Joker(Div)
Always Here..
- Reaction score
- 86
Joker's Builders & Fighters
Gameplay:
Info:
Things Yet to Come:
Balancing:
FAQ:
Q: Where do you send units?
A: Why, the big patch of dirt of course.
Q: Whare are there 2 colors of dirt?
A: One is for supers, other is for sending.
Q: Wtf, my unit isn't turning into a super.
A: That is b/c you do not have 3 of the same units in the darker dirt or it is one of the few units that do now have a super. If neither of these apply, there must be a bug, which should be reported.
Q: Why do fighters get builders?
A: Well, its purpose is to create walls and such, but really its for the fighters to have something to do while waiting
Q: Wtf, towers aren't attacking.
A: That is because they only attack air and structures.
Q: Omg, the heroes suck.
A: Well...yeah they are kept the same as they are in the actual warcraft. These were mainly added to stop the people complaining about the lack of heroes, although I may consider turning them into custom-made.
Q: Omg, *such and such* are imba!
A: Tell me how and why and I may consider changing/fixing.
Q: Why do you have to build a tree for every mine?
A: Really, idk how to change this, but even if i could, I would leave it for balance reasons. Humans and Orcs need mass workers for both gold and wood, while ne only needs to mass on lumber.
Q: Why does the undead not start with a haunted gold mine?
A: That is beacuse I custom place the start units (Which I may change), but the undead get a big enough early game advantage with the mighty ghoul lumberjacks.
Q: Do upgrades carry over?
A: Yes.
Q: Why do you lose when your fighter leaves?
A: Because you can't fight without one. <3
Known Bugs:
Future Updates (On this post):
Screenies:
Hopfully better screenies coming soon...
Changelog:
Skipped version 1.16 for some reason...
Finally, a non-beta version. . Go play and tell me what you think or if you find any bugs, report them here. Remember, this is just meant to be a simple, yet entertaining(to some at least) map. Try not to suggest things that complicates it up. And yes, the units are to remain the same as they are in warcraft. I recommend you play with a full house.
Gameplay:
The concept is pretty simple. There are 2 builders and 1 fighter on each team. The builders build units for the fighters to fight with. The fighters obviously fight. Inspired by the original Builders and Fighters created in Starcraft.
Info:
- Map Size: 128 x 96
- Max Players: 6
- Objective: Kill enemy base
- Restrictions: No heroes, No backstabbing(Almost impossible anyway)
- Unit Limit: 200 units per team (owned by fighters)
Things Yet to Come:
- Balancing
- Possibly a loading screen
- Possibly custom made Fighter heroes
- Possibly Mixed Super units
Balancing:
The Figher Workers: The fighters will receive 2 builders, each corresponding to the races of the builders. Each worker will only be able to create 1 building
Basic Info:
- Human Worker
- Farms - Strong Wall, has the shortest build time. (Gets quite strong after upgrades)
- Arcane Towers - Average tower (may be upgraded for more hp and armor)
- Orc Worker
- Burrows - A weak wall, has a slightly long build time. Has an attack. (Becomes useful after upgrades)
- Watch Towers - A weaker tower with a longer range attack.
- Undead Worker
- Zigs - An average wall, has a very long build time. (No upgrades)
- Nerubian Towers - A weaker tower, has a slow effect attack, longer build time.
- Elf Worker
- Wells - A very weak wall, has the ability to heal. (Gets 50 more mana after upgrade)
- Ancient Protectors - A stronger tower with slow attack, can be uprooted for a melee ground attack.
Basic Info:
JASS:
Cost Build Time Resources Rate
//WORKERS
- Peaants 75 Gold 9 seconds Gold 10, Wood 15(35)
- Peons 75 Gold 9 seconds Gold 12, Wood 20
- Acolytes 75 Gold 11 seconds Gold 20, ----
- Ghouls 120 Gold 13 seconds ---- Wood 30
- Wisps 60 Gold 8 seconds Gold 20, Wood 6
//MAINS
- Town Hall 385 Gold, 155 wood, 130 seconds N/A
- Great Hall 385 Gold, 185 wood, 105 seconds N/A
- Necropolis 255 Gold, ----, 95 seconds N/A
- Tree of Life 240 Gold, 120 wood, 120 seconds N/A
//GOLD
- The Gold Mines: Has an invterval of 0.4, meaning you can have 2.1 workers inside the mine
so it gives 2.1 times the regular mines in warcraft with enough workers.
Also, not all gold mines are equally distant from your main. Som may
Need more than others.
Gives 10 gold per run. (Orcs get 12 per run.)
- The Haunted Gold Mine: Building Time: 15 seconds, costs: 255 gold and 150 wood. Holds up to 5
workers. Gives 20 gold per run.
- The Entangled Gold Mine: Building Time: 1 second. Holds up to 5 workers. Gives 20 gold per run.
Note that a tree of life can only root 1 mine.
//LUMBER
- Humans - 15 per run (can be upgraded twice for 25/35)
- Orcs - 20 per run (no change)
- Undead - 30 per run (can upgrade ghoul frenzy to increase rate of lumber gather)
- Elves - 6 per run (no upgrade)
//OTHER UNITS
All units excluding workers have their building time reduced by 5.
//OTHER BUILDINGS
All buildings excluding the mains have their building time cut in half, then subtracted 5 from.
FAQ:
Q: Where do you send units?
A: Why, the big patch of dirt of course.
Q: Whare are there 2 colors of dirt?
A: One is for supers, other is for sending.
Q: Wtf, my unit isn't turning into a super.
A: That is b/c you do not have 3 of the same units in the darker dirt or it is one of the few units that do now have a super. If neither of these apply, there must be a bug, which should be reported.
Q: Why do fighters get builders?
A: Well, its purpose is to create walls and such, but really its for the fighters to have something to do while waiting
Q: Wtf, towers aren't attacking.
A: That is because they only attack air and structures.
Q: Omg, the heroes suck.
A: Well...yeah they are kept the same as they are in the actual warcraft. These were mainly added to stop the people complaining about the lack of heroes, although I may consider turning them into custom-made.
Q: Omg, *such and such* are imba!
A: Tell me how and why and I may consider changing/fixing.
Q: Why do you have to build a tree for every mine?
A: Really, idk how to change this, but even if i could, I would leave it for balance reasons. Humans and Orcs need mass workers for both gold and wood, while ne only needs to mass on lumber.
Q: Why does the undead not start with a haunted gold mine?
A: That is beacuse I custom place the start units (Which I may change), but the undead get a big enough early game advantage with the mighty ghoul lumberjacks.
Q: Do upgrades carry over?
A: Yes.
Q: Why do you lose when your fighter leaves?
A: Because you can't fight without one. <3
Known Bugs:
- When 3 units enter the super region side by side at the same time, the super unit does not get formed.
Future Updates (On this post):
Screenies:
Hopfully better screenies coming soon...
Fighters get their hero and 2 builders
Builders start pretty much like ladder games.
Builders start pretty much like ladder games.
Changelog:
Code:
<<-- v1.18b (10/5/08) -->>
-Fixed a super unit trigger bug
-Nerfed Mastered spirit link and heal
<<-- v1.18 (10/5/08) -->>
-Completely re-worked the super unit trigger
-Various trigger fixes
-Added a preloading intro
-Added a 'Last Resort" ability to the Temples
-You can now disable the notification ping
-Gave Death Knight a custom ability
-Few balance changes on some super units
<<-- v1.17b (03/5/08) -->>
-Added more effects to the "secret" unit
-A bug fix
<<-- v1.17 (02/5/08) -->>
-Added a "secret" unit (Not really secret)
-Fighter's now have a few upgrades
-Buffed super casters
-More leaver messages
-Tooltips on towers updated
-archmage got a new skill (all other heroes will in the future)
-Buffed Orc lumber gathering
-Fixed a few bugs
<<-- v1.15b (26/4/08) -->>
-Fixed a dumb bug
<<-- v1.15 (26/4/08) -->>
-Shredder given to all 3 tiers
-Added items for fighters
-Fighters now have a 200 tower limit
-Pillage is removed
-Nerfed Roflcopters and Captains
-Buffed Rangers
<<-- v1.14 (25/4/08) -->>
-Structure build time reduced by 3 seconds
-Fighters' Main Health reduced by 2500 (Increased regen by 5)
-Units build time reduced by 2
-Added shredder
-Slightly buffed hero attack, attack speed, and life/mana regen
-Elves auto-mine at start
-Increased wood harvesting rates for all races except the Undead
-Dirt has been changed to marble (because of blight coverage)
-Obviously more super balancing
<<-- v1.13 (21/4/08) -->>
-Heroes now level up to lvl 30
-Added 1 new super unit for each race
-More super unit balancing
-Fixed a super unit bug when controlling two races
<<-- v1.12 (20/4/08) -->>
-Heroes now level up
-Various Super unit balancing
-Better Super unit coding
-Unit limit lowered to 200 per team
-Fighters can just push esc (on keyboard) to mass attack
<<-- v1.11b (20/4/08) -->>
-Removed testing units (...)
<<-- v1.11 (20/4/08) -->>
-Added towers
-Various bug fixes
-added boundaries (instead of those blocking doodads)
<<-- v1.10 (19/4/08) -->>
-Added super units
-Various bug/balance fixes
<<-- v1.02b (12/4/08) -->>
-Fixed a team mess up
<<-- v1.02 (12/4/08) -->>
-Got rid of Spirit Walker food cost (><)
-Made different forces for fighters
-Changed tier 3 teching time from 70 to 150
-Fixed a leaver bug
<<-- v1.01 (11/4/08) -->>
-Various bug/typo fixes
<<-- v1.00 (11/4/08) -->>
-Fixed a counting issue with UnitCount
-Fixed showing wrong msg on defeat
-Fixed Mountain giants skin researches being disabled
-Lowered the max number of units to 250 per team
-Gave moon wells a 75 health boost
-Added msgs for -give g/w #####
-Added a msg when a builder leaves
-Little bit of trigger optimizing
-A minimap preview added
<<-- BETA2 (10/4/08) -->>
-1 Bug fix
-Added a multiboard
-Lowered the Grand Temple's hp by 5000
-Lowered the Town Hall's lumber cost by 50
<<-- BETA (9/4/08) -->>
-Initial Release
Skipped version 1.16 for some reason...
Finally, a non-beta version. . Go play and tell me what you think or if you find any bugs, report them here. Remember, this is just meant to be a simple, yet entertaining(to some at least) map. Try not to suggest things that complicates it up. And yes, the units are to remain the same as they are in warcraft. I recommend you play with a full house.