Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Credits:A big thank you to all those on The Hive Workshop, for use of their excellent models. I appreciate your time and work very much, so thank you =)
Now for a bit about Dying Empires
Basic Intro:
Play as one of the following factions; Teutons, Sarmatia, Spain, Huns, Greece, Saxony, Arabia, Vikings, France, Britain.
Each faction starts with a few basic buildings and a handful of units which they must use to conqueor now Town, Villages and Cities. These will dictate your income (you cannot mine gold or harvest trees). By improving and contructing a large fighting force supported by a large number of cities, you must defeat your oppoents, by destroying all of their units.
Alliances:
I decided that a more slightly more interesting and flexible alliance system was needed, compared to the traditional use of '-ally' and '-unally'.
Dying Empires uses 4 different types of alliance status, which can be changed using similar commands. Allow me to explain.
-ally (color): Creates an alliance with a player, and sharing vision.
-peace (color): Creates an alliance with a player, but does not share vision.
-neutral (color): Creates a non agression pact (NAP) with another player. Your units will not auto attack this player's units, and they will be treated as neutral. No vision shared.
-war (color): Declares war on a player, cauing all previous forms of alliance to be removed, and the return to enemies.
However as usual, both players will need to type the command (for each others' color) for it to work mutally.
Resources and Population:
A simple, yet effective taxation system is used in Dying Empires. There is no gold mines and you cannot harvest trees; they are there to make the map looks pretty =) Each Village, Town and City owned by a player will provide them with a fixed amount of gold and lumber each tax peroid (one minute). A timer will indicate when these resources will be obtained.
The use of farms (etc) is also not using in Dying Empires. Instead, each captured Village, Town and City will provide food, allowing you to expand your armies depending upon the amount of controlled regions.
Excuse the screenshots. They dont look that great I agree. I will update when I have some spare time.
The French settlement cannot hold against the vast numbers and fleet of the Vikings.
Saxony and Arabia engage to control surrounding settlements.
v0.05:
- Added a unique commander (hero) for each race. More updates for them to come in later versions (to abilities and stats)
- Completion of the hostiles around the Huns.
- Changes to the ships, and new a new model.
- Slight change to the food system. (Each faction will now have 10 bonus food, ontop of whatever else they have.)
- Changes to starting units for Huns, Spain and Greece.
- Some other minor changes.
v0.04b
- Bug fixes.
v0.04
- Huns and Spain are now playable (to an extent).
- Added more hostiles around Greece.
- Slight changes to starting units for Vikings.
- Minor tech tree changes for Huns and Saxony.
v0.03
- Map now playabe.
- Significant changes.
- Saxony and Arabia now playable.
Keywords:
Battle, Castle, Medievil, Warcraft, Melee, Empires, Dying Empires, Hero, Teutons, Sarmatia, Spain, Huns, Greece, Saxony, Arabia, Vikings, France, Brit
21:25, 13th Aug 2010
ap0calypse: Rejected
The game doesn't have much to offer: standard abilities, regular gameplay for this type, avarage terrain.
I would label it "Just Another War Map", as I've seen many of these before.
The game doesn't have much to offer: standard abilities, regular gameplay for this type, avarage terrain.
I would label it "Just Another War Map", as I've seen many of these before.
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