CBA PathBlood 1.8.0

 [MM]Zix


Đã được sửa14 Tháng 1 2024 - 8:07 pm bởi[MM]Zix
CBA PathBlood 1.8.0 by Zix

map_scaled.png

Download:

=V= CBA PathBlood 1-8-0.scx (rated in CS - Alternative ladder)

Old versions

Changelog

Steam link
AoK Heaven link

Supported game versions:

AoC 1.0
AoC 1.0c
AoC 1.4 RC
AoC 1.5 RC
AoC 1.6 RC (42 civs)
Forgotten Empires (23 civs)
WololoKingdoms (31 civs)
Realms (42 civs)
Portuguese Civ Mod III (36 civs + Renaissance Age)
5th Age Mod
AoC HD
Forgotten Empires HD
The African Kingdoms HD
Rise of the Rajas HD
Definitive Edition (45 civs in total)
Lords of the West DE
Dawn of the Dukes DE
Dynasties of India DE
Return of Rome DE
The Mountain Royals DE

Technical info:

Map size: 144×144
Triggers: 5245
Conditions: 12583
Effects: 39066

Settings:

"All Techs" must be OFF!


Main features


  • 200 kills/petard, you choose hero

    You get a petard after every 200 kills, raze a Palisade Wall to unlock hero (as in PathBlood maps).
    Razing a Dock costs 3 petards.

  • Set spawn (gather point) anywhere on the map (not only close, medium or long)

    Just press . button to select your gather point, then you can move it anywhere!
    Warning! If you click . button while you selected an idle villager, the selection will jump to the next idle villager instead of the Gather Point. You can fix it by long pressing the . button, and the selection will stop at your Gather Point.
    (In version 1.6, it is no longer a problem.)
    If you run not 1.5/1.6 version:
    Double click on the horse behind your base, then task them anywhere on the map to set the gather point there!

  • Turbo mode available (default=Normal)

    Host can set game speed Normal or Turbo.
    In Turbo mode, the spawns will work 67% faster and the pop limit will be 1000.

  • No self-killing cheat

    You won't get kills by killing own or allied units, and you won't get razings by razing own or allied buildings with Siege Onager or Cannon.
    Warning! Advanced Statistics in version 1.4/1.5/1.6 counts in these unfair kills too, so it may show different amount than your real kills. For accurate number of kills, look at your kill counter's HP.

  • Reworked anti-delete system

    If you accidentally delete a gate/tower, or you delete because you want extra space, all enemies will get +1 razing amount instead of auto booting.
    If you raze your own gate/tower with Onager or Cannon, the system will detect as you deleted it!
    If you raze your ally's gate/tower with Onager or Cannon, the system will detect as your ally deleted it!
    You can't freely delete a gate/tower in the same second when a player razes an other player's building.

  • Change base

    Build Castle to other base (only to white area), you will lose your Castles in your old base, and your hero and villager spawns will work in your new base. Your king panic will be teleported there if you did not use it yet.
    Up to 5 players are supported to be in the same base (3 in Turbo), all of them get their hero there, without any interference!
    How a 2-player-base looks like: Triple base: 3 heroes are created, one after another
  • Host can set More bases On/Off (default=off)

    Off=you can change base
    On=you can have more bases, your spawns will work in all of your bases at the same time

  • Kill counter shows exact number

    It shows not only 50, 75 or 100..., it will show the exact number of kills (51, 52, 53...).

  • Feed counter (units lost)

    Feed counter added next to the kill counter, so you can see if you kill more units than you feed.
    It shows exact number too.

  • Feed warning

    You will get a warning message if your [units lost-kills] difference is increasing too fast.

  • Auto research

    All technologies are auto researched in right age, so you don't need to worry about researches.
    University and Blacksmith are removed from the game.

  • Better default unit stances (works in 1.5/1.6, HD, and DE only)

    All archer units spawn with Stand Ground stance instead of Aggressive stance.
    Meele-attack heroes spawn with Aggressive stance instead of Defensive stance.
    Petards spawn with Aggressive stance instead of No Attack stance (if you use it as hero).
    Saboteurs spawn with Aggressive stance instead of Defensive stance.
    Longboats spawn with Stand Ground stance instead of Aggressive stance.
    All hand cannoneer units spawn with Stand Ground stance instead of Aggressive stance.
    Cannons spawn with Stand Ground stance instead of Defensive stance.

  • Turn On/Off Hero, Unit, and Villager spawns

    Turn on/off any of your spawns easily.

  • Unit creation will start in the 1st second of the game

    You don't need to wait 8-10 seconds for getting units, the game starts instantly.

  • Host can set Great Khan On/Off (default=off)

    All players get a Genghis Khan with improving attack and HP.
    Great Khans cannot be deleted in version 1.5/1.6/DE.

Other features


The map supports 84 different civilizations in total.
The map can detect which game version you are running, and activates only the required triggers for that game version.
The map is fully symmetric, there are no terrain glitches.
Each trigger has a name, and the triggers are not messed-up, so it is easy to understand the working of the map.
Players' start views are in the center of their bases.
Pop limit is 300, it doesn't matter what you set at start (in Turbo mode, it's 1000).
The tower behind your base shows how much kills you need for Castle and Imperial Age, and how much razings you need for Villagers.
You will get a notification after every razing how much more you need for getting Villagers.
Host can set everything only in the first 2 minutes, after that all turns into default.
Build dock front of the towers (first delete gate, or remove the walls there).
Rebuild Castles (cannot build anywhere, only to white area).
If you rebuild your Castle to exactly the same location, your unit spawn will work again there.
No Hay Stacks are created in front of the destroyed Castles to block unit spawn there. This is done without quadrupling all unit creation triggers.
Bombard Tower is available in Castle Age.
Enabled Fire Tower to build in Forgotten Empires and up (it is stronger against Rams than other towers).
Enabled Sea Tower to build in version 1.5/1.6, with a fast rate of fire.
If you use your king panic, the ally and enemy objects can't block you from getting the Scorpions (works best in version 1.5/1.6).
Enabled creating Scorpions from Siege Workshop.
Build Siege Workshop in Feudal Age, but you can make Rams or Scorpions from it only after reaching Castle Age.
Build Monastery and create Monks in Feudal Age.
Units/heroes on the spawn area are tasked only in the creation second.
Removed 20 Watch Tower limit, you can have unlimited Watch Towers inside your base.
100 Bombard Tower limit has been added, if you have 100, only the construction will be blocked, but you won't lose all of your Bombard Towers (works only in version 1.5/1.6).
Make unique unit from Castle in Castle Age.
Middle bonus is 10 kills/3 minutes, no middle Trebs.
If you unlock a hero, it will automatically go to the spawn area, and the old hero will go away before the new arrives.
You can't delete your Castle in version 1.5/1.6/DE if you have 1 Castle only (to prevent accidental suicides).
If you collect 8000 kills, you win the game.

Look my other maps too:
Random Labyrinth
Black Forest Maze
Tic Tac Toe
Attachments:
=V= CBA PathBlood 1-8-0.scx (file size: 236.5 KB)
Civ properties 1.8.0.xlsm (file size: 246.21 KB)
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 [MbL]Heterodox


đã Post29 Tháng 8 2016 - 3:57 am
Cool
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 EsCape__


đã Post31 Tháng 8 2016 - 10:31 am
;good
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 +[MM]jason


đã Post7 Tháng 2 2017 - 11:08 pm
Can u fill me in how u used horse to set rally point?
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 +[MM]jason


đã Post9 Tháng 2 2017 - 4:26 am
Think worked it out very clever
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 [MM]Zix


Đã được sửa16 Tháng 2 2017 - 4:18 pm bởi[MM]Zix
+[MM]jason wrote:
Can u fill me in how u used horse to set rally point?

The trick is a bit complicated, but I will try to describe how it works:

There is a negative ID horse and 2 positive ID horses at same place. (Positive ID horses needed because you cannot click negative ID units directly. It works with 1 positive ID horse too, but to prevent a bug, 2 needed)

There are 3 hidden mameluke projectiles with same negative ID of the horse in the middle of base. (It works with only 1 too, but to prevent a bug, 3 needed)

These projectiles must be hidden at game start, because only one of them will move and the other two will stay there.

To hide these 3 projectiles at game start, their "Z-position" must be very high (1000).

If you double click the horses, the two positive ID horses will be selected, but the selection will include the negative ID horse too.

If you task the horses, they won't move because of water, but one of the 3 mameluke projectiles (depends on game version) will move where you right clicked, because it has the same negative ID as the horse you tasked. The other 2 projectiles will stay hidden.

The triggers task new units to the ID of this projectile, doesn't matter where it is.

The negative IDs of the horse and projectiles must be very high (-10000000), to prevent the game overwriting the projectile IDs with new projectiles if the game goes too long. It doesn't matter what ID you give for the positive ID horses.

In Trigger Studio, in Units bar, the negative ID horse must be on 1st place and under that there must be the 3 negative ID projectiles. (If the negative ID horse is not on the top of units list, the trick won't work.)
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 [MM]Gallas


đã Post16 Tháng 2 2017 - 5:38 pm
Ha gondolod, indulj a mapoddal az idei versenyen:
http://www.voobly.com/forum/thread/257231
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 mullikine


đã Post14 Tháng 4 2017 - 10:10 am
This is awesome 😂 Lol AOEII scenario hacks are so creative and hilarious. To discover one or invent a new technique is really awesome. Honestly just reading this is making me laugh
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 [MM]Zix


Đã được sửa26 Tháng 8 2017 - 10:43 am bởi[MM]Zix
1.2.4: The PathBlood area is much more balanced now:

Charlemagne is replaced with Aethelfirth (Charlemagne was too strong, everyone chose that way)
Aethelfirth is replaced with Belisarius (Nobunaga was better than Aethelfirth)
Belisarius is replaced with Charlemagne (the middle way was too weak, so nobody chose it)
Subotai is exchanged with Harald (Subotai is stronger, so now you can unlock Harald first)
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 calexus5678


Đã được sửa27 Tháng 5 2017 - 8:45 pm bởicalexus5678
Hello Zix, I hope you don't mind If I try to use your gather point system for my map design CBA Extended Unique Units, so the players can spawn task their castle units anywhere on the map. Full credits given off course =) and a sidenote on the ingenuity of the system, how'd you come up with this? 11
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 [MM]Zix


đã Post27 Tháng 5 2017 - 8:54 pm
Hello Zix, I hope you don't mind If I try to use your gather point system for my map design CBA Extended Unique Units, so the players can spawn task their castle units anywhere on the map. Full credits given off course =) and a sidenote on the ingenuity of the system, how'd you come up with this? 11
Of course, I'll help to import this feature to your map if you want.
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 calexus5678


Đã được sửa28 Tháng 5 2017 - 2:32 am bởicalexus5678
That is very generous of you Zix thank you =)
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 +[MM]jason


đã Post28 Tháng 5 2017 - 4:22 am
Yeah its pretty awesome Zix was kind enough to add it to my map too. Cheers.
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 [MM]Zix


Đã được sửa15 Tháng 9 2019 - 7:58 am bởi[MM]Zix
1.2.7:
Fixed bug if you deleted gates/towers very fast, the enemies did not get all razing points (now you can delete all of your gates and towers even in same second, and all enemies will get all of the razing points)
You won't get "Outpost built" messages when you delete a gate/tower (because of different algorithm)
Fixed bug you got extra Villagers when you changed base
1.2.8:
You won't get kills if you kill allied units (with Onager or Cannon)
You won't get razings if you raze allied buildings
Added change view again when you get a Petard, but only for version 1.4 RC (it caused game crash in 1.0c)
1.2.9:
Minimized chance of free deletes
1.3.0:
Updated unit spawn max populations
Enabled change view for HD version too
1.3.1:
New units will be tasked only in the creation second
Hay Stacks will be created only if really needed
Minor bugs fixed
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 MiSSinGLaG


đã Post10 Tháng 8 2017 - 3:46 pm
Nice,had great fun ;yahoo


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