CBA PathBlood 1.6.9

 [MM]Zix


Join Date: 28 July 2015
Posts:92
Edited 31 July 2021 - 12:55 pm by [MM]Zix
CBA PathBlood 1.6.9 by Zix

sopb0k8xx63nkybd27p9pcfyvb3sk5h3

Download:

=V= CBA PathBlood 1-6-9.scx (rated in CS - Alternative ladder)

[You must login to view link]

Steam link
AoK Heaven link

Supported game versions:

AoC 1.0
AoC 1.0c
AoC 1.4 RC
AoC 1.5 RC
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 (37 civs) (in progress)

Technical info:

File size: 207 KB
Map size: 144×144
Triggers: 4600
Conditions: 12444
Effects: 32591

Settings:

"All Techs" must be OFF!


Main features



-200kills/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 a real villager, the selection will jump to the next villager instead of the Gather Point. You can fix it by long pressing the . button, and the selection will stop at your Gather Point. After this, it will work fine.
If you run not 1.5 version:
Double click on horse behind your base, and right click anywhere on map to set gather point there!

-Turbo mode available (default=Normal)

Host can set game speed Normal or Turbo.
In Turbo mode, 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 and 1.5 counts in these unfair kills too, so it may shows different amount than your real kills. For accurate number of kills, look 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 gate/tower in the same second when a player razes an other player's building.

-Change base

Make Castle to other base (only to white area), you will lose your Castles in old base, and hero and villager spawn will work in your new base. Your king panic will be teleported there if you did not use it yet.
More players are supported to be in same base, all of them get their hero there!
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, spawns will work in all of your bases at 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 kill counter, so you can see if you kill more units than you feed.
It shows exact number too.

-Feed warning

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

-Auto research

Every 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, 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 creating 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.

-Host can set game mode: "CBA PathBlood mode" or "CBA Hero mode" (banned feature)

In CBA PathBlood mode (default), you get a petard every 200 kills to PathBlood area, and you have to unlock a hero by razing a palisade wall.
In CBA Hero mode, there won't be PathBlood area, the map will work as a CBA Hero map.

-Host can set hero combination (banned feature)

Eye-Robin-Harald-Charles-GK (classic) or Robin-Theodoric-Charles-Subotai-GK (like in CBA Hero v1.3). Works only in Hero mode.

-Fair kick area (banned feature)

More than half of players must agree to kick a player. Host can be kicked too.
For example if there are 6 players, 4 must agree to kick one.
If you kick a player, his game will crash so he won't cause lag any more.
Players who have already resigned/defeated can also be kicked.
(So if a lagger loses, but still watching game and making lag, then he can be completely kicked now).



Other features


The map supports 73 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.
Every trigger has 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, its 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).
Bombard Tower is available in Castle Age.
Enabled Fire Tower to build (only in Forgotten Empires and up, it is stronger against Rams than other towers).
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).
Enabled creating Scorpions from Siege Workshop.
Build Workshop in Feudal Age, but you can make rams or scorpion from it only when you reach Castle 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 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 1.5).
Make unique unit from Castle in Castle Age.
Middle bonus is 10 kills/3 minutes, no middle Trebs.
If you get a Petard, your window view will automatically turn to its location, so you won't forget to unlock a new hero (this feature is disabled in 1.0/1.0c because it could cause game crash).
If you unlock a hero, it will automatically go to the spawn area, and old hero will go away before the new arrives.
You can't delete your Castle in version 1.5 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 1-6-9.scx (file size: 206.42 KB)
map.png (file size: 231.06 KB)
2 player base.jpg (file size: 636.97 KB)
3 players.jpg (file size: 131.82 KB)
Civ properties 1.6.9.xlsm (file size: 238.28 KB)

Link | Reply | Quote
 [MbL]Heterodox


Join Date: 27 May 2016
Posts:1
Posted 29 August 2016 - 3:57 am
Cool
Link | Reply | Quote
 EsCape__


Join Date: 14 November 2015
Posts:460
Posted 31 August 2016 - 10:31 am
;good
Link | Reply | Quote
 +[MM]jason


Join Date: 13 June 2013
Posts:356
Posted 7 February 2017 - 11:08 pm
Can u fill me in how u used horse to set rally point?
Link | Reply | Quote
 +[MM]jason


Join Date: 13 June 2013
Posts:356
Posted 9 February 2017 - 4:26 am
Think worked it out very clever
Link | Reply | Quote
 [MM]Zix


Join Date: 28 July 2015
Posts:92
Edited 16 February 2017 - 4:18 pm by [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.)
Link | Reply | Quote
 [MM]Gallas


Join Date: 25 May 2011
Posts:2751
Posted 16 February 2017 - 5:38 pm
Ha gondolod, indulj a mapoddal az idei versenyen:
http://www.voobly.com/forum/thread/257231
Link | Reply | Quote
 LOD_mantis


Join Date: 3 April 2010
Posts:112
Posted 14 April 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
Link | Reply | Quote
 [MM]Zix


Join Date: 28 July 2015
Posts:92
Edited 26 August 2017 - 10:43 am by [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)
Link | Reply | Quote
 calexus5678


Join Date: 25 July 2008
Posts:1062
Edited 27 May 2017 - 8:45 pm by calexus5678
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
Link | Reply | Quote
 [MM]Zix


Join Date: 28 July 2015
Posts:92
Posted 27 May 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.
Link | Reply | Quote
 calexus5678


Join Date: 25 July 2008
Posts:1062
Edited 28 May 2017 - 2:32 am by calexus5678
That is very generous of you Zix thank you =)
Link | Reply | Quote
 +[MM]jason


Join Date: 13 June 2013
Posts:356
Posted 28 May 2017 - 4:22 am
Yeah its pretty awesome Zix was kind enough to add it to my map too. Cheers.
Link | Reply | Quote
 [MM]Zix


Join Date: 28 July 2015
Posts:92
Edited 15 September 2019 - 7:58 am by [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
Link | Reply | Quote
 MiSSinGLaG


Join Date: 15 June 2015
Posts:3
Posted 10 August 2017 - 3:46 pm
Nice,had great fun ;yahoo


Link | Reply | Quote
[1]23456789
Displaying 1 - 15 out of 126 posts
Forum Jump: