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Showing content with the highest reputation since 11/24/2019 in all areas

  1. 3 points
    Welcome to 2020 everyone! And so a new decade begins now Hope everyone had a good time celebrating and that this year will be better than the one before!
  2. 2 points

    Version 1.0.0


    A map dedicated to the Mighty Wolf Clan.. consists of two set up.. Daylight and Night 8 Players size very large
  3. 2 points

    Version 1.0.0


    A fantasy land with moonlight 8 players Size: 400 x 400 Design: Phuc JP
  4. 2 points
    rise dead is associeted with necro ID mean only work with his ID
  5. 2 points

    Version 1.0.0


    The Serpent Son a Map dedicated to The Serpent CLan 8 players
  6. 2 points
    Data_Abilities.ApplicationOfEffect column should be set on 0 for usage immediate , if you go to br.editor tab Enum Enum_AbilityTriggers: you have what all nubers mean : 0-14 and wha about to choose type of attack meele or renge you can put to unit -1 for disable attack. also you can put in to innate colum -1 to disable example inspiration of kenji.
  7. 2 points
    It's confirmed now. TL;DR: The original BR + WOTW with Steam Online Multiplayer and some other improvements is coming to Steam Early Access. Some details of what to expect on release.
  8. 1 point
    [Mod] Improved Heroes + Summoner (For Steam Version Only) General : - All clans start with a Summoner, but they won't move! (Special heroes can be summoned) - All heroes can get Techniques / Upgrades. - Disable regeneration rates of all stunned effects. - You will acquire Yin & Yang faster. (All clans can acquire both Yin & Yang) - Yin/Yang damage incrementor : Heroes = 25 - 30 % , Monk/Ninja = 20 % , Minions/Units(Tier3,4) = 5 - 10 % - Inecrase 100 HP of Units tier 3 , 4 - Increase damage of some weapons. - Inecrese healing range of Fan Geisha. - Keep HP set to 5,000. (All clans) - Unlimit to build Town Square. - Reduces training time of every Units for -5 seconds. - Peasant spawn rates : min. = 8 sec. / max. = 10 sec. - Maximum population set to : 60/70/80 - Max rice capacity = 8,000 / Max water capacity = 4,000 - Zombie and Shambler DeregenerationRate set to 0. - Improved Monk & Ninja - Adjust some values in AIWarPartyMakeUps. Dragon Clan Serpent Clan Lotus Clan Wolf Clan Latest version : V.1.55.3 (25/10/20) Download Links : Mediafire Mod DB
  9. 1 point

    Version 1.0.0


    Inspired from Freedom Map.. this is best for 4 vs 4, 340 x 240 size consists of two set up... Daylight and Night fun to play...
  10. 1 point

    Version 1.0.0


    a Map made for Dragon Clan 8 players - size Large
  11. 1 point
    For the beginning: You need to go and download Data Editor from Here: http://forums.gamingterritory.com/topic/28424-battle-realms-data-editor-by-situvn/ After download usually files are rar or other compressed files so make sure you have a decompressor program RAR or 7ZIP or familiar decompress to one folder go to exe file and open it Should look like this : Basics: To Change : Helth - go to: Data_Units Column / Data_Units.MaxHealth choose unit and select needed value Unit Rice,Water,Yin/Yang cost - go to: Data_Units.RiceTrainCost , Data_Units.WaterTrainCost , Data_Units.YinYangTrainCost and from the Column choose needed value Strength Damage (attack of unit)- go to: Data_Units.PrimaryWeapon if you want changedamade second weapon choose from column a weapon remember the number and go to Data_Weapons.Type locate your selected weapon /number and change from Data_Weapons.BaseDamage to needed value and also you can set damage from Yin/Yang points works only when you have that points ; go to Data_Units.YinYangDamageIncrementor and set needed value from column Stamina - to change go to data tab select unit and find: Data_Units.InitialFatigue( mean how much) / Data_Units.MaxFatigue (mean maximal) / and/ Data_Units.FatigueRecovery (mean how fast) tihs also is related to Helth the same Movement speed of unit - go to unit and selct unit and find column : Data_Units.DirtSpeedMultiplier / Data_Units.ForestSpeedMultiplier / Data_Units.GrassSpeedMultiplier / Data_Units.MudSpeedMultiplier / Data_Units.RiceSpeedMultiplier / Data_Units.RockSpeedMultiplier / Data_Units.SnowSpeedMultiplier / Data_Units.WaterSpeedMultiplier These settings correspond to a substrate on which it is running unit ,1 '- by default ,below the slower ,above faster . Armor defense of unit - are 6 gropus of the armors seting value 1 mean susceptible on impacts and 0 not susceptible on impacts when this value is set to unit can only be killed from poisonous weapons, go to Data_Units.AMCutting / Data_Units.AMPiercing / Data_Units.AMBlunt / Data_Units.AMFire / Data_Units.AMExplosive /Data_Units.AMMagical this is related to wepon type and armor can reduce the specific type of wepon hit impact Changing Heroes from keep's also other buildings : Only in Dragon Clan is dispalyed 6 heroes other Clans 5 but in memory can be use 6 so: go to Data_Buildings.UnitIn1 to any training building and and simlpy select unit to train next go toData_Buildings.UnitOut1 to select unit which popup after training next select time to train:Data_Buildings.UnitTrainingTime1 and this is it about seting all next units only will have change numbers like this Data_Buildings.UnitIn2 /Data_Buildings.UnitOut2/Data_Buildings.UnitTrainingTime2 so next will be 3..4..5..6 the same with other buildings. About summoning more units from BG(battle gear): go to ability of related BG (for example: 230 - ABILITYTYPE_WILDEYE_WILDRHYTHMS or 87 - ABILITYTYPE_NECROMANCER_SPIRITWARRIOR ) then to set max summoned units go Data_Abilities.MaxCreatedUnits then choose spawn unit type Data_Abilities.CreatedUnitType Make New Bg: You need to use : Data_Abilities.Type / ABILITYTYPE_RESERVED_04 / ABILITYTYPE_RESERVED_05 / ABILITYTYPE_RESERVED_06 / ABILITYTYPE_RESERVED_07 / ABILITYTYPE_RESERVED_08 / ABILITYTYPE_RESERVED_09 and ZZ_ABILITYTYPE_RESERVE_00 / ZZ_ABILITYTYPE_RESERVE_01 / ZZ_ABILITYTYPE_RESERVE_02 / ZZ_ABILITYTYPE_RESERVE_03 / ZZ_ABILITYTYPE_RESERVE_04 / ZZ_ABILITYTYPE_RESERVE_05 / ZZ_ABILITYTYPE_RESERVE_06 / ZZ_ABILITYTYPE_RESERVE_07 / ZZ_ABILITYTYPE_RESERVE_08 / ZZ_ABILITYTYPE_RESERVE_09 and do exactly the same as the existing ones and then go to:Data_BattleGear.Type / choose one of this BATTLE_GEAR_RESERVED_00 / BATTLE_GEAR_RESERVED_01 / BATTLE_GEAR_RESERVED_02 BATTLE_GEAR_RESERVED_03 / BATTLE_GEAR_RESERVED_04 / BATTLE_GEAR_RESERVED_05 BATTLE_GEAR_RESERVED_06 / BATTLE_GEAR_RESERVED_07 / BATTLE_GEAR_RESERVED_08 BATTLE_GEAR_RESERVED_09 / ZZ_BATTLE_GEAR_RESERVE_00 / ZZ_BATTLE_GEAR_RESERVE_01 ZZ_BATTLE_GEAR_RESERVE_02 / ZZ_BATTLE_GEAR_RESERVE_03 / ZZ_BATTLE_GEAR_RESERVE_04 ZZ_BATTLE_GEAR_RESERVE_05 / ZZ_BATTLE_GEAR_RESERVE_06 / ZZ_BATTLE_GEAR_RESERVE_07 ZZ_BATTLE_GEAR_RESERVE_08 / ZZ_BATTLE_GEAR_RESERVE_09 go to Data_BattleGear.AbilityType set and set your maded ability and then goto: Data_Units choose unit you want to add your new bg and go to that unit to section: Data_Units.DefaultBattleGear and set your choosed BG from ( BATTLE_GEAR_RESERVED_00 / BATTLE_GEAR_RESERVED_01/ BATTLE_GEAR_RESERVED_02 /etc. ) Seting population low ,noraml ,high : LOW: Data_Clans.LowUnitCap NORMAL: Data_Clans.NormalUnitCap HIGH: Data_Clans.HighUnitCap Accordingly: 1LINE DRAGON CLAN 2LINE HERO CLAN 3LINE LOTUS CLAN 4LINE SEPENT CLAN 5LINE UNALIGNED mean animals and other units like Nightvol,shale spiders monks,ninja 6LINE WOLF CLAN PEASANT SPAWN RATE: Depends on three coefficients: 1.Data_Clans.MinTimeToCreatePeasant - mean when peasants number is smal they pop up quick 2.Data_Clans.MaxTimeToCreatePeasant - mean when peasants number is big they pop up slow and 3.Data_Clans.FastUnitPercent - and this is percent off first and last unit speed value Visible range of unit : Go to Data_Units select unit and go to Data_Units.LOS and set 1-30 max. this gonna be continued ... Any questions simply ask, I try to answer of course if I know the answer make a colors : need: - any program with color editor RGB like on a pictuere I use photoshop cs also calculator inpicture i show how to make a DARK TURQUOISE this color have value OF RED,GREN,BLUE R 41 G 153 B 153 to calculate right number to put in editor need to do this R 41/255=0,160~ G 153/255=0,6 B 153/255=0,6 next go to editor end put to team colors 1 team 2 team etc. in R 0,160 G 0,6 B 0,6 to get DARK TURQUOISE AND SAVE DONE MAKING AN CREATURES ON A MAP :
  12. 1 point
    i discovered that when we replaced any hero in Serpent Keep with Necro, 100% AI will build the Throne after Keep and create Necro (so dangerous), Necro's still pop up normally from Throne, but not from Keep. Can someone find the relation? Oh the game still crash whenever you choose Serpent Clan to play. and Mr. Mod, i have a question about the techniques, in Data_Techniques i put in unit that can learn, for example i put Channeler to learn Issyl Boon which normally is learned by Warlock and Master Warlock, but when i play the game, nothing changes. Is there anything else i need to do? and btw, is it possible to gain the techniques for units from other clans, such as create Channeler in Wolf Clan, can she learn Herbalist which affect the entire Wolf Clan??? Because I found that Nightvol can gain Herbalist or Meditation. Thanks.
  13. 1 point
    85 - ABILITYTYPE_NECROMANCER_RAISEDEAD on Abilities table. You can set InnateAbility colums on Units table. Like Samurai have ABILITYTYPE_SAMURAI_SEPPUKU when he die.
  14. 1 point
    1. Change Unit's Model. at Data_Units.ModelType. 2. Remove Data_Buildings.DockedAbility and change Data_Buildings.DockingUnitToSpawn to Necromancer.
  15. 1 point

    Version 1.0.0


    Rosy Cascades - 4 players, medium Steady Hilltops - 4 players, medium Ultrafrost - 4 players, medium Toad River - 4 players, medium
  16. 1 point
    Data_Buildings.UnlocksBuildingType (UnlocksBuildingType column in Data_Buildings table). Data_Buildings.NumOfBuildingsUnlocked
  17. 1 point
    Set Trainning time. Note: If you use v1.55 (Zen version) it may be crash.
  18. 1 point
    View File Lair of The Lotus (Updated) Updated file from my first map.. more spiders spawn point, adjustable height of the mountains so we can have clear vision while fighting.. fix some issues for the aesthetic purposes.... smoothing the terrain to make it more natural looking.... well u try it yourself... Submitter initial D Submitted 08/18/2020 Category Maps  
  19. 1 point
    View File The Northern Sanctuary A map dedicated to The Mighty Wolf Clan as they protect the Paradise from The Lotus and The Serpent invaders.. or play yourself as an invading army to claim the land.. 8 players = Large Map Note : The Wolves roam the land.... Submitter initial D Submitted 08/11/2020 Category Maps  
  20. 1 point
    This is a mod that makes it so that all heroes now get techniques like regular units. Since I wanted to go with upgrades that made sense to each hero, some heroes get more upgrades than others. The main features are: 1. Techniques/upgrades for most heroes. Some heroes benefit more than others, but now they're generally much better later in the game. 2. Monks and Ninja can get different battle gear based on their clan. 3. The Lotus clan can use Zymeth to summon the Nightvol for 10 yin, who now has working sounds from the campaign. 4. The Dragon clan can use Otomo to summon the Dragon for 10 yang 5. The Wolf clan can use Greyback to summon the White Wolf for 8 yang 6. The Serpent clan can use Shinja to summon Tarrant for 10 yin 7. Some heroes can get battle gears that suit them (ie. Arah can get long-range fire arrows, Wolf clan heroes can get Shale Armor). 8. Changes to the Nightvol and Hordelings to make them more challenging in the campaign Installation: 1. IMPORTANT - MAKE BACKUPS OF Battle Realms.dat (located in the main Battle Realms folder) and SpeechFX.H2O (located in the Sounds folder) 2. Move the included Battle Realms.dat from the mod package to your main Battle Realms folder 3. Move the included SpeechFX.H2O from the mod package to your Battle Realm's Sound folder 4. Start a new game - most changes won't work on save games Full changes: Download Links: Main file (with sound): http://www.mediafire.com/download/i8new1g5iapbp5s/BattleRealms_HeroesUpdgradeV2.7z Kenji Version only (no sound): http://www.mediafire.com/download/ozibliatsr8dakr/HeroUpgradesV2_WithKenji.7z
  21. 1 point
    About: Battle Realms Data Editor X0.1 Created by: SITUVN Support edit "Battle Realms.dat" - a data file of Battle Realms game. If have any bug, report to me via: - Facebook: http://www.facebook.com/star.dragon.369 - Yahoo: [email protected] - Google: [email protected] Log: 03/03/2015 Battle Realms Data Editor X1.0 - Support multi-language. You can translate into your language. - Support multi-tab. You can open and edit multi-file in a application window at a time. 03/17/2014 - Support copy table/value address to clipboard. 03/10/2014 Battle Realms Data Editor X0.1 - Support edit integer-boolean value. - Search text in current focused control. - Fix some bugs. 01/28/2014 - Fix program can't run on Windows XP. 01/25/2014 Battle Realms Data Editor X0.0 - Open and view Enumeration. - Open, view, edit and save Data table. - Support edit some enumeration/text value - integer data column. - Export to text table. - Text editor (LTE format). Requirement: - Microsoft .NET Framework 3.5 or later. Download: 03/03/2015 Battle Realms Data Editor X1.0 - Google Drive: https://drive.google.com/file/d/0Bzk2dGBoT4VKMUFlTHdtQ1JNSDQ/view?usp=sharing - Mega: https://mega.co.nz/#!t95gQYqB!gXXGt8fJ8DR83G7D6eq0QPB9td8u7y7RUKaHqA6oazs - Dropbox: https://www.dropbox.com/s/05ovf4hgfxorhpc/Battle%20Realms%20Data%20Editor%20X1.0.zip?dl=0 03/18/2014 Battle Realms Data Editor X0.1 - Google Drive: https://drive.google.com/file/d/0Bzk2dGBoT4VKaHF5YUlpRFM2YWc/edit?usp=sharing - Mega: https://mega.co.nz/#!4kwhRJzI!9HTd6G_rKCujPmOV6cdWytZDFPsiSllmE1fU3NwltGc - Dropbox: https://www.dropbox.com/s/4ef29cnjfcfokbp/Battle%20Realms%20Data%20Editor%20X0.1.zip 01/28/2014 Fixed: Program now can run on Windows XP - Google Drive: https://drive.google.com/file/d/0Bzk2dGBoT4VKT1RfMnAzcm1EVHM/edit?usp=sharing - Mega: https://mega.co.nz/#!U042UDxZ!MbhE4GKU3y9egNZShyKvDLfhVlbhE3IvoxDSo4wHNr0 - Dropbox: https://www.dropbox.com/s/e017ry934j3zqyl/Battle%20Realms%20Data%20Editor.zip 01/25/2014 Can't run on Windows XP - Google Drive: https://drive.google.com/file/d/0Bzk2dGBoT4VKa0RjNTZZZUlKdnM/edit?usp=sharing - Mega: https://mega.co.nz/#!M1YxBQqS!SJkf0780dNuPqJihb4Wx5wPqH0tLKZIDXEBNSOjI0Ig - Dropbox: https://www.dropbox.com/s/e017ry934j3zqyl/Battle%20Realms%20Data%20Editor.zip
  22. 1 point
    At the time of its release back in 2001, Battle Realms was critically acclaimed and enjoyed by fans worldwide, it was packed with innovation, deep strategy, and an immersive world filled with meaningful detail. Battle Realms is a game defined by its setting -- an RTS that combines resource management, unit development, and tactical gameplay with storytelling inspired by the Kung Fu movies and oriental culture. Let's remember what makes Battle Realms a truly unique game together with IGN and Peter Bartholow, former designer at now defunct Liquid Entertainment (IGN Article - July 31, 2001). Here you will find a comprehensive list of the "details" in Battle Realms. These "details" combine to give players a completely different and more strategic real-time strategy gaming experience. A few key themes run through these "details." At Battle Realms' core are the dual concepts of choice and opportunity cost - many gameplay elements have alternatives, and the player can only choose one ¿ there are no "incorrect" choices, only choices that shape and define a player's strategy. As we explore gameplay details, we'll illuminate where these choices come into play. (Note: The article was written before the release of the game, some individual aspects of the game were changed at the time of release).Setting the Stage: The Core Gameplay DynamicsThe Living Resource SystemAt the start of every real-time strategy there is the inevitable production stage. From day one, Liquid Entertainment wanted to make a real-time strategy game that did not rely on production competence for success. In other real-time strategy games, out-producing your opponent will often lead to victory as you storm through their base after a large clash in the center of the battlefield. In order to prevent this from happening, Battle Realms limits production's effect on the war effort. It all starts with a single Peasant Hut. The Battle Realms peasant has a lot in common with the workers and peons of other real-time strategy games. Peasants harvest rice and water, repair buildings, put out building fires, and water the rice fields. But the Battle Realms peasant has two major differences that completely change the way production is handled. First, peasants are not bought. Peasants spawn from one's peasant huts at a rate determined by the number of units the player has and the number of peasant huts he's built, up to a maximum of 30 units. As a player accrues more units, the rate of peasant production slows to compensate. Second, all soldiers start as peasants and must be trained before they become better units. Perhaps the most profound example of the roles of choice and opportunity cost, the fate of each and every peasant is important. Should this peasant train into a military unit to fight the good fight, or would he prove more useful as a farmer or on call to extinguish fires set by the enemy? Unit AlchemyBy spending time in training buildings, any peasant has the potential to become a noble samurai. Each clan has three core training buildings and one or two additional buildings, depending on the clan, for producing support units such as healers. By training a peasant through the core training buildings, one can create seven basic military units. For example, training Dragon peasant at the Alchemist's Lab creates a Chemist. But the unit's training isn't necessarily over - train the Chemist in the Target Range, and you get a hybrid unit, the Powder Keg Cannoneer. A player creates his most powerful units by training a peasant through all three buildings, so in this case, our Powder Keg Cannoneer could visit the Dojo and finally learn the ways of the Samurai. Once again, choices come into play - is my Powder Keg Cannoneer useful as he is, or should he take the final step and become a Samurai? Planning Your Attack: The Strategic ElementsWith a limited number of units at the player's disposal, victory is in the hands of the player who outthinks rather than outnumbers his opponent - in the end, the player that uses his units the most effectively will. Rock, Paper and Scissors - The Keys to BalanceWhile any peasant can become its clan's "ultimate" unit, such as the Samurai, the Samurai is not necessarily the best unit for all occasions. Battle Realms employs a six-way rock/paper/scissors damage system, or in this case, a cutting/piercing/blunt/explosive/fire/magic system. Each unit deals a particular type of damage, in addition to being strong against some types of damage and weak against others. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀ ⠀ Source: Battle Realms - Complete Info Chart[battlerealms.github.io] Let's go back to the Samurai - the Samurai deals massive cutting damage, but won't be very effective against the Musketeer, who is strong against blades. To make his situation worse, the Musketeer deals Explosive damage, one of the Samurai's two weaknesses. The interplay of these statistics not only builds a basic "what unit is good against what unit" balance system, but also gives players alternatives if they understand the damage system and a unit's strengths and weaknesses. BattleGearBattleGear are special upgrades that, unlike traditional RTS upgrades, are for individual units. Each clan acquires its BattleGear by different means: buildings are a common means, but some soldiers get them from other units or bizarre necromantic rites. Instead of just boosting a unit's stats, BattleGear upgrades were designed to give units versatility they wouldn't otherwise have. For example, the Dragon Archer has two BattleGear at his disposal. From the Fireworks Factory he gains the ability to launch fire arrows - normal arrows are ineffective against buildings, but fire arrows set them ablaze with ease. However, fire arrows are less effective against most units. Once the BattleGear has been acquired, it can be toggled with the press of a button. The Dragon Archer's other BattleGear, obtained by meditating in the Shrine, is the Zen Arrow. Zen Arrows have excellent range, and temporarily reveal the terrain around wherever they land. The choice is between a building-killer or a reconnaissance unit. Different BattleGear have different uses - some require stamina to use, others are limited count and others have unlimited use. Additionally, many of the game's BattleGear are designed to work in conjunction with the BattleGear of other units. By meditating at the shrine, the Powder Keg Cannoneer gains the Indirect Fire ability, allowing him to "hunker down" and fire great distances with the aid of a spotter. Naturally, players are incentivized to paint an enemy target with a Zen Arrow and use the abilities of the two units to better assault opponents from afar. Yin and YangA common problem in the traditional real-time strategy game is the tendency to "turtle up" in one's base until one has a sizable enough force to roll over all opposing forces in one great battle. By awarding Yin and Yang points based on performance in battle, Battle Realms incentivizes players to actually get out there and fight ¿ the more damage you deal to your opponent, the more of your "good" point you'll receive. The Dragon and Wolf Clan use the white Yang points, while the Lotus and Serpent use the Black Yin points. TechniquesYin and Yang have a number of uses, the most notable of which is the purchase of Techniques. Each training building has three techniques that can be purchased with the Yin or Yang points that the player has accumulated in battle. Techniques are global stat-based upgrades similar to those found in other real-time strategy games, such as damage and health boosts for particular unit classes. Mounting and the use of HorsesThe final of Battle Realms' many upgrades is the horse. While many games simply plop units on horseback for visual purposes, horses are real and distinct units in Battle Realms. Peasants capture horses, which are taken to the stables and domesticated. Any unit can use a horse once it has been domesticated. Horses provide a unit with a variety of bonuses: speed, stamina, health and damage. While most units mount the horse, some use the horse in other ways. The peasant, for example, uses the horse as a packhorse to streamline his harvesting operations. Not all clans use horses the same way. The Wolf Clan don't ride horses, but instead chop them up to feed the Packmaster's lupine escort. The Lotus Clan's first tier units can all mount, while stronger units can devour a horse to fuel some of their more devastating magic. Zen Masters, the Heroes of Battle RealmsEach clan has its share of heroic figures known as Zen Masters. Zen Masters are incredibly powerful units that can be purchased from each Clan's keep and deployed. In addition to their impressive stats, Zen Masters start with their own unique BattleGear abilities. These powers vary as widely as the heroes they stem from, ranging from impressive healing abilities to group teleports. Zen Masters are masters of their particular alignment, and benefit from the presence of Yin and Yang. As the player stores more Yin or Yang, the damage Zen Masters do in battle will gradually increase. Additionally, each Zen Master has a second, upgraded ability that replaces the first once the player has stockpiled a certain amount of Yin or Yang. For example, the Dragon hero Kazan can breath fire on an enemy for large amounts of damage, but can call forth a blazing phoenix spirit for massive area-of-effect damage if the player has five Yang points. However, Kazan will lose the phoenix ability should the player spend those Yang points on a Technique. Once again, the player has a choice - should I stockpile Yin and Yang to strengthen my Zen Masters, or would I be better served by purchasing a Technique? Each strategy has its time and place, and it's up to the player to weigh these options when spending his Yin and Yang. Line of SightRather than adopt the traditional shroud / fog of war combo, Liquid Entertainment has created its own line of sight and fog of war system. At the start of the game, the entire map is covered in fog of war. Fog of war is translucent, and thus players can see all features on the map. This allows players to look at the terrain and plan their assault with terrain in mind. Gaining control of the high ground and forests is an important strategy in Battle Realms, as the lack of sight wouldn't allow players to effectively strategize. TerrainAs in real battle, using the lay of the land to one's advantage is critical to victory. This is mostly represented by a damage bonus conferred to units that attack from higher ground. Additionally, units that attack from lower ground suffer a small damage penalty. Naturally, this is particularly effective for missile units, although melee units that attack from above will also benefit. ForestLike height, the forests in Battle Realms can be key components in a winning strategy. Forests are not obstacles, but rather terrain to be used. Troops can enter the forest and will be largely invisible to their opponents, since forests limit a unit's line of sight. As friendly units walk under the forest canopy, the trees fade to let the player see his own army. This allows for a variety of sneak attack options, which can be countered by placing units in or near the forest. Care must be taken when moving through the woods - move too quickly, and birds scatter from the trees, alerting enemy players to movement. BouldersA potentially devastating attack, boulders can be rolled downhill to squish units and deal large amounts of damage to buildings. Like the terrain and forests, boulders are visible through fog of war so players can plan their assaults around these natural wonders - players will definitely want to gain control of a map's boulders to use against his enemy or prevent them from being used agaist himself. Running and WalkingIn Battle Realms, most units can either run or walk. As one would expect, running gets the units to their destination faster. However, running also burns stamina. While many units don't have uses for stamina other than running, many units have abilities or BattleGear that draw on stamina to power them. Additionally, a unit that runs into battle and depletes his stamina won't be able to run out. Running offers players a number of choices - should I slowly sneak through the forest and save my stamina for special attacks, or should run in and try to catch them off guard? Stamina is gradually restored as a unit idles, allowing a unit to run, rest, then run again. Retreat While it seems like a not-so-novel concept, when has retreat actually been beneficial in other real-time strategy games? Since in other games, the number of units you throw at your enemy is limited only by your massive stockpile of resources, retreat is never a worthwhile option. In Battle Realms, because all units must be trained up from peasants, attempting to save as many of your units as possible is an important strategy. While it is possible to recover from defeat without doing this, the time saved is significant. After a few minutes resting, your units will be almost as good as new, ready to attack again. FireMany games use fire as a simple damage indicator, but Battle Realms uses fire…we ll, as fire. A number of units, such as the Serpent Clan Raider, can set buildings on fire. Burning buildings lose health and will eventually collapse. Peasants can be pulled away from other tasks to douse these infernos, allowing them to salvage the building and incentivizing the player to keep a staff of peasants on-hand for such occasions. As part of Battle Realms' "living world" system, rain slows the spread of fires and can naturally quell all but the hottest flames. The World is Alive: Presentation ElementsOne of the primary goals of the Battle Realms team was to create a lush, vibrant world that felt detailed and complete. Reflected in the intuitive versatility of the Living Resource System, this high concept is also represented by hundreds of minute details that bring the world of Battle Realms to life. Unit AnimationsWith a smaller number of total units, it became important for players to become attached to their units and their units' personalities. In order to do this, the units had to have more than a small number of monotonous animations. Thus every unit was given many more animations than the standard RTS unit. Instead of repeating a single sword swing, units unleash wild slashing combos upon their foes. Units limp back to their village after being wounded in battle, while the Kabuki Warrior juggles to lighten the spirits of his comrades. Environmental EffectsIn addition to giving the units many animations, we've populated the world with hundreds of minute details to make it feel more complete. Frogs hop through the swamp and fireflies gather around trees at night. As units walk through shallow riverbeds the water ripples, then splashes when the soldiers begin to run. Snippets of freshly cut leaves fall to the ground as peasants harvest rice. Maggots squirm on the ground after leaving the Infested One's rotting belly. WeatherBattle Realms' weather system is dynamic and complex. From a purely visual standpoint, the cloud cover is generated in real time and cloud shadows move across the terrain. Storms come and go with time, bringing rain and lightning with them. Though at first, the weather system appears to be just a visual effect, the weather can have a major impact on gameplay. Rain slows the advance of all units, extinguishes building fires and helps rice regrow faster. Some of the game's more powerful heroes can alter the weather to suit their clan's strategic needs. Hopefully, all of this attention to the little things will translate into a deep and satisfying gaming experience. -- IGN View the full article
  23. 1 point
    Greetings from the team! The work on Battle Realms is ongoing, we are fully focused on recovering the multiplayer, and there are no plans to stop any soon. First things first, we'd like to thank everyone again for the overwhelming support you've shown since the first launch on Steam. It really means a lot to us, and we will reciprocate by bringing a better game to all of you. The updates are scarce and the work is generally slow since we're a small team at the moment, but what matters here is that we're moving things forward and are eager to release a new update that is 1.56. We can't say when it's going to be out yet, but we are sure you will have a better multiplayer experience. ;) Aside from that, expect more fixes and improvements as well as a significant gameplay change - Unit Collision. Patch 1.55 has introduced a change to collision that prevented units from being shifted or stacked together (in each other). This is how it was in 1.50q (Winter Of The Wolf) : Why was that done? Here's a reply from Ed Del Castillo: The soul of Battle Realms was always to draw from real life. This is a clear abuse and was never intended to work that way. As we begin to create the Battle Realms we should be about fixing broken issues rather than allowing them to persist because people are used to them. It was never my vision to have units stacked on one another and I would like it fixed.Therefore, that unit stacking won't be in the game from now on. However, the team understands the importance of having units close to each other and that the default game behavior may've also been extreme in a way, that's why the general collision has been readjusted. What does that mean? The units will be closer to each other by default. This may be adjusted further based on the overall feedback. You will be able to test this when the update 1.56 is out. We will be eagerly awaiting any feedback on that. Remember that you can always help us out by testing the current build of the game (1.55 - Steam) and reporting any strange occurences. You can do that in:The FB BR Community Group[www.facebook.com]. Steam Bugs & Troubleshooting Megathread. Here's some more useful links:Our Discord[discordapp.com]. Join up! Complete Info Chart[battlerealms.github.io]. Battle Realms on Facebook[facebook.com]. Battle Realms on Reddit. Battle Realms Wiki[battlerealms.fandom.com]. Till the next update! - The Battle Realms Team View the full article
  24. 1 point
    Peasant hut have one function to produce peasant . To have train is somewhere else code to change that like in exe main game file so for now we are not able to change that
  25. 1 point
    I hope its not too late to ask but, i tried to make peasant hut trainable to produce a peasant from another faction but with rice and water costs of 1000 because its intended for late game to acquire all factions. But the thing is the training bar wont progress even though i set the training time to 1 instead of 0 and saved it, even the costs of training wont register as 1000 rice and water when i try it on game. Where did i go wrong?
  26. 1 point
    Yes by edition the innate effect stay wit unit
  27. 1 point
    LOTUS DISCORD: GET IN HERE https://discord.gg/wywse7X
  28. 1 point

    Version 1.0.0


    This is an updated version of Tarantholm. Included in the .zip file are the map itself, a readme, a screenshot from the World Master, and a short story I wrote to go along with the map. To install, extract Tarantholm v2(8).bre into your Battle Realms\Levels folder.
  29. 1 point
    We've released a small hotfix to readjust the FoV on 4:3 and 16:9 ratios for both Skirmish and Journey modes: - Fixed "extreme zoom-in" in Journeys. - 4:3 and 16:9 default FoV has been increased. Let us know what you think! - The Battle Realms Team View the full article
  30. 1 point

    Version 1.4


    3 vs 3 1 team has to besiege the old stronghold of the serpent clan. If the poison of the interwined vipers will be enough to paralyze their invaders? Layout based on the original Serpent Holm from Kenji's Journey. It works pretty well as a teamgame 3 vs 3. Don't forget to X nearby friends. It works in free-for-all as well, but it's a bit unbalanced. I hope you enjoy playing this map. Feel free to contact me for constructive criticism, questions and suggestions. Headshoot
  31. 1 point

    Version 3.3


    8 players map. 2 vs 2 vs 2 vs 2 / 2+2 vs 2+2 / etc..(bases are for 2 players togheter).
  32. 1 point


    One piece download of the whole soundtrack Track-list: 01. Dragon - Better Days Combat 02. Dragon - Better Days Normal 03. Dragon - Dragon Warrior Combat 04. Dragon - Dragon Warrior Normal 05. Dragon - Dragon Cave Combat 06. Dragon - Dragon Cave Normal 07. Dragon - Serpent Son Combat 08. Dragon - Serpent Son Normal 09. Dragon - The Dragon Returns Combat 10. Dragon - The Dragon Returns Normal 11. Freedom 12. Horde 13. Koi Pond 14. Lotus - Dark Homily Combat 15. Lotus - Dark Homily Normal 16. Lotus - Death Ceremony Combat 17. Lotus - Death Ceremony Normal 18. Lotus - Overthrow Combat 19. Lotus - Overthrow Normal 20. Lotus - Perversion Combat 21. Lotus - Perversion Normal 22. Lotus - Unholy Combat 23. Lotus - Unholy Normal 24. Menu 1 25. Menu 2 26. Return of the Dragon 27. Serpent - Fall of Serpentholm Combat 28. Serpent - Fall of Serpentholm Normal 29. Serpent - Harvest Time Combat 30. Serpent - Harvest Time Normal 31. Serpent - Serpent Attack Combat 32. Serpent - Serpent Attack Normal 33. Serpent - Swans Pool Combat 34. Serpent - Swans Pool Normal 35. Wolf - Battle Preparations Combat 36. Wolf - Battle Preparations Normal 37. Wolf - Fire Dance Combat 38. Wolf - Fire Dance Normal 39. Wolf - Freedom Combat 40. Wolf - Freedom Normal 41. Wolf - Scouting Trip Combat 42. Wolf - Scouting Trip Normal Additional Info: Total Playing Time: 01:39:21 Total Size: 227,00 MB File Size: 216 MB (221,487 KB) Bitrate: 320 Kbps Format: .mp3 Filetype: .rar
  33. 1 point


    Compres and Decompres h2o files H20 files contain the resource files (graphics, sounds, etc) used by Battle Realms. This tool allows modification of said resources.
  34. 1 point

    Version 3.1


    3 vs 5 map. Siege type.
  35. 1 point
    BRR Project lead here. 1.50r FoV is no different from 1.50q FoV. Resolution patch won't work with 1.50r as the two are different executables. The answer to your question is "no", use either one, there's no way to change the fov. And I personally advise to use the resolution patch as BRR project is no longer a thing that's worked on.
  36. 1 point
    # bugfixes · Monks/Ninjas revival bugfix v1 - fixes lotus being able to produce infinite ninjas by reviving them. monks and ninjas can no longer can be revived by abilities unlife or servant of flesh https://www.mediafire.com/file/hsaf2dmapj2fmgc/ReviveMonkNinja_bugfix_v1.zip/file · HealthVampirePercent/StaminaVampirePercent bugfix v1 - solves the exploit of lotus brothers taking stamina from horses. these variables do not take effect anymore against animals/ambientlife if hit by a melee/instanthit unit https://www.mediafire.com/file/as6s7nlbah7xb3v/VampirePercent_bugfix_v1.zip/file
  37. 1 point
    # bugfixes · Cancel Technique bugfix v1 - fixes the lotus yin exploit (canceling a technique & ritual of ascention) http://www.mediafire.com/file/l2bdna6ne9fe8p9/CancelTechnique_bugfix_v1.zip/file · CanEnterWatchtower bugfix v1 - fixes the exploit of lotus brothers being able to enter watchtowers. buildings rallypoint will now check for the CanEnterWatchtower variable (Data_Units) http://www.mediafire.com/file/vwdctxvisu2aw0x/CanEnterWatchtower_bugfix_v1.zip/file · Siege variable on projectiles bugfix v1 - makes ranged units get affected by the Siege variable (Data_Weapons). beware: most ranged units will deal half as much damage vs building than before http://www.mediafire.com/file/i389vj4xlpja428/SiegeProjectiles_bugfix_v1.zip/file · start Technique bugfix v1 - prevents researching techniques from unfinished buildings http://www.mediafire.com/file/jba1iwitmaax0w5/StartTechnique_bugfix_v1.zip/file · Town Square upgrade bugfix v1 - patches the buildings upgrade start/cancel button to prevent spending/receiving extra resources when the upgrade already was started/canceled http://www.mediafire.com/file/4xzh545gh5hc920/TownSquareUpgrade_bugfix_v1.zip/file # custom patches · (not finished) CanOnlyHaveOne patch v1 - allows to set a specific value (rather than just true/false) in the variable CanOnlyHaveOne (Data_Buildings) to effectively limit buildings to a certain amount http://www.mediafire.com/file/85ca3kfmzppzz68/CanOnlyHaveOne_patch_v1.zip/file · (to be improved later) Starting Towns patch v1 - restores the functionality of this deprecated lobby setting that was available during alpha/beta versions. adding a new dropdown button is not an easy task, so for now whatever is set in Starting Armies will affect Starting Towns aswell http://www.mediafire.com/file/06uiby9dbi0i2j8/StartingTowns_patch_v1.zip/file · (to be improved later) Windowed Mode patch v1 - forces the game to run in borderless windowed mode http://www.mediafire.com/file/zb7gzafqamg3ck8/WindowedMode_patch_v1.zip/file
  38. 1 point
    currently unfinished. can read lfr files, but new/save functionality is not implemented yet download: http://www.mediafire.com/file/fvrmejlmu9wsk7v/LFREditor_v0.90.zip/file source code: http://www.mediafire.com/file/o9opv8atot682a1/LFREditor_v0.90%28src%29.zip/file
  39. 1 point
    converts liquid text files from .ltX to .txt and viceversa http://www.mediafire.com/file/spx1ssgiesyiknt/LTXConverter_v1.00.zip/file
  40. 1 point
    updated tool: http://www.mediafire.com/file/i7pxxgb914t7dlt/LCREditor_v1.00.zip/file source code: http://www.mediafire.com/file/z5hr8i7nu0bosxc/LCREditor_v1.00%28src%29.zip/file
  41. 1 point
    the format is 100% known http://www.mediafire.com/file/r9zq9sb2sldq51q/LCREditor_v0.93.zip
  42. 1 point
    Hey Guys, i know this topic is really old, but if you want to create an ai profile then there are some facts you should know: In general it is true that an ai with low stats will be weaker then one with high stats. But if you want a pretty strong ai it is not the best to simply set all stats to 100, because if you boost one stat you could weaken another one, even if both set to 100. The following stats will weaken your ai if you set them too high: Aggressiveness - Exploration - Harassment: The Ai fields 3 different types of squads: Exploration squads are small (often 3-6 units) and wandering a lot around. They are good to find hidden bases, but otherwise they roaming around without purpose and if they hit your base they are too weak do damage. Harassment squads have similar size (around 4-10 units). They will attack or flank you base, and doing so better then the explorers, but if you got some towers for protection they can not really harm you. The last squad type are the real army (at least 8-30 units). In the most cases this is the only squad type that can fight your base and win. Aggressiveness means how large the main force of the Ai will get before it starts the attack. So 100 will make them really aggressive, so they attack quick, but with not many units. If you want an Ai that attacks with really big armies you should lower this stat. Exploration means how many explorer squads the ai will send. It is important for the Ai to know where your base is, but after that they are kind of useless. So here you can choose a lower number. Same with Harassment squads. Keep in mind that all the units in explorer and harassment squads are missing in their main force. Hero Usage: Heroes are pretty strong. So a high value in this stat will make the forces of the Ai much more powerful. They can add heroes to all 3 different types of squads, so you can't do much wrong here. But there is a big problem: Heroes costs Yin/Yang points. So if you set your Hero Usage value too high, your Ai will spam heroes if it can, even monks/ninjas, and this will cause a heavy lack of technologies. The troopers simply get no upgrades because there are no resources for that. Instead they will send explorer squads of for example 1 hero guarded by 3 units to ... roam around or attack your base ... and die. A value of 100 will confront you with some heroes, but in long therm the Ai army lack important upgrades. I recommend to choose nothing higher then 60 here. If you want a tough Ai that attacks quick and powerful you can argue to set this value to 0, so all Yin/Yang points will be invested in unit upgrades / undead brothers / dragon strike. Healer Usage - Battle Gear Usage: The Ai likes to add healers to all 3 types of squads. So if you got a high Healer Usage value together with high Exploration, then you will get lots of small geisha squads who stride around the map and die to everything. A high value in Battle Gear Usage is a good thing that makes the units much stronger, but costs also lots of resources. So if you want an Ai that attacks really quick and brutal, set this to a lower value, so the Ai get more resources for higher tier units, more buildings and so on. So the typical set-all-to-100-method will give you a strong Ai, but that's neither one thing nor the other.
  43. 1 point
    Hero Hardcore mod 2013 Who playing this mod may need long time to end.This mods support to play with AI(BOT). Download Mods Latest Verison http://www.mediafire.com/download/9595vq1ec6snoj9/Battle_Realms_Mods_2013v3.rar Older Verison http://www.mediafire.com/download/d3vnf041iz8dows/Battle_Realms_Mods_2013v2.rar http://www.mediafire.com/download/frh3tggcwohfoco/Battle_Realms_Mods_2013.rar http://www.mediafire.com/download/0205i5vtxd5v2ah/Battle_Realms_5Mod.rar Download Map Pack http://www.mediafire.com/download/d2dzao7kil555ku/Battle_Realms_Maps.rar Suggest map : Dota (4v4) and Dota 2 (4v4) Installation Drag Battle Realms.dat in mod folder(NOT A FOLDER) into your Battle Realms folder game for replace mod. example C:\Battle Realms\ (Drop here) Changelog Infomation More Information If some information don't show that mean nothing change. AIWY = Attack increase with the yin/yang Y = yin/yang T (Second)= Training Time/Respawn Time HP = health HP 21849 is maximum if more than this value it will be bug! Default Information Mod 1 Mod 1.2 Mod 2 Mod 4 Mod 5 Training new unit Enjoy!!! Downloads total (Mediafire) : 1000+ Thank You! Battle_Realms_Mods_2013v3.rar
  44. 1 point

    Version 1.0.0


    let's try map new map friends, hehe
  45. 1 point
    how to swap the code of unit ? ,can i use mod editor situvn or hex editor? it is possible to make AI use the new BG or training new unit ?
  46. 1 point
  47. 1 point

    Version Ver 2.0


    Revolution UVT Version 2.0 BRWOTW1.50q mod (patch of my Ultimate Vetkin Teppo Powered-Up Hero mod ver 1.0) *Updated Heroes for All clans Extract then copy the the Battle Realms.dat file and paste it in your Battle Realms folder. Dragon Clan Kenji One with the Dragon (5 Yang) Health slightly increased Regains stamina every attack Kenji shoots multiple enemies in one shot.(Super fast shot) Stamina is not reduced when running Has Yang Multiplier(increases attack with Yang) Otomo (1 Yang) Powered-up normal melee attack Gains temporary high defense against missile attacks when attacking an enemy Tao (1 Yang) Regains stamina every attack Kazan (1 Yang) Has reflect damage for every melee attack of enemy Arah (1 Yang) Gains temporary high defense against missile attacks when attacking an enemy Teppo (3 Yang) Normal missile attack is changed to shrapnel kegs No malus for height differences for all attacks of enemy Serpent clan Kenji of the Serpent (4 Yin) Powered-up normal melee attack Health slightly increased Sight is significantly increased Has natural evasion for projectile attacks Missle attack (Gun) has longer range Has Yin Multiplier(Increases attack with Yin) Shinja (1 Yin) Powered-up normal melee attack Gains temporary high defense against missile attacks when attacking an enemy Taro (1 Yin) Regains stamina every attack Powered-up melee attack to magical melee attack Vetkin (2 Yin) Powered-up normal melee attack Movement speed is doubled Stuns enemies being attacked Changed Battle Gear to Inner Strength Lotus Clan Nightvol (3 Yin) Can only be summoned once Cannot be healed Soul Chill as BG Very Fast Health Regeneration Health slightly increased Can stand up against 20 Spearmen (Spearmen w/o BGs) Has reflect damage for every melee attack of enemy Has Yin Multiplier(Increases attack with Yin) Zymeth (2 Yin) Powered-up normal missile attack Drains stamina of those who attack him Has Yin Multiplier(Increases attack with Yin) Yvaine (1 Yin) Powered-up normal missile attack Powered-up normal melee attack Drains stamina of those who attack her Wolf Clan Grayback (2 Yang) Powered-up normal melee attack Health increased significantly Has reflect damage for every melee attack of enemy Has Yang Multiplier(increases attack with Yang) Shale Lord (1 Yang) Health increased significantly Has reflect damage for every melee attack of enemy Wildeye (1 Yang) Regains stamina every attack Gaihla (1 Yang) Regains stamina every attack Longtooth (1 Yang) Normal missile attack is changed to Razor Edge Boomerang Normal missile attack entangles opponents Changed Battle Gear to Stardust Clan Heroes Dragon Kenji Otomo Tao Arah Teppo Kazan Serpent Kenji Shinja Taro Utara Vetkin Lotus Nightvol Zymeth Yvaine Koril Issyl Wolf Grayback Longtooth Shale Lord Wildeye Gaihla *Note Since some of the heroes can no longer be used, I made Garrin, Soban, and Budo be playable on game modes with Large Starting Army. Those three heroes are very complementary to peasants efficiency so they could be really set on base constantly. For the Wolf clan, i placed Gaihla since she is also helpful to allies generally. For Dragon Garrin For Serpent Budo For Lotus Soban For Wolf Gaihla
  48. 1 point
    Any one who says Dragon is weak has no life and is a noob.
  49. 1 point


    battle in this forgotten from the world place.[WOTW game ONLY]
  50. 1 point
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