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Furious Warriors

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Sword Fighter

Posts: 298

Joined: 21 Jul 2013, 02:15

KaM Skill Level: Fair

Post 22 Jan 2015, 00:17

Furious Warriors

Furious Warriors v1.73

Special, PvP, 2-8 Players, 2 Teams.

Destroy the Barracks of enemy kingdom!
Management and communication is the key to win.


PDF: http://docdroid.net/pqzi (old)

Download:
Furious Warriors v1.73.zip

Furious Warriors v1.71.zip


Feel free to coment and post any ideas :)

Screens:

Image

Image

Image

Image

Image

Movies:
http://youtu.be/6yaLdJxrBVI

Map changes:
v1.73
-selling incomplete house returns 100% cost
-pig farm/stables cost increased to 380/280
-stables spawn slightly more scouts
-if your house been destroyed by enemy returns 50% gold
v1.71
-Refund Time returns 100% price of sold houses in first 60 sec
-tower regen lowered to 4/sec
-warriors hunger lvl increased
-tower guards cooldown increased to 240 secs
-ranged damage vs tower significantly increased
-max elite increased to 14
-elite kill need mod scaling with players count
-optimization/better performance
-passage bug fixed
-bug fixes
v1.65
-tower stone cooldown increased by 1 sec
-AI warriors defending their barracks
-AI warriors works better (ranged and melee)
-ranged damage against houses increased
-stables and pig farm income decreased by 6
-pig farm delivery cooldown increased by 5 secs
-pig farm cost rise from 300 to 340
-AI uses black magic(vine)
-AI uses bowman elite
-bug fix
v1.60
-destroying house bounty (house cost * 0.10)
-who get barbarian info
v1.58
-first blood elites! (10 gold)
-black magic +1 cycle +2 radius
-towers faster stone (-2 sec)
-knights/scouts less number (-2/-1)
v1.55
-bows/xbows works better
-defence militia count decreased by 2
v1.54
-Barbarians!-kill bandit barbarian to capture him, will try to help your warriors
-better AI-bots syncing and defending
-militia slightly nerf
-towers stone cooldown decreased
v1.44
-place market plan to open house list/30sec
-passage fog
-passages bandits try to keep their place
-more knights from pig farm
-militia cooldown increased less each new house
-axeman cooldown increased
-bug fixes
...
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Last edited by RandomLyrics on 11 Mar 2015, 13:28, edited 8 times in total.
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Tiank

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Knight

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Location: Poland

KaM Skill Level: Skilled

Post 22 Jan 2015, 08:29

Re: Furious Warriors

I like how much time and effort you put into this map, it's really well done :)
Without honour, victory is hollow.
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Ben

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Location: California GMT - 8 (Standard Time)

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Post 22 Jan 2015, 15:58

Re: Furious Warriors

I think by now most Remake players know of this map. It's quite simple but surprisingly fun to play. My favorite feature is that you can even play against AI, which enables my brother and I to co op.
#thunderposting #greentornado
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Sword Fighter

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Joined: 21 Jul 2013, 02:15

KaM Skill Level: Fair

Post 22 Jan 2015, 18:17

Re: Furious Warriors

Thanks :)
@Ben im thinking of adding elite for AI, elite bowmen will helping like the barbarians, attacking and retreating :> and better syncing (both line AI players ).
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Ben

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Post 23 Jan 2015, 02:47

Re: Furious Warriors

Please keep improving the AI. I'd like to see them be more of a match for humans 1v1 :)
#thunderposting #greentornado
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The Dark Lord

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King Karolus Servant

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Joined: 29 Aug 2007, 22:00

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Post 23 Jan 2015, 08:29

Re: Furious Warriors

I love the map but I don't really like where it is going. It used to be possible to try different tactics that were actually succesful; at the moment all you can do is make 2 tanneries at the start. If you don't, you're in trouble...
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Sword Fighter

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Post 23 Jan 2015, 13:41

Re: Furious Warriors

The Dark Lord wrote:I love the map but I don't really like where it is going. It used to be possible to try different tactics that were actually succesful; at the moment all you can do is make 2 tanneries at the start. If you don't, you're in trouble...

Yes, maybe you are in trouble but its not that bad to defend yourself :), theres a lot of starting tactics: 2 towers, 2 tannaries, 2 militia 1 tannery, 2 militia 1 stables, 2 lances, 2 militia 1 lance, 1 tower 1 stables(for this im not sure). Every tactic will survive till day 2 (when u can stabilize after bad start). (i will test it)
The main reasons why many tactics dont work are people dont "syncing", ignoring defence systems "defense milita/lance", dont know how to form counter "wave ball" (big ball of units 100, they will eat every small group of enemies, ball is main tactic to win, crush defences etc). Im thking about let people know how to do that, but its main difference between good player vs bad player. Its funny because nobody reads the Tips ( tip shows at start every new game, reveals info about games mechanics ).
My favorite tactic is 4x militia > fast iron. :)
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Sword Fighter

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Post 09 Feb 2015, 00:57

Re: Furious Warriors

Small update: 1.60 download available at topic :)
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vovets1

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Sword Fighter

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Location: Russia

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Post 17 Feb 2015, 12:52

Re: Furious Warriors

Very nice map. All public was infected (in the good meaning of this word) by this map. As i can remember, there was over 1000 games before deleting the stats.

I have one quiestion: why did you made tower more powerful and more expensive? I think tower could be good building for start, and it would give us more strategics for the beginning. Because of expensive towers we have 2 good beginnings: tannery or two butheries. The others variants are rather useless.
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Sword Fighter

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Post 17 Feb 2015, 13:40

Re: Furious Warriors

Hmm i think towers are okey now and their are good too as a start buildings. The main Towers purpose is holding enemies from reaching your "squishy" houses. Tower can hold without worry up to 5,6 warriors, have greater defense abilities (lances/pike instead of militia) and have special "syncing" ability to release all nonmounted warriors. Hmm i wanted to make tower morelike "tank" holding dmg etc. In 1.60v games a see a lot of difrent tactics, towers are 1/3 games as i rememberd :P
Now im working on position casting for houses warriors AI. It will allow players who like to bulid near Barracks to play better. like this: Image
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Sword Fighter

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Post 19 Feb 2015, 02:14

Re: Furious Warriors

Update v1.65 download available at topic. big upg for ai, fixed targeting etc :)
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Sword Fighter

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Post 23 Feb 2015, 19:00

Re: Furious Warriors

Update v1.71 download available at main post.
ImageImageImage
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Sword Fighter

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Post 11 Mar 2015, 13:27

Re: Furious Warriors

Update: v1.73
-selling incomplete house returns 100% cost
-pig farm/stables cost increased to 380/280
-stables spawn slightly more scouts
-if your house been destroyed by enemy returns 50% gold
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robartvad

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Joined: 12 Mar 2015, 11:47

Location: USA

Post 12 Mar 2015, 11:51

Re: Furious Warriors

Not a good idea.. do some thing best
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Sword Fighter

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Post 14 Mar 2015, 22:32

Re: Furious Warriors

robartvad wrote:Not a good idea.. do some thing best

not good idea, with what ?:) incomplete house cost return?
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