Shipyard dies you can still make Agoras. •Catapult damage to ships buffed by 20 damage, an 11% increase. •Catapult movement speed changed to 150 from 125. •Catapult collision changed from 25 to 20 (now matches Cavalry units) •Indian War Elephant and Persian Elephant movement speeds changed to 150 from 100. •Fixed a bug where killing Indian War Elephants near a city of Yellow’s decreased its population. •Related to that bug, all income-boosting structures that die near a city will now reduce the population of that city when it dies (the decrease is some of that boost, but not all). Previously, only some structures acted that way. •Megarian War Pigs have been added. They can be trained at the city of Megara. The War Pigs can be set on fire, draining their health by 10 per second, dealing 3 DPS to all nearby units (including yours and allies) in an AoE of 100. If the Flaming War Pigs attack a War Elephant, the War Elephant turns hostile and goes into a frenzy.
  15. I ask for 5 or 7 people to plan a game with me to play Territorial Tides. Furthermore, I want to see if I have friends on this website. [ATTACH=full]5351[/ATTACH] [ATTACH=full]5352[/ATTACH] [ATTACH=full]5353[/ATTACH] [ATTACH=full]5354[/ATTACH] [ATTACH=full]5355[/ATTACH]
  16. There isn't. That being said, here's an idea for what could work: Having rating charts for every player on every nation ie A, B, C, D, E, F rank in Russia but in Austria-Hungary it could be D, F, B, A, C, E. Assign points to each placement, say 60 points to A players in that role, 50 points to B, and so on. When selecting candidates from each role then, you tally up the points and compare both sides (Central vs Entente obviously you nitwit) on points. Obviously 210 vs 300 is a bit uneven, whereas 230 vs 250 will be manageable. Understandably, there will be contention to say who is "the best" at a certain role, but there will certainly be majority agreement sooner or later. Also, it may be beneficial to assign multiple A roles to multiple players. What I mean is that many players can be counted as A material, and be designated 60 points when picked. This way, the points are flexible enough to include everyone, and not be totally skewed where it is only fair if certain players are left out. This system takes into account the individual prowess of the players, and the combination of their strengths when evaluating the power of either team. It helps too that ISH is a 6 vs 6 game.
  17. It was confirmed to replays.net by Blizzard that Warcraft 3 will get a new patch soon, it's most likely going to be support for newer systems/official windows 10 support/some balance changes but there has also been talks for a long time about Warcraft 3 getting battle.net 2.0 support, let's hope that that's the case but nonetheless it's still good news that the game is going to get a new patch. Source: http://war3.replays.net/news/page/20160125/22588.html
  18. I guess I made a build based thing again. Last time this happened was AWA which was a long time ago. So, I thought I'd be friendly and mention that public beta is coming fairly soon to a Warcraft III near you. Now given I'm probably the only remaining dinosaur(By dinosaur I mean I've been doing this since when Augur first started) who makes new maps on a regular basis. Anyway, the map is essentially a chimera baby that mixes in Diplo terms rise of china, azeroth wars, and europa. It's an open diplomacy build based map with resources that affect your tech tree. The map is a Warhammer fantasy game that is set entirely within the Empire and neighboring territories. Time period wise it's before the vampire wars so Solland has just been destroyed along with Drakwald county, and Westerland and Sylvania are still normal elector counts. Every player starts as a human elector count, and later has the capability to turn into other things such as Kislev, Orcs and Goblins, or even Vampire Counts. Regional units are a thing based on lore things such as Carroburg Greatswords, Hochland Long Rifles, etc. You start with one hero, all heroes can revive, and your one hero at the start picks from among thirty different classes from among five categories. You can obtain items from killing creeps, or item shops. Lots of other various features are generally being implemented such as a dog of war system to gain one additional hero based on regions. You win the game by being elected five times. This is based on prestige which is gained from tasks such as owning rare resources, forging runefangs, and various other fun things. Prestige sets back to 0 after every election. Alternatively all of the faction shifts such as Vampire Counts have unique victory conditions. Only one player can win the game. The game starts in a five minute grace period where all players are neutral with each other, and after that they are able to break alliances for a minor prestige hit for the aggressor. Info dump aside, here's an idea of what some of the map looks like: The Moot Averheim Map is currently completely playable, and is in active testing. I'm mostly just finishing up features. Faction shifting into say Vampire Counts isn't done yet. Imperial tech tree, and most of the polish work is done. Hero class system is mostly done. All the unit data for the other races is essentially done. You may now begin the panther hate ;).
  19. This will be a commemorative post so that the games of October 24th/25th are never forgot. Many a great ISH were had this day, culminating in a game that lasted until September 1923, a 110 minute game. Let it also hereby be forever memorialized that cell_destroyer failed and abandoned his team. Attached is a replay of this game. The game had to end because many players had to go to sleep and needed to work in a few hours, and were seeing the sun rise on the horizon. However, a [spoiler=Game Results Spoiler]Central victory was projected. Legends were born this night. Attached is a replay of this game.
  20. You can find the changelog for all the versions here and you can download the map here. [spoiler=1.5a Changelog] •Fixed a farmland patch west of Larissa. •Changed the damage Zeus’ Lightning deals every 1.5s from 10 to 20. •Renamed the City-State to Polis. •Buffed the arrows of the Polis to deal 2 more damage (from 25 to 27) and to have an increased range by 50 (from 600 to 650). •Polis HP increased by 750, from 4250 to 5000. •Barracks HP increased by 250, from 2000 to 2250. •Academy HP increased by 250, from 1500 to 1750. •Engineers are now available for training from the start. •Added the island city of Skyros. •Edited the island of Skopelos to add land to the top left. •Added the island of Alonissos along with the city of Patitiri. •Added the city of Physkos to the north of Rhodes. •Added the city of Thoricus southeast of Athens. •Added the city of Tauriana north of Macedon. •Added the city of Psophis to northwest Arcadia. •Added the city of Ermioni to the east of Argos. •Added the city of Oenoe to the south of Lesbos. •Changed the HP of walls from 1500 to 1000. Changed wood cost from 300 to 150. •Refugee Encampments can now train Militia for South Greece players - previously it could only train Light Infantry which were only available to non-South Greece players. •The minimum population of cities has been changed from 1500 to 5000 (minimum income of 5 gold changed to ~16-18). •Special unit upgrades now cost 500 gold from 1000 and now take only 60 seconds to research from 120. •Fortitude Aura now increases armor by increments of 1.5 instead of 1. •Removed the Marketplace and items from the game. •Transferred the Marketplace model to the Agora. •Shipyard lumber cost changed from 500 to 400. •Changed the initial lumber income on Agoras from 40 to 45. •Agoras now limited to 20 from 30. •Changed build time for Priests from 8 seconds to 4 seconds. •Changed the scaling value of Peltasts from .76 to .70 •Catapult gold cost changed from 330 to 230. •Changed the model and button of the Slinger. •Removed the mana from the Colossus of Rhodes as it is not used. •Every King will now start with a Transport Ship in their inventory that can be made in water. The starting ships for Athens, Crete and Rhodes were also removed. •Improved Ship Construction now increases ship HP by 15% instead of adding 125 HP. •Transport Ships will now be affected by the Improved Ship Construction upgrade. •Transport Ship HP changed from 550 to 600. •Galley HP changed from 1075 to 1200. •Bireme HP changed from 1325 to 1400. •Argive Gallery HP changed from 1100 to 1400. •Cretan Pirate Ship HP changed from 1325 to 1600. •Trireme HP changed from 1650 to 1600. •Flagship movement speed changed from 200 to 240 to match Galleys. •Decreased the base time for research for Improved Ship Construction and Improved Construction from 90s to 60s. •Various texture edits and doodad placements on a few islands to spruce them up. •Changed the armor types of the Craftsman and Engineer to Unarmored from Normal. •Various tooltip edits. •Moved Knossus (Crete’s capital) south slightly away from the shore. •Reduced the time of the intro by 3 seconds. •Strength of Zeus will now increase a unit’s armor by 1 instead of 3.
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