The Protectors of Etheria is a stand-alone mod of the game Warlords Battlecry 3 (i.e. it can be run without having the original game installed - 100% free full game). It is an improved RTS/RPG game with new campaigns, quests, terrain, units, items, heroes, modding features and more. Beta versions available for download!

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Guest
Guest - - 689,991 comments

I don't know whether you considered it already or not but, I think it would be interesting if certain snow/ice (sand/desert too) terrains slowed down units, particularly large ones, as they would be heavier and more likely to sink in such ground.

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Guest
Guest - - 689,991 comments

Maybe water ice could become special terrain for all units:fliers and floaters could fly on it, ground units could walk on it, while ships could move on it (like ice breaker ships can, however I believe ships in WBC3 Protectors should only move but not break the ice). I mean water ice could act as reverse void. This would enable maps where ships could act more freely while the terrain wouldn't become an obstacle for ground units too. Also shippyards should be allowed to be built on water ice.

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WBCKharn Creator
WBCKharn - - 404 comments

Ice isn't just a new sub tileset of snow, it is also an entirely new terrain type. Ice prevents building on it but units can still walk over it. I did think about making it "difficult terrain" which would have been done in the same way as the clay terrain. But I put it off in favor of potentially having a mechanic that could auto-slow down units without messing with the elevation, especially since WBC3 seems to suggest it had one at some point (a normal terrain cell has a default move-cost of 2, with 0 being impassible. But yet all non-zero values function exactly the same as 2). But After implementing the tileset I thought I should just leave it as it is - I actively tell my units to walk around hills and other difficult terrain because it slows them down so much that it's agonizing! So I would likely find it annoying when I'm forced to walk on slower terrain that would cover a large area. It would be like walking in a cave in the original Pokemon games and being repeatedly attacked by Zubats every few steps!

Although you can'y build buildings on Ice, you can still place them on it in the editor by simply placing the building down first onto a valid tile and then switching the tile underneath.

Oh and the Ice tileset contains 90 new tiles! With the inclusion of Ice, the Snowy Hills and the previous inclusion of the Snow Cliffs / missing WBC2 snow tiles (as well as the snowy houses features), players should hopefully now be able to make some very diverse arctic maps! I simply couldn't help but feel that this theme was always overlooked and neglected, even back in the WBC2 days when there were more snowy tiles than in vanilla WBC3.

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ZeTo49
ZeTo49 - - 402 comments

Exquisite maps are in my plans - with ice and snow hills.

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Guest
Guest - - 689,991 comments

Ships are ovelooked and neglected too. With current options they seem to have too limited moving and because of that they have almost negligible effect. I mean that even land units are prefered over them. I hope that in the future this problem will be solved somehow. Also I hope ships production will be moved to races' buildings instead of being only a special feature of shippyard in certain maps.

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ZeTo49
ZeTo49 - - 402 comments

It will be done, the thing is: there are other priorities atm. Ships will require a lot of work for the human player and the AI(same thing with the dragonlords, the new race).

I'm sure there will be new things when ships are born (with island maps!).

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Patrick_Winekiller Author
Patrick_Winekiller - - 738 comments

We have made some improvements on how ships are produced at the shipyard and adjusted some stats (better range mostly, to impact the ground game more) in version 0.8.7.

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Coming in 0.8.7