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Old 01-28-2008   #1
 
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Kingdoms of Conquest Beta.

Just looking for some feedback.

Ive gotten alot of inspiration of this from broken alliances, and im working on removing the more "broken alliancey" features of it.

Err, at least i hope this is the right one...

EDIT: nope, thats the wrong one. THIS is the right one ((12)KingdomsofConquest0.1a)

The one this time is Kingdoms of conquest 0.1a still.
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File Type: w3x (12)KingdomsOfChaos.w3x (489.7 KB, 15 views)
File Type: w3x (12)KingdomsOfConquest0.1a.w3x (513.1 KB, 22 views)

Last edited by Typewriter; 02-01-2008 at 06:10 PM. Reason: To update the map.
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Old 01-28-2008   #2
 
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Re: Kingdoms of Conquest Beta.

I looked at your map in editor and here's a couple comments.

1. Remove some doodads, 11,000 is far to many and will lead to lag, you want to stay down near 8,0000

2. Read a tutorial a on memory leaks, all of your unit train triggers have leaks, each leak is small, but you have many, and during a game this will create very large lag problems by the middle ofthe game
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Old 01-28-2008   #3
 
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Re: Kingdoms of Conquest Beta.

Okay then, thankyou. Ill do that.

EDIT: 80000 is more than 11000 =P.

SECOND EDIT: Could you point me towards a memory leak tutorial?
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Old 01-28-2008   #4
 
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Re: Kingdoms of Conquest Beta.

I meant 8,0000 lol

for memory leaks see: http://world-editor-tutorials.thehel...php?view=27242
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Old 01-28-2008   #5
 
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Re: Kingdoms of Conquest Beta.

I think you mean 8000, not 80000 (4 Zeros).

Anyway, thanks for that, ill do it soon.
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Old 01-28-2008   #6
 
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Re: Kingdoms of Conquest Beta.

uh yea tww typos oops
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Old 01-28-2008   #7
 
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Re: Kingdoms of Conquest Beta.

<LOL>

The only problem is, big empty spaces look ugly. I cant remove too many doodads without making big empty spaces, and because i have fliers, i cant just remove the center of areas of trees. Any suggestions? This has only been debugged in single-player, so thats why i didnt know about the lag problem. Its also the second map i've made, so thats why i didn't know about the memory leaks thing.
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Old 01-28-2008   #8
 
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Re: Kingdoms of Conquest Beta.

put mountains, things like that, which don't really need to be decorated. ifs in the middle of an area and can only be seen by air, it doesnt need to be pretty, but you really should reduce, 11,000 is alot...
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Old 01-29-2008   #9
 
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Re: Kingdoms of Conquest Beta.

Okay, ave reduced it a little biit, but i think i've fixed the memory leak thing. is this right? <Updating originial post with anti-memory-leak map>. One thing i really want to know how to fix is the balancing. though ive only played it in single-player, i can see that my map is really unbalanced.
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Old 01-29-2008   #10
 
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Re: Kingdoms of Conquest Beta.

ill try and take a look at the map later...

for balancing, best way to do is just play it with people, there's no trick to balancing, sure you can make sure damages are equal and stuff, but ultimately you just gotta play the map and see how stuf actually comes out
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Old 01-29-2008   #11
 
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Re: Kingdoms of Conquest Beta.

Thanks King_Leopold, you're the best. Ive just uploaded it. Is anybody else going to take a look? Im going to play it today, and then ill have a look at all the balancing issues.
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Old 01-29-2008   #12
 
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Re: Kingdoms of Conquest Beta.

I believe I may take a gander, but at the moment I'm teaching a friend how to play Wc3 on RoC. Which one should I dl? .1a right?

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Old 01-29-2008   #13
 
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Re: Kingdoms of Conquest Beta.

Yep, thats the one.
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Old 01-30-2008   #14
 
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Re: Kingdoms of Conquest Beta.

your on the right track with memory leak fixing, but you made one small problem thats easily fixed. Just remove the remove location action for all the train functions. You can do this because you set the value of the variable at map initialization.

The variables you need to destroy are only one's that are called once, or have been called the final time and you are now done with them, since you are continuing to use the spawn points you don't want to destroy them, in fact destorying them will mess up the map, because you never set the value again, so the spawns won't work a second time

On the subject of memory leaks there is also a unit group leak in your Gold trigger, just got back to the tutorial I posted before and follow the instructions for fixing them in unit groups. There's also the same type of leak in the Death trigger. Pretty much whenever you do a unit group trigger that is picking all units you have to first set it to a variable, and then destroy the value after you are done using it.


also, a way to reduce some doodads is to make custom pathing blockers for your mountains. Make a doodad based off a pathing blocker, but change its pathing map to that of a wall, this way it will cover a much longer area, and you need to use less of them.

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Old 01-30-2008   #15
 
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Re: Kingdoms of Conquest Beta.

Ive made a pathing blocker the size of a gryphon aivary. Ill also remove all the memory leaks there. Im adding some neutral base which you can capture, and also im adding an option for red to set the game to a mode where you can capture bases if you destroy them.
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Old 01-30-2008   #16
 
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Re: Kingdoms of Conquest Beta.

I looked at the map, not in WE but just playing in single player, and I found that (like Leopold said) there are still a bit too many doodads. I can understand most of them, but some that you have in large groups you could possibly either:

A) space them out a bit more and take away a few (mainly in the volcanoes region, I thought you had an over-abundance of rocks in a relatively small region)


OR


B) take like the wall of torches in the...umm...You know the guys with maulers and cannoners (the ones which look like a tauren race) and either find and import someone else's model of a wall, or just like make a model with 4 or 5 in a row on it, you'd get the same general look just with less doodads (you may have already done this, but like I said I just looked in game)


Also could you change your tooltips a bit? The race I had (once again it's the tauren race thing, like Tai'Rei or something) had an odd tooltip for it's worker and the name of it was the -blank- "Warrior", this would make a less savvy player confused. The tooltips are a minor detail, but often that's what distinguishes a good map from a great map.

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Old 01-30-2008   #17
 
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Re: Kingdoms of Conquest Beta.

The builders are the basic units of you're kingdom- Tairai warriors.

EDIT: it says in the big chunk of text at the start.

In the one im working on, there is many less doodads.

The neutral kingdoms i have made are Sea elves, Dark elves, Some raktenn which are not allies with the raktenn in game,

IMPORTANT!

I'm no good with triggers and i kinda just ruined it while trying to make base stealing and neutral bases. i need someone whos good at triggering to fix it. its only a few minor problems, so dont be scared, and PM me if you can do it please.

Last edited by Typewriter; 01-31-2008 at 04:09 AM.
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Old 02-01-2008   #18
 
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Re: Kingdoms of Conquest Beta.

Okay ive fixed the problems. Thanks lordforcystus. Ive also added neutral bases and hero steal mode. Be red to find out what that is. Uploading it now.


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Old 05-11-2008   #19
 
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Re: Kingdoms of Conquest Beta.

This map is awsome, great terrain, well spaced, i like it a lot. i hope you finish is soon and i get to try it out.

i wish my map look as good as this one
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