![]() Ambush no longer used for hero units as its too easy to abuse and pick them off.Militia max expansion range has been reduced as militia did not always last long enough to be useful.Heroes a little more likely to teleport to rescue a town regardless of the profiles aggression and smaller threat levels.They will now return to the battle when mostly healthy. Improved handling of the bug that the AI hero will get stuck healing at home.Front base distance range slightly increased again to help fix night elf troops getting stuck in base.Reduced number of mines needed before heading into high upkeep to help prevent dead time where AMAI doesn't appear to build anything.Fixed an issue where healing totems are not cast correctly.Tweaked ranged units to avoid melee units only if damaged to 70% instead of 90% and reduced distance to trigger slightly.Tweaks to the dynamic strategies to balance the counter units and correct some cases of invalid counter units being built.Improvements to base defense logic with more towers being built when spare funds available.Tweaks to item buying priorities, town portals are more important, other items less so or no longer built.Hero priorities for building and resurrecting increased to ensure there are being built first.Removed non-useful units from harass attacks and fixed undead harassment group numbering.Improvements to human, orc, undead and night elf strategy compositions to make the pre-built strategies more effective when used.Strategy tweaks and optimizations (Pixyy).Reduced the appearance rate of Goblin Tinker.Night Elf increased use of warden and keeper.Mostly minor but most noticeable changes include (Pixyy) Balance pass to all racial hero selection, skill selection and strategy selection.More resources (just over double) are now needed before the multi peasant fast builds can be used to avoid resource starvation.Tweaks to Brewmaster and Alchemist skill picks.Creep building detection range slightly increased.Goblin Shredders now count as more wood cutting workers.Removed some explicit Chinese chat translations.Improved Chinese language translations and various issues fixed.At game start as there is nothing to counter yet the message to allies about what to counter will not be included.To reduce spam from your allied AIs they now only sometimes report what they are countering instead of every single time its re-evaluated, unless debug mode is on.Support for warcraft 3 1.32.10 patch changes.Hey all, a new update for the classic Advanced Melee Artificial Intelligence Mod is now available W3Champions - The ladder add-on for Reforged players that still want a functioning ladder plus other cool features like FLO.ĮSL Warcraft - The WC3 side of the world's leading plattform for esports, like Dreamhack and others over the years. WC3Gym - A place for those that want to learn or improve their melee skills. With its own DotA ladder and other customs with HostBots. ICCup - International Cyber Cup is a Russian based platform with a healthy English speaking userbase. Hive Workshop - Largest community forum and database for custom maps, modding, and more.īack2Warcraft - Leading WC3 esports stream with constant international tournament coverage.Įurobattle - European based PvPGN server with 2 versions, one for DotA another for customs & melee. Warcraft 3 United - Discord for all things WC3 with numerous communities represented. Don't post CD-keys or sensitive information.The economy also does not need to change, in the game it is even though primitive, but will go.The subreddit for all things Warcraft III!ĭiscuss ladder strategies, custom games, modding/map making, the campaign, artwork, tournaments, and more.ĭiscord | Intro, Info & FAQs | Community Links The settlement building mechanics can only be slightly cosmetically changed, otherwise it will work fine for the mod. Raids and instances are just locations with strong mobs, that's all, no need to invent mechanics here. ![]() Classes are in the original Kenshi - some characters have speed characteristics, some have better melee attacks, etc. Otherwise, the map as in Warcraft ( it is possible not the whole world, but some separate region), interesting quest chains ( preferably that in general outline repeat the plot at the locations), buildings, armour. I guess magic will be very difficult to integrate into the Kenshi engine? Magic is an essential element of warcraft. What we can do, is to mod Kenshi to look like WOW, without any WOW mechanics. Originally posted by Cattrina:You mean you want a mod for WOW that makes it more Kenshi like? That would be beyond the abilities of most of Kenshi modders.
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