Medieval Knights IVBy AccnameIntroduction:This is the fourth and final installment of my Medieval Knights map series. (of which I havent published all)Medieval Knights has always been an RTS map with heavy focus on (more or less) realistic combat and base construction, as well as army composition and positioning.I started working on this map exactly 3 days ago and I worked for, probably about 12 hours on it. Its not final yet, but its playable.Features: Spoiler Customized resource gathering: Gold can be gathered at villages which need to be conquered. You can invest gold at the market to get more gold back later. Gold can be exchanged for Lumber. Lumber can be harvested from rocks, trees and farms which you can build. Customized base construction: There are fixed towns with indestructible walls around them. Each town has room for 16 buildings. Each town can have up to 3 gates which can be opened and closed at your will. Military buildings and farms can be build outside of town. Balanced and specialized combat units: Archers can miss moving targets or hit a different unit if several are moving close together. Archers deal very little damage to structures. Cavalry is faster then all other units but less powerful. Catapults need to set up before they can attack. While set up they can not move. Air travel via zeppelin. Sea travel via transport ships. When a player is defeated he becomes allied with the opponent who destroyed his last town. The defeated player gets to play a hero and has no longer the chance to conquer a town for himself. Screenshots:(A medium sized town with some units stationed inside.) (A neutral village. A village can be conquered to collect gold from it) (Farmland: Farms can produce crops which can be harvested for lumber.) Credits: Spoiler Kitabatake: Current catapult model House model Ultimata: Goblin Laboratory model with animations Mercenary model with animations Tavern model with animations MassiveMaster: Fortification Wall model Fortification Wall Outer Edge model Fortification Tower model Changelog: Spoiler Version 1.1 Changed tooltips of various units. Fixed blight in towns which were bugged. Version 1.2 Decreased catapult attack power. Increased building defense against normal attacks. Removed Shop. Added Warlord Hideout. Version 1.3 Changed tooltip of Trebuchet Walls have been added to the town construction. Debris that is being upgraded into other buildings can now be attacked. Version 1.4 Fixed hotkeys and tooltips of siege units. Fixed a bug with gates and walls not belonging to the right player. Some minor visual fixes. Some changes to collision sizes. (workers smaller / horseback units bigger) Version 1.5 2 villages which were previously missing on the map were added. A village has been moved slightly to balance the positions more. Villages now have a maximum of 1500 gold instead of 500. Villages do NO longer respawn. If a village is gone, it is permanently removed from the game. Villages heal allied units around them twice as fast now. Towns can now be destroyed permanently. Warlords now start with 100 mana. All items do now need mana to be used. All items now have a cooldown of 0.25. Warlords will now get 50 mana and 100 hitpoints per level up. Warlords do now get +10 food capacity per level up. Warlord experience rates customized. Regeneration item now heals 250 hitpoints instead of 500. Warlord Hideouts can now train builders. Version 1.6 Changed some ability hotkeys and tooltips. Changed some unit costs. Changed the spies invisibility cooldown duration from 3.0 to 1.0 seconds. Forges can now be build since tech-level 1. Changed the duration of upgrades. Builders can now gather lumber. Some visual and balance improvements on the terrain. Changed model of watchtower to differentiate it from scout towers. Town buildings which get damaged below 25% of their max health will become neutral if the townhall has been destroyed. Version 1.7 Added an island with a village in the center of the lake. Some terrain improvements. Added wizard ability "Sky Strike", an AoE DoT ability. Added pikeman ability "Defensive Stance" which slows down their movement speed but increases their hitpoints. Knights will dismount now (and become swordman) when their hitpoints go below 25%. Changed unit priorities. Added information about attack and armor types. Added custom model for trebuchet. Added custom model for zeppelin. Added custom model for sorceress. Version 1.8 Fixed lumber collection rate of unupgraded workers. (was incorrectly 8 instead of 6) Now you only need 12 small investments to reach medium level in the marketplace. Now you only need 12 medium investments to reach high level in the marketplace. Builders can now attack trees and rocks to destroy them immediately. Minor changes to combat system. Minor visual changes to the terrain. Neutral hostile town buildings can no longer be taken over. Added new unit "Barbarian". Barbarian can be trained only by warlords. Warlord hideout can no longer train combat units. Healers can now place sentry wards. Changed hotkey for protection ability from healer. (Was 'D' is now 'V') Version 1.9 Warlords can no longer build Barracks Mana Well replenishes less mana per use and costs more mana per unit Healers and Wizards regenerate mana slower now Raiders have less hitpoints Siege attack of Raiders does not benefit from upgrades anymore Normal attack of Raiders benefits double from upgrades Reveal from the laboratory costs more gold per use now Increased missle speed of towers Some tooltips have been fixed Some bug fixes with the town system Comments criticism and testing is very much appreciated.