Littlewargame is an HTML5 Real-Time-Strategy game with multiplayer mode and a map editor. It runs completely in your browser without any download, plugin or registration required. Just click 'play' and the game will start right away."
I played some matches and it is similar to Warcraft. The graphic is very minimalistic but as far as i know they are working on improving it.
Doh. Played against AI and game froze on me after 14m. Very cool though. So glad you pointed this out! (= And I for one love the graphics and the units seem very microable! Also workers seem so strong! It is definitely heavily based on Warcraft 1-2.
It feels so slow after trying it one game, all timing slower than their SC2 equivalent. They have the hotkeys, shifts and everything as it should be. Using the SC theme of needing an upkeep building before the unit building.
The AI sucks. I had expanded 6 times and been maxed for a while before I attacked the first of them. It then had only workers, like 20 of them. When I finally bothered to kill the last enemy AI it had managed to get 5 units up.
Don't see why they made them build so much early static defence.
Eh. It's just AI. I just played my first game against a player, and it seemed fast enough. Also, yes, it appears to have the same functionality as sc2 in that manner, and I just obs'd a game as well and it has unit, production tabs and everything!! I am incredibly impressed by what they have so far, it is amazing.
I am not sure how to play this game without the control button causing some mouse right click issue. how are you all coping with it? also there is no base camera hotkey which is kinda annoying because that is what i use in sc2 for switching between macro and micro.
so far it is pretty fun though. if only the controls won't bug on me that is
This looks super awesome, and something like this is definitely the future of RTS (in terms of accessibility). My dual monitors fucking up the scrolling tho
On July 15 2014 00:01 ETisME wrote: I am not sure how to play this game without the control button causing some mouse right click issue. how are you all coping with it? also there is no base camera hotkey which is kinda annoying because that is what i use in sc2 for switching between macro and micro.
so far it is pretty fun though. if only the controls won't bug on me that is
I usually just hotkey my castles to 5-6-7 and all rax to 4. Games really fun anyone want to play?
On July 15 2014 00:01 ETisME wrote: also there is no base camera hotkey which is kinda annoying because that is what i use in sc2 for switching between macro and micro.
There actually ARE camera hotkeys. The dev is amazing! (Ctrl or Shift) + F1-6 to save camera location. F1-6 to bring it back.
On July 15 2014 00:01 ETisME wrote: I am not sure how to play this game without the control button causing some mouse right click issue. how are you all coping with it? also there is no base camera hotkey which is kinda annoying because that is what i use in sc2 for switching between macro and micro.
so far it is pretty fun though. if only the controls won't bug on me that is
On July 15 2014 00:38 Liquid`Jinro wrote: This looks super awesome, and something like this is definitely the future of RTS (in terms of accessibility). My dual monitors fucking up the scrolling tho
Actually this game is really oldschool in term of gameplay but has modern controls. Or did you mean it being html based?
Things that are definetly going to be implemented are:
- modding tools for the map editor (tools to modify unit, building / ability values plus create your own ones; “scripting” tools, that allow for creating scripted events, like “at minute 5 spawn 3 soldiers for player 2 at location xy”, or “when a unit dies, do this and that”)
- ladder system (auto match making, rankings, …)
- several more units / buildings / abilities / upgrades; i dont know yet which ones i actually will add; i have many ideas on my mind, but im not sure about some of them. Wolves and Dropships (zeppelins) are most likely going to come. Some more things i have on my mind are skelletons, varmpires, buffs / de-buffs (mage spells), a 2nd unit as a counter-part to the mage (priest, who would get defensive spells, mage would get the offensive ones, maybe you could only have one of those in a game), very strong, relatively slow melee unit,…. but well, those are all just ideas and i have no idea which one im gonna end up actually implementing.
- more map objects, water, weather effects like fog or rain
- single player campaign; this is something i will most likely do, whe most of the other stuff is done, but im sure many players would love to have this
The “maybe” list (things that are interesting, but im not sure about i will up doing them):
- heroes: some players told me they would love to see heroes, others told me they dont like the idea. It would be a relatively big thing of course and im really not sure myself. I might end up trying it out and see if players like it. If it turns out to be not good, i could just remove them and at least have the hero-logic implemented in the game so it will be usable for custom maps / mods
- another race: obv this would be a lot of work and right now the way i look at it is more or less: atm im not planning to do that, if at a later stage, when most of the units are implemented, it turns out that one race is just not enough, i will maybe give it a try, but until then im not gonna worry about it too much
Okay, I went to the web site just to see what it was all about before going to bed as this thread keeps popping up on my side bar....it has now been about 3 hours. Really enjoying this!
I am here from LWG. This games brings back modern RTS features to old school pixel art game! So far the game is in a pretty good state and is prepared to rise, everything is balanced and there isn't much bugs, now only new content is awaiting to be released (Rankeds/ladders, Wolves - reaper alike, Air Balloons - Medivac/dropship alike, better UI, mod functions and some other stuff!). The meta is now a little bit stabilized. What is really interesting about this game that there is only 1 race, but the game is not same and you always can see something different! I think this game is the best Indie RTS game so far, if there are better and more popular RTS games, please link me.
Current features of the game: * Replay System * Spectator mode * Map Editor * Pixel Art which brings back some good old days of WarCraft II * Passionate developer! (There is only 1 guy who is working on the project, now he is looking for an artist who could help him design game in a little bit better graphics) * Variety of units/buildings which gives the game variety of game style even if there is one race! * Team Games 2vs2 only for now. * 100 supply (Just mentioning)
Was having a lot of fun but frigg'n windows 8 is a pain in the ass. Every time i mouse to the corners or to the right the charms menu or some other stupid windows 8 things comes up and locks the controls...
On July 16 2014 02:07 TheScriptan wrote: I am here from LWG. This games brings back modern RTS features to old school pixel art game! So far the game is in a pretty good state and is prepared to rise, everything is balanced and there isn't much bugs, now only new content is awaiting to be released (Rankeds/ladders, Wolves - reaper alike, Air Balloons - Medivac/dropship alike, better UI, mod functions and some other stuff!). The meta is now a little bit stabilized. What is really interesting about this game that there is only 1 race, but the game is not same and you always can see something different! I think this game is the best Indie RTS game so far, if there are better and more popular RTS games, please link me.
Current features of the game: * Replay System * Spectator mode * Map Editor * Pixel Art which brings back some good old days of WarCraft II * Passionate developer! (There is only 1 guy who is working on the project, now he is looking for an artist who could help him design game in a little bit better graphics) * Variety of units/buildings which gives the game variety of game style even if there is one race! * Team Games 2vs2 only for now. * 100 supply (Just mentioning)
Well i think TA Zero is a great game too. Its a mod for TA though and no Indie game, so i guess LWG is the best Indie RTS right now.
I found a chrome extension to launch the site in kiosk mode which fixed the fullscreen message coming up, i dont bother with it though recently because the message doesn't bother me too much ^^
The game is a ton of fun i play it quite alot recently for the cash prize tournaments haha
Someone is running a manual, fanmade ladder if anyone wants to participate. You basically have to ask someone to 1v1 ladder in lobby, then the winner posts that they won against the other guy in the forum thread. I'm going to start if I can find games, but can't play any more today. Hopefully tomorrow!
On July 16 2014 07:50 johnbo wrote: I found a chrome extension to launch the site in kiosk mode which fixed the fullscreen message coming up, i dont bother with it though recently because the message doesn't bother me too much ^^
The game is a ton of fun i play it quite alot recently for the cash prize tournaments haha
This game would be awesome if there were more then 3 people out of the 300+ willing to play at any one time. One of those will leave in the first minute, the other will lag uncontrollably. Keep trying to play this game but its near impossible to get a game going.
200-300 people always in the lobby or online or something, how can that many people be so bad the AI is suitable for them.
I've played since Sunday and I've had no trouble ever finding games... I've mostly only played during US peak hours though, and I never try to 2v2 and don't know how hard it is to get one of those games going.
And unfortunately the game counts people in single player and in the main menu I think too? So only like 15% or something are actually in the multiplayer section. Most of the players I've come across seem decent enough. Most people even try to micro a little.
On July 19 2014 02:52 Capricis wrote: I've played since Sunday and I've had no trouble ever finding games... I've mostly only played during US peak hours though, and I never try to 2v2 and don't know how hard it is to get one of those games going.
And unfortunately the game counts people in single player and in the main menu I think too? So only like 15% or something are actually in the multiplayer section. Most of the players I've come across seem decent enough. Most people even try to micro a little.
2v2's are the easiest to get from what I can tell. My last 3 1v1 games went like this: both players Castle first I scout them going fast Fort and sometimes quick 3rd with no units. I throw down 3 Rax and get +1 for my riflemen and proceed to end the game.
On July 19 2014 02:52 Capricis wrote: I've played since Sunday and I've had no trouble ever finding games... I've mostly only played during US peak hours though, and I never try to 2v2 and don't know how hard it is to get one of those games going.
And unfortunately the game counts people in single player and in the main menu I think too? So only like 15% or something are actually in the multiplayer section. Most of the players I've come across seem decent enough. Most people even try to micro a little.
2v2's are the easiest to get from what I can tell. My last 3 1v1 games went like this: both players Castle first I scout them going fast Fort and sometimes quick 3rd with no units. I throw down 3 Rax and get +1 for my riflemen and proceed to end the game.
Lots of Dragon turtles.
The better players play dragons like sair reaver, make like 4/6 dragons go to fast +5armour mass mage
On July 19 2014 02:52 Capricis wrote: I've played since Sunday and I've had no trouble ever finding games... I've mostly only played during US peak hours though, and I never try to 2v2 and don't know how hard it is to get one of those games going.
And unfortunately the game counts people in single player and in the main menu I think too? So only like 15% or something are actually in the multiplayer section. Most of the players I've come across seem decent enough. Most people even try to micro a little.
2v2's are the easiest to get from what I can tell. My last 3 1v1 games went like this: both players Castle first I scout them going fast Fort and sometimes quick 3rd with no units. I throw down 3 Rax and get +1 for my riflemen and proceed to end the game.
Lots of Dragon turtles.
The better players play dragons like sair reaver, make like 4/6 dragons go to fast +5armour mass mage
Well my con is too bad to stream properly but i will record some games and upload on youtube. 1on1 is fun so far but 2on2 is mainly rifler and later add footman spam boringness. Might be a problem of the map though (The Ring 1.3). I guess its too small and no high ground areas. BTW is there a high ground bonus like in bw?
On July 19 2014 02:52 Capricis wrote: I've played since Sunday and I've had no trouble ever finding games... I've mostly only played during US peak hours though, and I never try to 2v2 and don't know how hard it is to get one of those games going.
And unfortunately the game counts people in single player and in the main menu I think too? So only like 15% or something are actually in the multiplayer section. Most of the players I've come across seem decent enough. Most people even try to micro a little.
2v2's are the easiest to get from what I can tell. My last 3 1v1 games went like this: both players Castle first I scout them going fast Fort and sometimes quick 3rd with no units. I throw down 3 Rax and get +1 for my riflemen and proceed to end the game.
Lots of Dragon turtles.
The better players play dragons like sair reaver, make like 4/6 dragons go to fast +5armour mass mage
On July 20 2014 20:42 TaShadan wrote: Well my con is too bad to stream properly but i will record some games and upload on youtube. 1on1 is fun so far but 2on2 is mainly rifler and later add footman spam boringness. Might be a problem of the map though (The Ring 1.3). I guess its too small and no high ground areas. BTW is there a high ground bonus like in bw?
No high ground bonus besides vision at the moment.
I gotta refine some builds some more going to watch JBS's games as I got third in the tourney and he 2-0ed everyone he played.
They said he has won every tournament hes played in. I was messing around when I thought I was done in my first matches and went 2 base Dragons with +5 armor into mass soldiers and actually won vs mass rifles just because 200health Dragons with 5 armor can tank rifles easily while soldiers tear them apart.
I don't know if its really viable as I lost later with the same build vs someone but I may mess around with it a little more.
On July 21 2014 07:50 -Dustin- wrote: I gotta refine some builds some more going to watch JBS's games as I got third in the tourney and he 2-0ed everyone he played.
They said he has won every tournament hes played in. I was messing around when I thought I was done in my first matches and went 2 base Dragons with +5 armor into mass soldiers and actually won vs mass rifles just because 200health Dragons with 5 armor can tank rifles easily while soldiers tear them apart.
I don't know if its really viable as I lost later with the same build vs someone but I may mess around with it a little more.
On July 15 2014 22:26 sjon03 wrote: I've been having fun with this game. There are weekly tournaments held by the community and a ladder system being developed.
Why haven't you told me about it?!
I played one game against the CPU and actually enjoyed it, except for the fact that I can't seem to change the build hotkey to B. -_- if anyone wants to play I'm "shoxxx" on the server
Edit: nvm i'm dumb, changed it to B and now the game feels muchhh better :D
Played a few games against a real person.. was fun. Having BW experiences definitely pays off. I'm sure they were really low level games but there was still some multitasking ability needed for harassing and having good positioning in fights.
Someone in game taught me this and it works amazingly well. You can play in Chrome without the annoying window about playing in full screen, and without having to deal with not being able to scroll up, if you save this line as a batch file (.bat) and simply run it. The downside is that you have to alt f4 out of it to actually close the window, but it launches up like a real game: + Show Spoiler +
I'm looking forward to playing a little more this week and seeing if I still like it. I fear that it could get boring very quickly due to the low amount of units and the fact that all of the units are pretty generic.. but we'll see. I have to keep reminding myself that this is a very early version of the game, which is surprising to me considering how nice it looks and plays. I'm hoping for a good future.
On July 21 2014 19:05 GoShox wrote: I'm looking forward to playing a little more this week and seeing if I still like it. I fear that it could get boring very quickly due to the low amount of units and the fact that all of the units are pretty generic.. but we'll see. I have to keep reminding myself that this is a very early version of the game, which is surprising to me considering how nice it looks and plays. I'm hoping for a good future.
I expect it to change a huge amount with the addition of wolves, priests and zeppelins. (I believe those are the units their adding so far)... Hopefully the zeppelin will be fast and we can get some cool pick up + drop micro.
Maybe I'm in the minority but I just feel like the game is soooo slow. I don't really mean the start, as I loved how in BW you start with 4 workers and that opened up a lot of different cheeses, I'm more talking about just the gameplay. Everything takes so long to build, there's a lot of dead time, units are slow, they attack slow, mining takes forever.. I feel like the game would be better if things were sped up a bit.
Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
On July 23 2014 04:40 RagequitBM wrote: Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
Soldiers are really good for tanking Rifleman shots, it's good to have them later on. I would never say I like it more than SC but the graphics are really good. The game needs more depth, I think new units that they plan on adding will help this, especially if it allows for more harassment.
On July 23 2014 04:40 RagequitBM wrote: Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
Soldiers are really good for tanking Rifleman shots, it's good to have them later on. I would never say I like it more than SC but the graphics are really good. The game needs more depth, I think new units that they plan on adding will help this, especially if it allows for more harassment.
I think I meant to say that it has the potential for me to like it more than Starcraft actually haha
Anyone have any build orders yet? So far I'm just doing 6 castle, then tower whenever you can afford. It sounds kinda dumb, but no one has been able to kill me with a rush yet, towers are too strong early. And if you castle on 6 you'll get just enough gold for another worker as the current one finishes building.
On July 23 2014 04:40 RagequitBM wrote: Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
Soldiers are really good for tanking Rifleman shots, it's good to have them later on. I would never say I like it more than SC but the graphics are really good. The game needs more depth, I think new units that they plan on adding will help this, especially if it allows for more harassment.
I think I meant to say that it has the potential for me to like it more than Starcraft actually haha
Anyone have any build orders yet? So far I'm just doing 6 castle, then tower whenever you can afford. It sounds kinda dumb, but no one has been able to kill me with a rush yet, towers are too strong early. And if you castle on 6 you'll get just enough gold for another worker as the current one finishes building.
Yeah that's just the Brood War fanboy in me coming out
I think there's some high level replays on the official forums, but I'm kinda like you and just wing it. I think 6 Castle is pretty strong, I've been doing a 5 House, 6 Barracks at my natural and going Soldier --> Soldier --> Expo. It works against most people because it can hit before the Tower is up, and if they get a fast tower then I can just run by either into the main or the natural and delay mining while I get my natural up, while maintaining map control. However, I think if a player has good building placement they can stop this pretty well, so Castle first is probably the best build right now, at least until more new units come out.
Yeah it depends on the map. If you can wall off, and basically Forge FE it's probably the strongest build right now. Can't really think of a counter. On maps where it's hard to wall off your natural then I think your strat is better. Hard to say this early though. And yeah, I'm very interested to see what the new units will bring.
On July 23 2014 04:40 RagequitBM wrote: Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
Soldiers are really good for tanking Rifleman shots, it's good to have them later on. I would never say I like it more than SC but the graphics are really good. The game needs more depth, I think new units that they plan on adding will help this, especially if it allows for more harassment.
I think I meant to say that it has the potential for me to like it more than Starcraft actually haha
Anyone have any build orders yet? So far I'm just doing 6 castle, then tower whenever you can afford. It sounds kinda dumb, but no one has been able to kill me with a rush yet, towers are too strong early. And if you castle on 6 you'll get just enough gold for another worker as the current one finishes building.
In the weekly tournament Saturday JBS beat volts 6 castle>Tower with a 2 rax. I'll try to link the VOD's for you guys.
On the build order subject though. Expand into forge is REALLY powerful.
Also they were saying that you could stack dragons and I'm not quite sure how going to have to ask about that. That would be really cool.
On July 23 2014 04:40 RagequitBM wrote: Wow such a great game. I think Knights kinda suck though? Maybe it's just the level I play at, but knights feel nearly useless outside of an early game 1 knight 2 rifleman poke.
I actually like this more than Starcraft. I prefer the medieval setting to sci-fi, and the graphics are really dropping the nostalgia bomb on me. Though currently gameplay wise Starcraft is way better. Who knows though, maybe with updates it could get to a similar level of depth
Soldiers are really good for tanking Rifleman shots, it's good to have them later on. I would never say I like it more than SC but the graphics are really good. The game needs more depth, I think new units that they plan on adding will help this, especially if it allows for more harassment.
I think I meant to say that it has the potential for me to like it more than Starcraft actually haha
Anyone have any build orders yet? So far I'm just doing 6 castle, then tower whenever you can afford. It sounds kinda dumb, but no one has been able to kill me with a rush yet, towers are too strong early. And if you castle on 6 you'll get just enough gold for another worker as the current one finishes building.
In the weekly tournament Saturday JBS beat volts 6 castle>Tower with a 2 rax. I'll try to link the VOD's for you guys.
On the build order subject though. Expand into forge is REALLY powerful.
Also they were saying that you could stack dragons and I'm not quite sure how going to have to ask about that. That would be really cool.
I agree. I feel Castle is the best opening. I also feel if you scout a 2 rax just build a full wall and you are so far ahead it doesn't really matter. If I'm unsure what my opponent is doing and I haven't scouted a castle I usually leave one worker standing at my wall just so I can throw down a building.
I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
On July 25 2014 08:51 BrTarolg wrote: I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
As i said. Its very map dependent. On some maps you can punish a 6 castle by building a tower at the expo mine, but that is not possible on all maps.
On July 25 2014 08:51 BrTarolg wrote: I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
As i said. Its very map dependent. On some maps you can punish a 6 castle by building a tower at the expo mine, but that is not possible on all maps.
6castle should almost always end up behind a 1raxing player. In most situations you wont even be economically ahead of the 1 raxing player who can pretty much do whatever he wants.
EDIT: what im saying is almost every map punishes the 6castle.
On July 25 2014 08:51 BrTarolg wrote: I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
As i said. Its very map dependent. On some maps you can punish a 6 castle by building a tower at the expo mine, but that is not possible on all maps.
6castle should almost always end up behind a 1raxing player. In most situations you wont even be economically ahead of the 1 raxing player who can pretty much do whatever he wants.
EDIT: what im saying is almost every map punishes the 6castle.
Well my last games i always won vs 6 castle with 1 rax but i have seen replays of better players being able to utilize the 6 castle and being ahead.
On July 25 2014 08:51 BrTarolg wrote: I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
As i said. Its very map dependent. On some maps you can punish a 6 castle by building a tower at the expo mine, but that is not possible on all maps.
6castle should almost always end up behind a 1raxing player. In most situations you wont even be economically ahead of the 1 raxing player who can pretty much do whatever he wants.
EDIT: what im saying is almost every map punishes the 6castle.
Well my last games i always won vs 6 castle with 1 rax but i have seen replays of better players being able to utilize the 6 castle and being ahead.
And yesterday I beat a bunch of people (inc. Kieras who came second in last weeks weekly tournament) with a 6expand when they went 1rax. I think this is because currently most 1raxing players build the rax too late to properly pressure the building of the tower.
That and most people seem to respond to the 6expand with a quick third into mass units. I'm pretty sure this is a bad response.
However I do also think the game is too new to know just yet. Possibly in 2 weeks time 6expand will be all we see.
On July 25 2014 08:51 BrTarolg wrote: I don't think 6 castle is ALL that it's perked up to be, especially on the small 1v1 maps
The main reason is esp on the smaller maps, whilst you can garuantee it out, you're forced to cut workers and rush a tower in a lot of circumstances, and even if you save 1 worker extra on a larger map it's still not good enough as a 1 rax FE will keep in pace in econ but easily be able to contain you into midgame. So whilst you may have equal econ, 1raxFE will have a heavy scouting and positional advantage
As i said. Its very map dependent. On some maps you can punish a 6 castle by building a tower at the expo mine, but that is not possible on all maps.
6castle should almost always end up behind a 1raxing player. In most situations you wont even be economically ahead of the 1 raxing player who can pretty much do whatever he wants.
EDIT: what im saying is almost every map punishes the 6castle.
Well my last games i always won vs 6 castle with 1 rax but i have seen replays of better players being able to utilize the 6 castle and being ahead.
And yesterday I beat a bunch of people (inc. Kieras who came second in last weeks weekly tournament) with a 6expand when they went 1rax. I think this is because currently most 1raxing players build the rax too late to properly pressure the building of the tower.
That and most people seem to respond to the 6expand with a quick third into mass units. I'm pretty sure this is a bad response.
However I do also think the game is too new to know just yet. Possibly in 2 weeks time 6expand will be all we see.
I really like the game but as far as i can tell there is no unit like a reaver or templar (with storm) to comeback in a game with economical disadvantage.
On July 26 2014 23:53 TaShadan wrote: I really like the game but as far as i can tell there is no unit like a reaver or templar (with storm) to comeback in a game with economical disadvantage.
The Mage is somewhat meant to be like that, but you're right in the fact that comebacks are very very hard to pull off.
On July 28 2014 20:30 GiftPflanZe wrote: Is the game still in develepoment?Like,the only untis sofar are the solider,rifleman,catapult,mage,dragon,right?
Yes it is. They will be adding more units soon you can see his ideas on his blog.
Pretty much confirmed are: Wolves, Zeppelins, and Priests.
Which is the page in his forum where he records all his patches. So you can see, he's not been working on the game (publicly, at least) very long at all, and yet you can see all the stuff he's added. By himself! (:
v1.9 - some small UI improvements - some small performance improvements - ingame chat text color is now brighter - fixed an AI bug that caused cpu players to not build anything in certain situations - queuing attack orders now works as intended - fixed a bug that was causing maps with bigger height than width to be bugged - Mages: increased cost from 130 to 145 - unit kill counters do not increase for killing allied units anymore - added a new unit: Wolf - added 2 new buildings: Wolves Den & Animal Testing Lab - dragon attack and armor upgrades: cost increase per level increased from 35 to 40; time increase per level increased from 10 to 15; moved from Dragons Lair to Animal Testing Lab; renamed "Beast" attack & armor upgrades; affecting Dragons and Wolves now - Catapults are now repairable - richtclicking a friendly unit with units selected will order them to move to the clicked unit - Heal: increased mana cost from 25 to 30 - increased number of starting workers from 5 to 6; increased starting gold from 250 to 300 (this is the amount of gold you had when your 1st worker finishes @ 5 starting workers) - Watchtower: reduced cost from 200 to 175
Not sure I like a couple of these, but will have to play to be sure.
On July 31 2014 15:16 xccam wrote: Update Notes for v1.9 + Show Spoiler +
v1.9 - some small UI improvements - some small performance improvements - ingame chat text color is now brighter - fixed an AI bug that caused cpu players to not build anything in certain situations - queuing attack orders now works as intended - fixed a bug that was causing maps with bigger height than width to be bugged - Mages: increased cost from 130 to 145 - unit kill counters do not increase for killing allied units anymore - added a new unit: Wolf - added 2 new buildings: Wolves Den & Animal Testing Lab - dragon attack and armor upgrades: cost increase per level increased from 35 to 40; time increase per level increased from 10 to 15; moved from Dragons Lair to Animal Testing Lab; renamed "Beast" attack & armor upgrades; affecting Dragons and Wolves now - Catapults are now repairable - richtclicking a friendly unit with units selected will order them to move to the clicked unit - Heal: increased mana cost from 25 to 30 - increased number of starting workers from 5 to 6; increased starting gold from 250 to 300 (this is the amount of gold you had when your 1st worker finishes @ 5 starting workers) - Watchtower: reduced cost from 200 to 175
Not sure I like a couple of these, but will have to play to be sure.
Looks great. Not so sure about the tower price reduction though... Wish I could play but I really need to be practicing Starbow.
Just played first game. This is... amazing. Impossibly well done for an indie browser game. Felt very WC2 to me, though the SC/SC2 influence is clearly strong as well.
Are other factions on the long term drawing board? I could do this all day, but it would be cool to have more than one faction.
On August 03 2014 18:06 Yoav wrote: Just played first game. This is... amazing. Impossibly well done for an indie browser game. Felt very WC2 to me, though the SC/SC2 influence is clearly strong as well.
Are other factions on the long term drawing board? I could do this all day, but it would be cool to have more than one faction.
Currently jbs plans on getting the one faction all done first, before he considers designs for other factions.
This game is pretty cool! It's interesting that you can construct a building with several workers at once to increase the speed. Opens up some interesting offensive and defensive possibilities.
I actually really dislike the multiple workers building stuff, makes it too hard to hide all ins/sneaky strats because they can just rush up towers (which are still OP)
On August 06 2014 04:42 johnbo wrote: I actually really dislike the multiple workers building stuff, makes it too hard to hide all ins/sneaky strats because they can just rush up towers (which are still OP)
This has been my feeling since first being introduced to games where there was the 1-worker-per building restriction. It was certainly my feeling playing WC3.
I don't think towers are op. There are all sorts of very strong rushes and all in plays available. Towers have to be as strong as they are to allow for more build order diversity, for a while 2 rax could absolutely crush 6 expand. If only one worker could build towers it would be much harder to pull off macro builds.
On July 15 2014 00:38 Liquid`Jinro wrote: This looks super awesome, and something like this is definitely the future of RTS (in terms of accessibility). My dual monitors fucking up the scrolling tho
I wrote a little bookmarklet to fix this if anyone else is annoyed by this. Just create a bookmark with the following URL:
There's a little bit of weirdness with it: your pointer will likely feel *slightly* laggier than normal (you get used to it, and its kinda unavoidable with how the browser API works =/), and you can't interact with the menus ingame while the pointer is locked (just hit escape and you should be able to click to open them again, might have to hit escape a second time once they open).
Just open the site, click the bookmark, then when you start a game and click for the first time, it should lock your mouse to the window (you might have to allow it the first time, similar to how you have to allow fullscreen apps). No need to re-run it between games, only when you close the site and re-open it.
On August 27 2014 12:01 johnbo wrote: atm there are only 2/3/4th divisions, there is a 1st division but peoples mmr are yet to become high enough to get into it
Soon, people will get to division 1. Anyways divisions might get a little bit reworked
On August 27 2014 12:01 johnbo wrote: atm there are only 2/3/4th divisions, there is a 1st division but peoples mmr are yet to become high enough to get into it
Soon, people will get to division 1. Anyways divisions might get a little bit reworked
The question is when will people reach div 1? Even YummyBlaBla isnt div 1 :O
Unknown, but I expect the ladder system will gets its adjustments to fix such issues. Meanwhile, CranK has uploaded his game vs TotalBiscuit on his channel. Glad to see that so many people enjoyed watching or playing the game. Any chance this is the beginning of something huge?
New unit is releasead! Here is the latest patch notes: v.194 - Catapults: slightly increased AoE radius - fixed some small AI bugs - added a new tower upgrade (available in Castle) - some small UI changes - clicking on the big unit portrait in the interface now centers the camera on this unit - added a new unit: Airship - added a new building: Advanced Workshop (makes Airship) - Beast upgrades: increased duration from 80 (+15) to 90 (+20) - Human upgrades: increased duration from 100 (+10) to 100 (+20) - custom AI's now work with replays
The way that the game counts apm is off, it only counts mouse clicks :/ and because of the lag of playing vs some people your apm can go up or down alot because the game runs faster/slower a little
I haven't played in a month or something, but when I did, I would always hold down the button to make something while waiting for the gold to make it. This would lead to it spamming my screen with "not enough gold" and giving me like 600 apm for as long as I held it down. So if that still works, you can boost it that way too (=
On September 16 2014 06:18 Capricis wrote: I haven't played in a month or something, but when I did, I would always hold down the button to make something while waiting for the gold to make it. This would lead to it spamming my screen with "not enough gold" and giving me like 600 apm for as long as I held it down. So if that still works, you can boost it that way too (=
i think this has been fixed by now (only the message spamming, not the apm)
GUYS!~ New units are up, bug fixes, balance changes and a lot of stuff has changed in Littlewargame so jump in again! Now there is a new unit called Werewolf! It has a skill slash which is AoE and Werewolf is tanky! It is made from an upgraded Wolf Den! Another unit is Airship! Now you can drop and make some sick plays. You can do "storm drops" as well! The last unit is Ballista, it was made to counter Dragons, because there was no counter for them! As I said more polished game, less lag, because now game supports dual-core! Balance changes and new units switched the meta, a lot of new builds are coming in! So join in to the best HTML5 Indie RTS game which is based on StarCraft and the most succesful RTS games! http://littlewargame.com/play/
On November 03 2014 02:56 TheScriptan wrote: GUYS!~ New units are up, bug fixes, balance changes and a lot of stuff has changed in Littlewargame so jump in again! Now there is a new unit called Werewolf! It has a skill slash which is AoE and Werewolf is tanky! It is made from an upgraded Wolf Den! Another unit is Airship! Now you can drop and make some sick plays. You can do "storm drops" as well! The last unit is Ballista, it was made to counter Dragons, because there was no counter for them! As I said more polished game, less lag, because now game supports dual-core! Balance changes and new units switched the meta, a lot of new builds are coming in! So join in to the best HTML5 Indie RTS game which is based on StarCraft and the most succesful RTS games! http://littlewargame.com/play/
Thx for the update. Will check it out as soon as possible.
v2.2 - some pathing / collision improvements - fixed a couple of bugs - some small interface changes - Ballista: increased dmg from 22 (+2,5 / upg) to 25 (+3 / upg) - Werewolf: slightly reduced smash radius; units now can be smashed over obstacles - Catapult: increased HP from 135 to 150 - Wolf: increased cost from 15 to 20 - Wolves Den: reduced HP from 700 to 600 - Forge: increased HP from 400 to 500
Probably the hugest and the best update of Littlewargame history!!! v2.71 - new map editor tools: it is now possible to edit units, buildings, abilities and upgrades data and create new ones - added and fixed some other map editor features and rearranged some of the the ui - maps are now categorized in "2 player maps", "3 player maps", "4 player maps" and "custom mods" - added buttons in the workers' building submenues to return to the main menu - fixed a bug that made it impossible to change teams or players in a multiplayer lobby when the original host has left - it is now possible to pause the game in multiplayer - Catapults: increased fire rate from 4,0 to 3,5 sec - added clan support - fixed a bug that made it impossible to get placed in 5th division - registering accounts now requires email activation - clicking and holding the mouse on the portrait of a unit in the interface will make the camera follow this unit now - spectators income tab now also shows current income (per minute) - when spectating a game or watching a replay of max. 2 players, total supply and current gold are now permanently shown in the bottom right corner - Workshop: reduced cost from 175 to 150 - Werewolves Den: reduced cost from 300 to 250 - Airship: increased speed from 3,4 to 3,6 - added range upgrades for humans, beasts and mech - Dragons: reduced supply cost from 7 to 6 - Fortress: cant attack anymore; reduced cost from 250 to 125
I am planning to make a show for this game! It's going to be a weekly show about the game. I will try to make this show like Unfiltered/Remax! More information here
3.0 Patch goes live for Littlewargame! Now the game has in-game skins (SC2 doesn't even have it), in-game currency, chat emotes, improved ranking system and improved UI! Join in into the future of Littlewargame!
- players now get experience for playing games; they can level up and unlock new features - several new emotes have been added to the game - "skins" have been added to the game; they can be used as alternative graphics for some units, but dont have any gameplay effect - unit dances have been added to the game; they can be used ingame to make your units dance to show off your indisputable superiority over your opponent - most dances, skins and emotes can be unlocked by leveling up or buying them - achivements have been added to the game - several UI changes and improvements - maps and mods are now visisibly different in the pick map window - added new division icons - fixed a bug that made it impossible to kick spectators from a game lobby - Ballista: increased movement speed from 1,7 to 1,85; reduced AoE radius with Black Powder upgrade from 1,7 to 1,4 - Airship: reduced movement speed from 3,45 to 3,2; reduced movement speed bonus from upgrades from +0,3 to +0,2; increased angular velocity from 0,15 to 0,25 - Werewolf: reduced smash cooldown from 20 to 15 sec - logging into an account will terminate all existing sessions of this account now - invisible, enemy units dont show any longer on the minimap - several small improvements and fixes - fixed a bug where fireballs were invisible sometimes - buildings' waypoints can now be queued - several units graphics have been improved - ctrl + box now selects all units on screen of the boxed types - supply cost now is applied when a unit starts to be trained, not when it spawns. This also means you can not start to train a new unit anymore when you're supply blocked - when a building gets destroyed, units or upgrades in the buildings' queue get automatically cancelled now - clan admins and moderators can now delete clan board messages - Priests: "Heal" now places a unit with lifetime at target location, which heals nearby allied units - players should be kicked faster now from multiplayer games when they are lagging excessively - added a new unit: "Bird"; can be made from Castle Or Fortress; requires Fortress; light, unarmed, air scouting unit - Soldiers: reduced attack speed from 1,0 to 1,15 sec - Human / Beast Upgrades: reduced time increase from 25 to 20 sec - Mages and Priests are now made from the Mages Guild / Church - Mages Guild / Church: increased cost from 150 to 200 - reduced research time for all Mage / Priest spells from 100 to 80 sec - buildings can only be repaired by one worker at a time now - Catapults: increased attack delay from 0,2 sec to 0,65 sec; increased min range from 3 to 4 - fixed a bug that showed victory screen when a player lost in some cases - all stats (games, ladder ranking) have been resetted
Editor: - only relevant fields now show in the data editor for an ability, depending on which type the ability is - its now possible to change units attack priority - its now possible to change the minimum distance a castle must be placed from a mine - its now possible to make spells channeled (beeing cast repediately); this also fixes the problem that this used to happen for some spells unintentionally - its now possible to disable abilities via modifiers - modifiers can now change a units image and attack effect - ability type "DAMAGING_PROJECTILE" has been removed, use UNIVERSAL now instead; added fields projectileDamage and projectileAoeRadius for that purpose - added a new ability field: goldCost - added a new unit field: isReflectingProjectiles (refrecting units reflect projectiles that hit them and throw them back in the other direction) - added a new unit field: isBlockingProjectiles (blocking units block (=kill) projectiles that hit them) - units can now provide supply - fixed a bug where units, that were "uniqueAndHeroic", could not be made in some situations - research / upgrade abilities can now be set to autocast - its now possible to modify units' start HP - its now possible to have units shoot while moving - its now possible to add bonus damage vs different classes (vs flying, vs biological, ...) - castles can not be placed next to custom goldmines anymore (but need to keep the same distance they need to keep with default goldmines); same for custom castles - fixed several cliff-related issues - fixed several things - units, buildings, abilities, upgrades and modifiers now show up in alphabetical order in the data editor - its now possible to set conditions for autocast abilities, to tell the AI on which targets to use the spell
AI api: - fixed scope.getUpgradeLevel() - added a new function: scope.playerIsAlive(playerNr)
Anyone have any suggestions on how to beat beast players? Wolves opening into 3base weres is crushing me. And after that, were I to survive, surely comes vastly upgraded dragons. I've not tried a whole lot of stuff though.