Results found: 142
Written by Zoyarox, 14.10.2022 at 00:12

Dave, any update on this? Can the team revert the map back any time soon?


Bump. Anything you could do Sascha?
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Could be a zoom/resolution issue, as your background image seems stretched and your borders, for themselves, not distorted. I imagine you've already checked, but just to be sure:

- check your map size (maybe it changed?)
- check your device zoom (maybe you are entering the editor with a lot of outward zoom, so the map background (behind the actual map image) stretches to fit your zoom)
- map image doesn't match map size (results in distortion)

You said it keeps moving your borders, which is quite weird. Though little, chance is, the issue lies in one of these.
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Is there any fix for this in sight?
Or can I get any update on a reset of the map?
Apparently my other Alagaesia Map is also affected...
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Can anyone reset this map to a working state please?
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Written by The Panda Jew, 02.12.2022 at 00:54

Day 52, running out of food and water. Help hasn't come yet.


Drums in the deep. They are coming. They are coming...
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+1
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Can recommend
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Dave, any update on this? Can the team revert the map back any time soon?
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If you increase a certain stat (especially into an extreme), the cost should increase semi-exponentially. In general, it always depends on your map (e.g. locations, rarity of building locations), what other units there are (e.g. counter-units, access to comparable units), if you are creating scenario units (e.g. one-time-units), if they are limited to certain cities (e.g. rarity) etc.

You can always compare the existing standard units (keeping in mind the average income on the world map, where the units are used), for a general feeling of cost and movement range (and city income), this should help your pricing (more expensive for faster/stronger stats, cheaper for slower/weaker stats):


COST (for a general feeling)
low - 70
med - 135
exp - 320

MOVEMENT RANGE
- Ground
Slow - 2-4
Medium/Walking - 6
Slow Vehicle - 7
Fast Vehicle - 9

- Naval
Slow - 8
Med - 12
Fast - 14

- Air
Slow - 8
Med - 15
Fast - 20

CITY INCOME
Average: 16 per reinforcement
1 - 16
2 - 32
3 - 48
4 - 64
5 - 80
6 - 96
7 - 112
8 - 128
9 - 144
10 - 160


Hope it helps!
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Expected behavior
When I create no-go areas in my custom map, I expect them to persist, also over multiple editing sessions.

Actual behavior
When I create a no-go area, all so-far existing no-go areas vanish when saving the map.

Steps to reproduce the behavior
1. Edit my custom map (https://atwar-game.com/map/?id=24387), add new no-go areas.
2. Save changes
3. Revisit map (play, preview, or edit it)
4. All previously no-go areas gone (again).

Information:
Browser: Chrome
Browser version: Version 105.0.5195.102 (Official Build) (64-bit)

OS: Win10

Any other relevant information: The map was completed and working perfectly well. Some random day, about 100 days ago (according to my game history), I realized that all no-go areas were gone, suddenly.
Redrawing is not working, as explained above. I spent afternoons redrawing all the no-go areas, just to have the other 50% from the previous day be gone the next.
It's inexplicably frustrating, when one completes such a huge map/project and see it work all well, just to suddenly have it been broken.
I plea: Reset my map to a long time ago, when all no-go areas were still there (like 900 days ago, I believe). I am sick of drawing all borders for such a huge map a 4th time.

Attachments:
Redraw 1/2 - a couple of weeks ago


Redraw 2/2 - a couple of days ago (now all areas from 1/2 are gone)
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Amazing! Finally!
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The maps: https://imgur.com/a/oQhJLpV

Looking forward to creating another Star Wars map. All of them seem intriguing and offer different possibilities. I am curious to see what the community finds most appealing!
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06.05.2022 in Favorite maps
A "My Favorite Maps" filter would indeed be nice, but as of now, you can always vote for the maps you like (e.g. give it 5 stars) and find them using the filter "My rating" later.
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As a cartographer, I love this idea/proposal

+1
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Some inaccuracies with the new units came to my attention:

  • For clarity and continuity, Helicopters should have stated their ability to (not) take cities in their description too.
  • "Steath Bomber" -> "Stealth Bomber"
  • The Helicopter's description has spelling errors (English).
  • Fortification's description refers to itself as building, other units of a building type refer to themselves as units.
  • All naval units can capture cities? (If so, for continuity, Air Transports (and possibly Helicopters) shouldn't state their (new) ability to take cities, as units only have an inability to take cities stated in their description.)
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Looks great, looking forward to see it in practice!

The presets don't seem to work as of now, the start screen scrolls and zooms to the designated preset area, but all countries on the map can be taken as starting countries and are available to be conquered during the game.
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After seeing the latest post regarding the map editor, I checked a bunch of my custom maps I used to work on in the last couple of years in case they are - by chance - usable now, despite previous border errors.

Turns out - they are!

So, there is nothing holding me back to finally release one of the biggest custom maps so far: Curses of the Caribbean by Zoy

Preview: https://atwar-game.com/map/?id=22047

Featuring 9 factions, more than 70 custom units, and a unique land and naval play-style, this map brings the Pirates of the Caribbean world to life.
The map holds iconic units and locations from the franchise, based on the movies and expended universe, and features real-life locations arranged on a fantasy map.

It is highly recommended to check the Quick Sheet of the map before playing: https://goo.gl/C5gH6v



In total, more than 1.5 years of development have gone into this map, so I am very pleased (and relieved) to finally be able to make a public release. There a ton of unique custom units and mechanics to be discovered on this custom-drawn map. Also, a decent amount of playtesting has taken place in clones, before the map borders broke.
In the unlikely event that you should stumble upon any issues, feel free hit me up with a PM!

More info that seems fitting to share:
  • You will already find a Preset available for this map. It sets the income in (almost) all locations to 75 %, making for a more gritty game where your decision on what ship types (and other units) to build holds even more weight.
  • You can't get stuck with units that can't capture anything, no matter where you start. Still, for a bunch of economic reasons, it is usually best to start on normal land that has a couple of cities nearby.
  • When I was working on this in the last couple of years, I noted down a bunch of plans for future Scenarios and Presets, i.e. British vs Spanish, No Mythical Units etc. - although, now, I most probably won't realize many of them in the foreseeable future, due to a lack of time. To my fellow cartographers out there: Feel free to create your own rendition of Presets and Scenarios though!


There is nothing left for me to say, except for...

Enjoy, mateys!



==========
Some more fantasy/sci-fi maps created by me:

War of Alagaësia - Perfected (+ 1 Scenario, 8 Presets)
The Hunger Games: Catching Fire (+ 2 Scenarios, 1 Preset)
Battle for Hoenn by Zoy
Walker Assault on Hoth by Zoy (+ 2 Scenarios)

You find all published maps on my profile under "Maps": https://atwar-game.com/users/profile.php?user_id=1615610
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16.04.2020 in Welcome New Moderators
Congrats!
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In
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Written by BannedFor1Year, 01.08.2019 at 03:05

maybe daily wheel of luck which u can spin and get prizes for example: 2 hours upgrade, 50 protocoins, 1000 sp,

Ooh interesting!
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Can you send me a link to the map you're talking about?
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01.08.2019 in 9/11 Strategy
Written by Reichsheer, 01.08.2019 at 15:14

That's kinda funny actually xD
support

I find it interesting too. An offensive strategy, bad defense options, good spread. Pretty much hit and run. (as intended, I suppose)
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*dies of happiness*
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Written by brianwl, 27.07.2019 at 11:03


You mean like this ♥



Yes, my condolences.
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Bug Report
When a stack of unit is attacked on the ground, I expect all units to fight.

Actual behavior
The Air unit in the stack defended first, then all ground units died. Air unit had highest DEF.
I attempted to move 3 parts of the stack individually - one Ground unit type, another Ground unit type, and the one air unit separately (moved this one first). The air unit doesn't have any capacity. So no unit was moved to the same spot as the air unit and not even alongside the air unit, or as transport. (not even possible afaik)

Steps to reproduce the behavior
Attack stack with Ground and Air units in it. (no carrying capacity)

Information:
Browser: Chrome

Browser version: Version 75.0.3770.142 (Official Build) (64-bit)

OS: Win7

Any other relevant information:
- Air unit doesn't have any carrying capacity
- Air unit had highest DEF
- enemies attack value didn't exceed the HP of all remaining Ground units (not instantly killing all of them)
- 1 air unit (bottom one) fought and got defeated, the remaining 22 Ground units got killed alongside it (as seen when a carrying air transport gets attacked)
- battle was on open field (not in a city)
- battle was on the ground (not on/near water)

Attachments:
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2 soon to be released, 1 WIP, 2 scenarios WIP

But I have to tend to other things at the moment so they are kinda paused.
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Welcome, Nero!
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08.06.2019 in Help with map editor
Hey Checkshade!
No worries, kinda easy to find.

In the MAPS tab in the top right corner you'll find the option to filter for specific maps - also the ones you made.



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