HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Blood Elf Tech Tree recreating

10-13-2003, 12:31 AM#1
Uratoh
I need the Blood Elf tech tree for a couple missions in my campaign, does anyone have a good refrence for how to re-make it?
10-13-2003, 02:15 AM#2
Dragon
A good reference: The humans.

The High/Blood Elves' tech tree is about the same.
10-13-2003, 02:59 PM#3
Uratoh
Thank you for stating the obvious....I need some sort of refrence to make sure I get all the upgrades etc right.
10-13-2003, 03:08 PM#4
KaTTaNa
Extract the map from the human expansion campaign where you have to save the observatories. Use the tech-tree there.

As far as I remember it's the same as the human except for the worker and footman model and name changed. Rifleman replaced with archer. Knight, Gryphon, Canon Tower, and Workshop disabled. But look in the map, that's easier.
10-13-2003, 03:08 PM#5
Grater
The campaigns are a pretty darn good reference :P

Really it's just the human tech tree with blacksmith, workshop, knight, gryphon rider removed, cannon tower changed to "keep" as pre-req, rifleman switched with archer (same stats as NE, even same upgrade types, ie strength of the moon rather than black powder) and footman switched with swordsman.

Also bloodelf peasents cant become militia so remove call to arms.

edit: To clarify the Archer has rifleman armor, and for attack uses an upgrade that looks, smells and tastes like Strength of the Moon, but actually has a different name.
10-13-2003, 03:25 PM#6
tufy
Ok, let's see:

Blood Elf Worker builds: Town Hall, Lumber Mill, Blacksmith, Scout Tower, Arcane Vault, Arcane Sanctum, Altar of Kings, Farm (normal human!!!), Barracks (normal human!!!), Gryphon Aviary.

Town Hall upgrades to Keep and Castle, has no Call to Arms, builds Blood Elf Worker.

Barracks: builds Swordman and Archer (no Ballista like in High Elf Barracks!), upgrades: Defense, Marksmanship, Improved Bows.

Lumber Mill has improved masonry and lumber upgrades

Scout tower upgrades to Guard Tower and Arcane Tower (no Cannon Tower due to the lack of Workshop)

Blacksmith: upgrades: iron swords, steel tipped arrows, iron armor, leather armor

Gryphon Aviary: builds Dragonhawk, has Cloud upgrade

Arcane Sanctum required to build Spellbreaker (also requires Arcane Vault), Priest and Sorceress, has Control magic, and both spellcasters upgrades, as well as Sentry upgrade.

That's about it.
10-13-2003, 03:35 PM#7
Patrick
Err whats the point of a tech-tree? i never use one and im fine
10-13-2003, 04:21 PM#8
Grater
I must insist that Blood Elves can build cannon towers, on atleast one mission (um mission 2 I think) they can build cannons with just the requirement of "keep".

You cant build cannon towers at all in some missions, probably because cannons are uber overpowered when you can afford to build lots of them.
10-13-2003, 05:57 PM#9
General Tekno
Also, go back to the High Elf tech tree in the original campaign (The Sieging QUel'Thalas Undead Missions). There are a few models there you could use (eg the barracks has a different model). There are also different farm models.
10-13-2003, 10:58 PM#10
Uratoh
How do I extract a campaign map?
10-13-2003, 11:15 PM#11
ls_freak
Use WinMPQ or something similar to go into war3x.mpq (or maybe it's the war3xlocal.mpq) and just extract the maps. I belive they're under Maps\ but I could be wrong.

As for this:
Quote:
Originally posted by TrollMasta99
Err whats the point of a tech-tree? i never use one and im fine

You MUST have a tech-tree in a campaign or you could build everything at once without any limitations short of rescources and food. This would create SEVERE imbalances.

And I agree with tufy for the tech-tree, that's prettymuch it.
Alhtough Cannon Towers are buildable, it doesn't make any sense for the elves to be building them... they're dwarven inventions, as dwarves intented gunpower :ggani: (yay dwarves!)