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Rise of Civilizations v 3.13a

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!


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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)

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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.
-zombie - activates zombie mode
-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?

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
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2. Single Player Mode will automatically start if the game detects no other humans.
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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.
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4. Throwers are excellent early units to build to quickly defend your base and take control points.
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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.
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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.
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7. Remember to take additional control points early on in game. Heroes make it much easier to defeat the creeps.
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8. Markets can be upgraded to provide higher income as well. Markets can also convert gold to lumber and vice versa at a cost.
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9. Workers can be upgraded to chop lumber faster.
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10. Every wall also functions as a gate. Use them to keep rushers out!
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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.
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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.
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Good luck!


Recent Update Log:
11/14/15- balancing of human wonders (lighthouse/hand of nod) to reduce less armor. Undead buildings now get hp/armor upgrades. Balancing of units and costs
11/5/15- undead race updated, increased building armor, new final age, new units for undead (grand sky fortress, mutated chariot, crimson throne, death tower)
8/12/15- updated ballista/guard tower model. minor fixes with upgrading
12/31/2014- Upper tier towers now available. Minor unit attack types changes. Biotanks now unleash toxins
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)


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The Epochs
I. The Stone Age circa 3.4 million BC - 10,200 BC
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II. The Neolithic Age circa 10,200 BC - 5,000 BC
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III. The Copper Age circa 5,000 BC - 3,600 BC
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IV. The Bronze Age circa 3600 BC - 1200 BC
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V. The Iron Age circa 1200 BC - 400 AD
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VI. The Dark Ages circa 400 AD - 800 AD
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VII. The Feudal Age circa 800 AD - 1299 AD
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VIII. The Castle Age circa 1300 AD - 1499 AD
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IX. The Renaissance Era circa 1500 AD - 1599 AD
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X. The Enlightened Age circa 1600 AD - 1699 AD
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XI. The Imperial Age circa 1700 AD -1799 AD
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XII. The Industrial Era circa 1800 AD -1900 AD
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XIII. The WW1 Era circa 1900 AD -1939 AD
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XIV. The Atomic Age circa 1939 AD -1970 AD
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XV. The Modern Era circa 1970 AD - 2000 AD
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XVI. The Digital Era circa 2000 AD - 2199 AD
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XVII. The Nano Age circa 2200 AD - 3000 AD
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XVIII. The Apocalyptic Age circa 3000 AD+ ?????
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Random Screenshots

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Map Overview

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Early Game

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Medieval Siege

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Particle Cannon

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Mass Production of Aircraft

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Getting ready for a huge battle in the middle:

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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

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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Keywords:
Civilizations, Civilization, Zombies, Zombie
Contents

Rise of Civilizations v 3.13a (Map)

Reviews
01/24/10 - ap0calypse: Approved
Level 9
Joined
Mar 10, 2005
Messages
326
2.13c needs 1 major fix. Advanced Anti-matter generator upgrade should not be available at the blacksmith as an upgrade. Other than that, it's fine. I'll upload an update right now with the fixes put into place and u can feel free to translate that if you want
 
Level 1
Joined
Dec 25, 2013
Messages
2
Hey can you solve a problem I am having? Its about the map, whenever I try and load the map it doesn't show any teams and it just sends me back to the custom game screen?
 
Level 9
Joined
Mar 10, 2005
Messages
326
Hey can you solve a problem I am having? Its about the map, whenever I try and load the map it doesn't show any teams and it just sends me back to the custom game screen?

Try redownloading the map, it's possible that somehow when you downloaded it, the file got corrupted. Also, try updating to most current patch of frozen throne, that might be the issue.
 
Level 2
Joined
Jan 18, 2013
Messages
13
looks interesting!
ive been looking for a mod where it applies tech and ages.
i mean, the theme of EE itself.
i missed that game.
imma try this map. then review it later. :)
 
Level 4
Joined
Jun 30, 2013
Messages
76
Well, do you know the Lords of Europe map?
The russian developers do know what to fix and how to balance, because:
1. They have more than 300 games in experience;
2. They discuss their experience.

________________
Experience is the best teacher.
 
Last edited:
Level 3
Joined
Dec 20, 2013
Messages
19
Level 9
Joined
Mar 10, 2005
Messages
326
This is the first Chinese version for 2.14,the penster is you. We thank you again.You don't have to worry about. Later, the author also is you.I think in the loading screen, add a site LOGO. This site will only allow me to he uploaded to their home with their logo.If you are not satisfied, please contact me.
http://www.epicwar.com/maps/238371/
View attachment 131966

Thank you for supporting my map and bringing it to the Chinese community. +rep
 
Level 4
Joined
Apr 15, 2012
Messages
21
Played for a few hours and then it crashed. Something to do with the memory fatal error. Saved too far back to reload. Nevertheless, 5/5 for effort, time, concept and overall epicness! Please try fix memory errors though.
 
Level 4
Joined
Apr 15, 2012
Messages
21
Do you remember what was the last thing that happened before a crash?

Umm not really but there was a lot going on at the same time. I was on a LAN game with 3 players, and all 3 pc's crashed. I think it was just as I sent an order to attack someone's base with 3 of those humongous robot things with 4 legs and that take forever to build.. The Particle Cannon wonder was also firing.
 
Level 1
Joined
Dec 31, 2013
Messages
2
Apocalyptic age(evil) problem

there's a problem with the evil apocalyptic age capital. You can't use Ragnarok for there is no SDR-Centaurion in the evil apocalyptic age. You think you can add a hero exclusively for the evil apocalyptic age capital?:vw_wtf:
 
Level 9
Joined
Mar 10, 2005
Messages
326
there's a problem with the evil apocalyptic age capital. You can't use Ragnarok for there is no SDR-Centaurion in the evil apocalyptic age. You think you can add a hero exclusively for the evil apocalyptic age capital?:vw_wtf:

Thanks for pointing it out. I will fix that as well as an issue with the fusion cannon in the next update

Furthermore, in the next update, zombie mode selection will be automatically disabled after 5 minutes into the game due to trolls activating zombie mode to revenge other players after they die.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
I like most of the new units, but the Angels bringing corpses back as tentacle monsters is a bit strange.
Apocalypse builders don't count as builders (the Idle workers button).

Also, a suggestion (for zombie mode): have minibosses appear (1 per player) with a shorter timer, defeating the miniboss before his timer runs out means zombies don't spawn for that player for a certain amount of time (or some other advantage, like spawning money-dropping zombies instead).
 
Level 9
Joined
Mar 10, 2005
Messages
326
I like most of the new units, but the Angels bringing corpses back as tentacle monsters is a bit strange.
Apocalypse builders don't count as builders (the Idle workers button).

Also, a suggestion (for zombie mode): have minibosses appear (1 per player) with a shorter timer, defeating the miniboss before his timer runs out means zombies don't spawn for that player for a certain amount of time (or some other advantage, like spawning money-dropping zombies instead).

The corpse thing is from a wonder though. Not really related to apocolayptic age. I decided to add that in because the bloater zombie gets outdated too quickly for the Tomb wonder to be any use.

Minibosses sounds good. I'll try to implement that in the next update
 
Level 9
Joined
Mar 10, 2005
Messages
326
Maybe a ressurection (from any corpses) instead? Plus it'd fit better with the cryogenics theme.

Corpses could work but most of the later units are mechanical and will not revive. Ex. Mechs explode, they don't leave bodies.


I took the idea from this:

According to wikipedia:
"The Legion is usually presented as a huge orb made up of countless human bodies, which create a protective barrier around a core. This core is revealed once the player manages to destroy the barrier, and is shown as having three or more tentacles stretching out of it, usually capable of emitting energy beams or a damaging chemical. It is often described as The one who is many, or something similar"

http://en.wikipedia.org/wiki/Legion_in_popular_culture
 
Level 9
Joined
Mar 10, 2005
Messages
326
I'm not against the look, it seems a perfectly good adaptation to me, but the fact that he's a demon. Which is why I question the angels summoning him.

Because it's from a wonder. It is not related to whether you pick righteous or evil. 1 player per game can create the cyrogenics lab. Tomb of Masolosus is one of the real wonders of the ancient world but it gets outdated too fast, hence why I added an upgrade to it.

A cyrogenics facility isn't gonna summon a zombie jesus just because the player picked righteous....they use body parts to resurrect something awful!

But yes, I will be adding upgrades to other wonders shortly that are a bit more historically accurate. Any ideas would be appreciated!

Ex. Stonehenge->?
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
I would suggest making the upgraded wonders provide improved auras as well. Once you get to the Tesla tower, 5 building armor isn't that great.

Some bugs:
The Centurion is available from the Fusion Cannon before the Apoc town hall upgrade.
Fountain's aura is still called Unholy.
When you have two wonders being built separately (in this case, the Temple of Solomon), you should have the second one cancelled automatically instead of after construction (not sure if it refunded me either).
 
Level 9
Joined
Mar 10, 2005
Messages
326
I would suggest making the upgraded wonders provide improved auras as well. Once you get to the Tesla tower, 5 building armor isn't that great.

Some bugs:
The Centurion is available from the Fusion Cannon before the Apoc town hall upgrade.
Fountain's aura is still called Unholy.
When you have two wonders being built separately (in this case, the Temple of Solomon), you should have the second one cancelled automatically instead of after construction (not sure if it refunded me either).

I will improve tier 2 wonder auras.

Centurion is supposed to be available earlier than normal via wonder.

Fountain's aura name will be changed.

The reason I don't have a 2nd one cancelled is so people with compete to have it finish. The refund is supposed to be only half.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Oooh, new wonders.

Ion Strike's hotkey is the same as Hero abilities on Ragnarok.

You really, really should make wonders rebuildable. In this case the enemy Ragnarok's Ion Strike took out my warehouse, with no way to prevent or rebuild it.

I'm not sure what the power plant is supposed to do (other than provide nuke tanks). I didn't see my supply cap going down after the upgrade, nor did it increase income.

The Ministry of War model is off center, and its effect is still called Great Pyramid (Fountain's effect is still Unholy Aura).

A problem with the final evil hall: it starts out huge and shrinks while upgrading, so you can't select any units/buildings caught in it.

I would suggest making the biotank be slightly different from the Centurion (maybe give it a toxic sluudge spell, but be slightly weaker), or have the Fusion Cannon produce them instead if going with evil path.

Finally, you should make the tower wonders (Babel, Lighthouse, Eiffel, CTU etc.) provide vision over the surrounding area.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Oooh, new wonders.

Ion Strike's hotkey is the same as Hero abilities on Ragnarok.

You really, really should make wonders rebuildable. In this case the enemy Ragnarok's Ion Strike took out my warehouse, with no way to prevent or rebuild it.

I'm not sure what the power plant is supposed to do (other than provide nuke tanks). I didn't see my supply cap going down after the upgrade, nor did it increase income.

The Ministry of War model is off center, and its effect is still called Great Pyramid (Fountain's effect is still Unholy Aura).

A problem with the final evil hall: it starts out huge and shrinks while upgrading, so you can't select any units/buildings caught in it.

I would suggest making the biotank be slightly different from the Centurion (maybe give it a toxic sluudge spell, but be slightly weaker), or have the Fusion Cannon produce them instead if going with evil path.

Finally, you should make the tower wonders (Babel, Lighthouse, Eiffel, CTU etc.) provide vision over the surrounding area.
Rebuildable wonders would ruin the point of wonders.
 
Level 9
Joined
Mar 10, 2005
Messages
326
The evil townhall can't be helped. Blizzard model has that as default.

I'll play around with the ministry of war's model and adjust the X, Y coordinates. Again, it is the nature of the model itself. I'll have to check on the aura again, on my comp it's displayed correctly.

And nope, wonders shouldn't be rebuildable. That wouldn't make too much sense.
http://en.wikipedia.org/wiki/Wonders_of_the_World (I don't see too many of the destroyed ones being rebuilt.)
 
Level 9
Joined
Mar 10, 2005
Messages
326
Well could you make them harder to kill, or at least more resistant to ion strikes? They go down, your economy, base and defense go down a minute later.

Sure, I can increase the HP/Armor of all wonders. They do seem to go down too fast haha. There will be some time before I update though. Taking pharmacist licensure exams soon and need to study hard.
 
Level 3
Joined
Sep 28, 2014
Messages
34
Add Cool Angels Skins and More Units in Final Age Since there a God Disciples Add more UNITS and Make Final Ultimate Hero thats not like Ragnarok that its a big robot. Add a new Hero a Cool Angel and Cool Demon Too. Is it possible? This map have many epicness when i cheat in this game, I can see that the game is awesome and not easy to finish. So I appreciate your kindness if you do this. The Game will not ruined if you just Add some Supernatural Beings in this game and also add Space where you can go into other planet and fight more units and don't be the Angels and Demon Ages make its so easy to go in this ages. I have many details in my mind to add in this game but i have no talent to use World Editor so Sorry. Trust me just the final age just i saw (Angel and Demon Ages) My mind just blow up but the Unit is FUCKED. First this a saw in the Angel is the draenei unit that kind of suck but the Damage is Awesome! I know it's not easy but i can wait!

KEEP GOING GUYS! :)
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Wow I'm pretty impressed with this dude. It has a lot of upgrades and I like it becuz it shows that the game will be very longer. I mean you have a lot of upgrades to finish to accomplish something, more units and I liked it also from medieval to hi-tech units.
 

Deleted member 237964

D

Deleted member 237964

5/5 from me.

Just two things.My question might be a bit dumb but how do i reach Robotic age and discover all those good and bad ages?


Edit:

Okey.. i know what i did wrong already.Still 5/5 from me.Great map.
 
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