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Rise of Civilizations v 3.03
Created by Acorn511 ; Uploaded by: Acorn511
Information
Uploaded:00:17, 10th Jul 2008
Last Updated:03:32, 18th Jun 2014
Type:Altered Melee, Defense / Survival
Category:Medieval / Warcraft, Modern Warfare
Map Size:224x192
Playable Map Size:224x192
Suggested Players:1-11
Tileset:
Rating by users:4.67 (12 votes)
Hits:137957

(Hover and click)
Details
This is a civilizations type map based off of Empire Earth. Military units take no food and are relatively cheap and fast to produce compared to standard melee maps (only workers and markets do). You start off at the stone age and work your way up to the Nano and Post-Apocolapytic Age, increasing your technology and economy while fending off rivaling civilizations. Choose allies wisely and remember that ultimately it is the last capital remaining that determines the winner.


There's two forms of resource, gold and lumber. Gold is periodically spawned from markets and control points. Each marketplace/control point will give a steady gold output of 30 gold every 10 seconds. You can research marketing upgrades to increase amount per tick.

Lumber is a bit trickier to speed up. You will need to age up and get better workers in order to collect lumber faster. For example, a medieval worker will gather lumber at approximately 3x the speed of a stone age worker.

Towers and walls may also prevent early rushes but become less effective as ages pass by. Stealthed fighters and bombers can just as easily get through them and target your workers! Long ranged artillery, multiple rocket launch systems, ion cannons, and heavy battlemechs can make short work of every the strongest defensive structures so do not attempt to turtle in!




Features:

-3 game modes. Classic, creep survival (-creep), zombie survival (-zombie)
-300+ unique units/structures ranging from cavemen to 18th century musketeers to ion beam cannons
-large variety of custom icons and models
-20+ wonders for global effect boosts
-4 tier ally system (-unally, -peace, -ally, -full control) and flexible camera system
(-default, -roll, -zoom, -height, -angle)
-18 epochs spanning from prehistoric times to the end of time (Stone, Neolithic, Copper, Bronze, Iron, Dark, Feudal, Castle, Renaissance, Enlightenment, Imperial, Industrial, WWI, Atomic, Modern, Digital, Nano, Apocalyptic Age)



Single Player Features:

-15 difficulties of waves
-smart ai tracking system, searches for all hostile units on the map to eliminate
-difficulty selector
-spawn quantity selector
-difficulty lock


-map updated frequently!

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List of Commands:


Camera Commands

-zoom ### - zooms out
-roll ###, -angle ###, -height ###, rotate ### -additional camera options
-default - sets camera view back to default

Alliance Commands

-ally color -allies a player with full vision
-unally color - unallies a player
-peace color - allies a player without full vision
-full control color -allies a player with full vision and control of units
-ally all - allies all players giving them your line of site, not exactly the best choice
-unally all - unallies all players
-peace all -allies all players but doesn't give away your line of sight

Other Commands
-creep - allows the host to turn creep spawn (like in single player) on or off during multiplayer mode. If toggled on, creeps will spawn and randomly attack any player.
-repick - allows the host to repick a maximum epoch limit early on in the game. This command is automatically disabled as soon as 300 seconds of game time is elapsed or a player reaches the iron age, whichever comes first.
-name X - changes your name to whatever you want
-panda - allows the creation of mini panda, panda champion, and panda titan.

Single Player/Zombie mode ONLY Commands
-diff 1-15, changes the difficulty of the mobs
-increase, increases the number of spawn of enemy mobs by 1
-decrease, decreases the number of spawn of enemy mobs by 1
-lock, prevents mobs changing over time
-unlock, lets mobs get stronger over time (default setting)


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So How do I play this map?

Tutorial with Screenshots

1. First, pick the maximum age limit. This is useful in multiplayer when you want quick battles as early as the iron age or more drawn out games that go up to the last epoch




2. Single Player Mode will automatically start if the game detects no other humans.




3. Every control point is defended by a creep. Don't worry much about the first creep. If you build your town hall near it, the townhall will be able to kill the creep and take control of the first control point.





4. Throwers are excellent early units to build to quickly defend your base and take control points.



5. Each control point will grant a small amount of gold income as well as food. Food is very important for building workers that collect lumber as well as markets that further boost your income.




6. Control points can be upgraded to ancient cities->medieval cities->industrial cities->metropolis. This will make the control point harder for enemies to take over. Furthermore, each level of upgrade provides a bit more food than the last. Higher level cities can build better workers too.




7. Remember to take additional control points early on in game. Heroes make it much easier to defeat the creeps.




8. Markets can be upgraded to provide higher income as well. Markets can also convert gold to lumber and vice versa at a cost.




9. Workers can be upgraded to chop lumber faster.




10. Every wall also functions as a gate. Use them to keep rushers out!




11. Wonders can turn the tide of battle! Only one of each wonder can exist per game except the Silk Road. The Silk Road is a very special wonder that can double your market income. The Silk Road can be built ONCE by each player. Once you lose it though, it's gone.




12. The particle cannon is the most powerful wonder. Use it to strike any location on the map to weaken enemy defenses before your main army goes in. Be careful though! Using the particle cannon will reveal your location to every player on the map.


Good luck!


Recent Update Log:

6/17/2014- Dart Tower available in the stone age as an alternative to the Rock Tower. Zombie mode will auto adjust spawn based off the number of players currently playing.
5/3/2014- Tier 2 wonders. Silk Road-> Cold Fusion Powerplant, Great Pyramid-> Ministry of War, Statue of Zeus-> Washington Monument, Lighthouse of Alexandria-> Hand of Nod.

New Units: B2 Spirit Bomber, Elite OPs long range mg infantry

4/12/2014- New tier 2 wonders have been added. Stonehenge->Great Wall of China, great granary->supply warehouse,Tower of Babel-> telsa tower. Hero units buffed, most aircraft armor has been changed to "medium". Version changed to 3.01 due to a fake 3.0 lurking around for quite awhile
3/14/2014 - New units for apocolaptic age, finally. Took me 3 years to add them!
2/15/2014- periodic game tips included, adjustments to zombie mode: Tyrant flame range lowered, additional zombies
1/25/2014- New wonder: The Eiffel Tower. New upgrade to Artillery Turret now available. Minor spell fixes.
12/17/2013- Now supports 11 players instead of 8
12/7/2013- New wonders have been added. Hanging Gardens, Statue of Zeus, Masoleum, Fountain of Youth, The Great Granary, Lighthouse of Alexandria, Fusion Cannon, and Hadron Collider.
8/2/2013- all creeps now run on a timer to prevent massive lag. Minor icon/terrain update. New creeps added, frost wyrm, ice dragon. Chimera weakened.
5/12/2013- difficulty of the final boss reduced. Does not spawn with strong creeps anymore. Will spawn at difficulty 15. New zombies added, northern base pathing leak fixed.
5/5/2013- players start off with 90 income. Control points only give food, no longer add income. Pathing fixes added. "Teleport" glitch removed from control point.
5/1/2013- adjusted difficulty for infected mobs, center boss
4/26/2013- Added zombie survival mode with the command -zombie. Much more difficult than normal creeps and requires multiple alliances. The cathedral in the middle holds a surprise....
3/7/2013- reworked the terrain. Will be making adjustments to pathing as needed
2/27/2013- Fundamentally changed the economic system from gold mines to control points. Market penalty removed. Silk road can now be built ONCE by each player. Guard towers now buildable by medieval workers.
2/25/2013-Increased Wall HP, minor changes to heroes, upped max lvl of hero to 200, SCVs and Fortified walls can now be upgraded to their apocolayptic age counterparts
2/12/2013 - New hero, Ragnarok now buildable. Units give resource bounty when killed

Video (sorry they're in russian and chinese! If anyone wants to make an english video, I will be happy to post it on here since my upload rate sucks)
YouTube Movie
YouTube Movie
YouTube Movie
Screenshots:




The Epochs
I. The Stone Age circa 3.4 million BC - 10,200 BC



II. The Neolithic Age circa 10,200 BC - 5,000 BC



III. The Copper Age circa 5,000 BC - 3,600 BC



IV. The Bronze Age circa 3600 BC - 1200 BC



V. The Iron Age circa 1200 BC - 400 AD



VI. The Dark Ages circa 400 AD - 800 AD



VII. The Feudal Age circa 800 AD - 1299 AD



VIII. The Castle Age circa 1300 AD - 1499 AD



IX. The Renaissance Era circa 1500 AD - 1599 AD



X. The Enlightened Age circa 1600 AD - 1699 AD



XI. The Imperial Age circa 1700 AD -1799 AD



XII. The Industrial Era circa 1800 AD -1900 AD



XIII. The WW1 Era circa 1900 AD -1939 AD



XIV. The Atomic Age circa 1939 AD -1970 AD



XV. The Modern Era circa 1970 AD - 2000 AD



XVI. The Digital Era circa 2000 AD - 2199 AD



XVII. The Nano Age circa 2200 AD - 3000 AD



XVIII. The Apocalyptic Age circa 3000 AD+ ?????


Random Screenshots







Outdated Screenshots:


Map Overview



















Early Game





Medieval Siege



Particle Cannon



Mass Production of Aircraft



Getting ready for a huge battle in the middle:



Lastly but not least:

I do not own any of the models/skins.

Credits go to:
RDZ
Taylor_Mouse
Illidan(Evil)X
General Frank
Kofi_Banan
bananaHUNT
WILL_THE_ALMIGHTY
anarchianbedlam
killst4r
Kitabatake
Cavman
qassamzed
Horn
Fingolfin
Mr.Bob
Zombie
The_Silent
mechincalman

Archived Update List
Archived Update List

8/11/2011 - markets now give a gold/lumber penalty if destroyed. No more hoarding mass markets next to each other
8/1/2011 - rebalanced a few units/wonders
7/6/2011 - fixed up errors with aircraft
5/31/2011 - Revamped mage's guild and rogue camp units. Mages have more useful spells but armor changed to "unarmored".
4/13/2011 - Issues with multiplayer creep mode resolved.
4/4/2011 - Creeps can now spawn in multiplayer mode if player 1 red types -creep and select yes. Likewise, it can be turned off again by selecting NO. Also, the Crossbowman and Dragoon units added to rogue camp to make it more worth building =D
3/29/2011 - wall pathing glitch fixed
3/25/2011 - Frontiersman hero added. Marketplaces now upgrade into better markets (large market, bazaar, textile factory, oil rig, antimatter generator).
3/23/2011- maximum age selection menu now available for host (red)
3/22/2011 - 6 heroes total now, rebalanced as well.
3/5/2011- 3 more heroes added, multiple rocket launcher rebalanced, toxin artillery rebalanced
2/11/2011 - Improved difficulty adjuster for single player. 1 hero added, more to come.
-lock (prevents mobs from getting stronger)
-unlock (undos the lock)
-diff 1-13 sets the difficulty of the mob instantly. (ex. diff 1 is cavemen, diff 11 is modern units, diff 13 are tanks, mechs)

1/16/2011 - Massive single player ai upgrade. Computer no longer gets stuck when player builds walls. Computer should no longer freeze up with large mobs. Fixed leaks associated with computer player spawns. 2 additional tanks added.
1/14/2011 - rocket troops/planes made more durable. Auto-repair and increased range upgrades added. Piercing now does 10% less damage to fortified.
10/30/2010-Rebalancing of units. More coming soon!
8/4/2010 - Small update, more to come after a long break. Lumber is easier to harvest and stone age towers nerfed so they don't totally destroy cavemen.
4/1/2010- Improved apocalyptic age. Now it's worth upgrading to =D
3/28/2010-significant improvements to single player ai. -increase/-decrease command to adjust creep spawn in single player, tooltip fixes to towers, more pathing leaks fixed
3/25/2010- terrain update, single player ai change (creeps attack ur townhall no matter where u build it, u can play as any color now, not just red in single player)
3/20/2010- fixed pathing for many areas so units cant pass through woods, workers no longer deselect when you upgrade them, settlement packs have to "build" a townhall now so they can no longer unpack right next to a gold mine, new custom icons added. Base income of 30 so players no longer get "screwed" for running out of gold to buy workers at the start from being attacked multiple times.

3/7/2010- v 1.55 Fixed pathing for the small wall/fortified wall. A couple of new icons to replace the generic "rifleman" icon for gunpowder based units.
2/26/2010- Silk Road increased food cost, CTU has periodic reveal. Armor % changed. Terrain coming soon!
2/24/2010- functional gates finally added

2/21/2010
-apoco righteous townhall can now summon units again
-apoco townhalls now give 150 food
-rocket tropp model changed
-green icon button for molten giant fixed
-toxin artillery description and tooltip corrected

2/20/2010-Transports fixed so that they can now only carry infantry.
New units-sniper, stuka bomber, a-10 bomber
2/5/2010- Cities now cost 10 food to prevent excessive rushing
2/4/2010-More icons, mini map is now blacked out. Fixed bug where upgrading worker was free.

2/2/2010- Several bug fixes, lowering B-29's sides per die to prevent server splits, nuke artillery projectile model changed, vampiric aura drain % lowered and radius lowered for axewielder.

Combat changes-Siege attacks now do 50% to all armor types, except 150% to unarmored, 200% to fortified

New unit-Falconet, an alternative artillery to the cannon, does significant damage to infantry, low damage to buildings. 5 second reload time.

1/27/2010- added neutral to the alliance system, rebalanced tanks
1/21/2010 retriggered many functions for map stability
1/20/2010-no more fixed start locations!

1/17/2010- Added in more wonders. Added in more relevant icons for upgrades, units, etc.
New Unit- Special Op, tosses grenades at tanks, strong mg attack for infantry
Some memory leak fixes~more to come


1/15/2010-
Added wonders
Stonehenge
Great Pyramid
Silk Road
Tower of Babel
Particle Cannon


1/14/2010 - hotkeys fixed, tooltip updated
1/12/2010 - Some icons replaced for more accurate depiction in the tank factory. Middle is revealed to make it harder to control for one single player. COMPLETELY REMADE THE TERRAIN!

1/09/2010- Some unit names, models, and projectiles changed.
Ex.
Plasma mech-> titan artillery
Orgepult->onager

Hotkeys for more units added. I'll eventually get to all of them =/

1/08/2010- Building pathing fixed. Multiboard added.
1/07/2010-zoom and name change commands added. Fixed tech tree up slightly.
1/04/2010-Changed a few models and fixed a maphack bug. Adding more techs available soon!
12/16/2009-markets have a trade feature. Fixed some pathing problems
12/15/2009- Balanced a few units and changed armor types. Added cities as mini townhalls to expand territory.

11/17/2009- Allying is now possible with the commands -ally color or -unally color. Also, leavers will now have all their units self destruct instead of staying. Also increased the upgrade costs of all ages as well as limited marketplaces with food to avoid massive speed teching that makes all lower tier units pointless to build.

11/15/2009- Massive Update! Now it fits 8 players instead of 4. Also, changed the name to avoid confusion with another map. Cleaned up some errors. I'm aware of some spelling errors but it is far too laggy on my computer to fix the text one by one. I'll get to it on an alt computer in a few days!

Other changes:
-Nuclear Bomber's move speed drastically slowed and build cost increased for balance


Any other things that need balance, please comment!


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Search Results (Ignore, used so you can actually find the map by searching it up with the title)
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Moderator Comments (Not Rated)
01/24/10 - ap0calypse: Approved

This map is approved and works properly.


Download Rise of Civilizations v3.03.w3x
(7.55 MB, 33401 Downloads)

Old 11-15-2009, 01:06 PM   #2 (permalink)
Registered User Darkgamma
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Teees-ting!

"For help, check the quest menu"? There isn't a quest menu.
"Stupid and Unintelligent soldier"? And the next tier : Civilized Caveman, "Slightly smarter soldier" ... It seems a bit illogical. A building name "Smithy" is just not right DX
"Ogrepult" There isn't such a thing as an Ogrepult.
Well, enough with spelling. (P.S. There are tons of errors)
The map is awfully balanced, thanks to equal races. A lot of tech descriptions aren't good enough for the map. For example, you don't have a spellbraker.

Towards the end, I noticed that buildings have no pathing. w00t!
The game is really awesome towards the end, expecially with Nanoage and Apocalyptic age. My rating: 4/5 Bravo! Just fix the text and terrain, :D Vote for approval!
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Old 01-08-2010, 06:41 AM   #3 (permalink)
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I give it a 3/5. The terrain could be alot better and ( IMO ) there is not enough custom models for the buildings. I mean come on, a giant wooden piller as the barracks. It was still very fun though, just add more variety of units.
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Old 01-10-2010, 06:30 AM   #4 (permalink)
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This map looks awesome with the updates. Gonna test it.

Here it goes.

Bad points:
There are know such things as Ogrepults, Fire Mages etc.
Too much ages.
Too much upgrades.
Too much soldiers.
Too much buildings.
Bad icon placement
Where are the imports?
Bad unit models.
Uncreative names.

Good points:
Very, very informative description.
Original-ish
Nice map preview.
Fine terrain.
Has Single-player.
Innovative ideas, ages, units.

Suggestions: For all those buildings and units, use the Berserker upgrade (turns say a savage to a caveman). Also cut down the ages to Stone Age, Middle Age, Imperial Age, WW1, WW2, Modern, and Space. I mean, Copper Age? Feudal Age? Maybe add AIs, though I know it would be hard with all those ages. Use hidden tags for all those screenshots!

Overall:
Creative, too creative. Simplicity is the key to necessity. I don't know what that means too. 3/5. Great idea, but just too unprofessional. Continue the updates to make this into awesomeness.
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Old 01-16-2010, 02:16 PM   #5 (permalink)
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Thumbs up I agree for the most part.

I agree for the most part with GhostThruster except for the upgrades and ages things. I my self and lots of other friends love it as it is but there really is need for balancing O_O
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Old 01-16-2010, 03:11 PM   #6 (permalink)
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I agree for the most part with GhostThruster except for the upgrades and ages things. I my self and lots of other friends love it as it is but there really is need for balancing O_O
Mind explaining which units you feel are imbalanced? Note that I purposefully made the towers relatively strong compared to units at the start to prevent rushing. Any specifcation would be really helpful!
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Old 01-20-2010, 10:57 AM   #7 (permalink)
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game is too imbalanced! balance out the infernals please!

btw can you make the map bigger? its too small!
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Old 01-22-2010, 06:23 AM   #8 (permalink)
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Map is already "huge". It just feels small because I zoom out the screen for all players at the start.

Once I fix up all the memory leaks and lag issues, I will rework the unit stats from scratch. Of course, higher tier units would have a slightly better dps to cost ratio to account for obvious reasons....

Just remember, a modern age tank is supposed to be MUCH stronger than an army of medieval field cannons. However, I'll make sure all the units within each era are similar in DPS to cost.
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Old 01-25-2010, 11:00 AM   #9 (permalink)
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i love all the authors
like i know all of them :RDZ
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Old 01-25-2010, 11:53 PM   #10 (permalink)
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unplayable on macs.

Another map which is unplayable on macs...

When I go on build with the wonder-builder i get a fatal error. Prolly because of a broken item made with a bad tool, maybe the BLPaletter. Convert those custom buttons to .bmp and then back to .blp with a good blp-convertor such as the Warcraft 3 Viewer...

Tested more then one time with a 6 month old Mac Book Pro, Snow Leopard 10.6.2
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Old 01-26-2010, 12:41 AM   #11 (permalink)
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Another map which is unplayable on macs...

When I go on build with the wonder-builder i get a fatal error. Prolly because of a broken item made with a bad tool, maybe the BLPaletter. Convert those custom buttons to .bmp and then back to .blp with a good blp-convertor such as the Warcraft 3 Viewer...

Tested more then one time with a 6 month old Mac Book Pro, Snow Leopard 10.6.2
Hmmm, I got all the icons from hive workshop, all of which says it works properly. Is the wonder builder the only thing that crashes? Or do other icons crash as well?

If it's just the wonder builder, I'll reconvert those buttons specifically.
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Old 01-30-2010, 04:12 AM   #12 (permalink)
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I dig the map, hosted it a few times. I've gotten perdy good :D
But, I have a few things to mention.

1. If you have 4 or more nuke tanks attack at around the same time, the game freezes up.
2. The B-29 bomber causes a server split. I've only tested it once but it obviously was the bomber since the server split right as the bomb hit the ground. Causing a disconnection as well.
3. Axewielders seem to be a bit OP, since they have a lifesteal aura. Make it so the aura only affects themselves.
4. You may want to increase the gold marketplaces give, because a lot of people who don't get to have 6 or so gold mines like I usually do always have gold shortages, and it doesn't help to buy it with lumber as that's even harder to get sometimes.
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Old 01-30-2010, 06:04 PM   #13 (permalink)
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I dig the map, hosted it a few times. I've gotten perdy good :D
But, I have a few things to mention.

1. If you have 4 or more nuke tanks attack at around the same time, the game freezes up.
2. The B-29 bomber causes a server split. I've only tested it once but it obviously was the bomber since the server split right as the bomb hit the ground. Causing a disconnection as well.
3. Axewielders seem to be a bit OP, since they have a lifesteal aura. Make it so the aura only affects themselves.
4. You may want to increase the gold marketplaces give, because a lot of people who don't get to have 6 or so gold mines like I usually do always have gold shortages, and it doesn't help to buy it with lumber as that's even harder to get sometimes.
Thanks for addressing these issues.
In the upcoming version I'll make the following changes:

1. Nuke tank Projectiles will be changed to a less laggy model.

2. Nuke Planes will be deleted and remade. There was a huge problem with the planes themselves, no matter what damage I set them at, they always did 0 damage, so I changed their damage with the radiation ability, which probably caused huge lag and possibly server split.

3. Axe wielder aura radius will be reduced to 200 and armor decreased. The point of them was to help boost other troops in battle, but if it's so OPed, I'll weaken them a bit.

4. Markets are OPed already, believe it or not. Did you research market upgrades and mass them? If you have 40 markets running, each with a mere 5 upgrades, it's 1 k income every 10 seconds. Markets can be upgraded up to 30 times, which means each market place has the potential for 160 income every 10 seconds. 40 markets is 6400 income which beats gold mines by far.

Also, the Silk Road wonder doubles market effiency. Markets is actually an easy alternative to gold mines if you really can't conquer any territory. The only downside to them is that they're vulernable and eat up a crapload of food and the wonder eats up another 20 food, leaving little room for workers.

I hosted a couple games where I could actually trade mass gold for lumber because I had so much extra gold from markets.
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Old 02-01-2010, 04:10 AM   #14 (permalink)
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Well, I've never really used markets as much as I could've I guess.
It was just a lot better when I grabbed like 4 other gold mines early on to where I didn't need them :P

And by the way, does anything have true sight in the early ages where you can get the invisible rogues? Because one of my allies had about 30 of them going around doing hit 'n runs and people rage quit from not being able to see them. Maybe give towns true sight?

But, it was ONLY the B-29 that caused the server split. Whatever you did different with the other nuke bomber worked fine, I use those constantly and nothing bad happens nor do they do 0 damage.
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Old 02-02-2010, 11:58 PM   #15 (permalink)
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The rogues should be briefly revealed after each attack and have extremely low armor. I didn't realize they could be such a problem unless your around 5-10 ages behind. All towers starting with the medieval guard tower have truesight as well.

I'll do a bit more playtesting to see how it goes. Version 1.46 should be out shortly with the problems addressed.


EDIT: B-29 issue resolved...there was a typo and somehow it got in 98 rolls per die.
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