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Empire Earth V.1.81

Submitted by purparisien
This bundle is marked as approved. It works and satisfies the submission rules.
Gameplay

This map looks like the original game : Empire Earth. In other words, you play as a nation which evolves over the periods. Empire Earth covers ten eras in total. The player changes era in garnering a number of resources and launching the search for the next era in one of its capitols. Ten eras are Prehistory, Antiquity, the Middle Ages, the Renaissance, the industrial era, World War One, World War Two, the Modern Era, the the Nano Era and Space Era.

So you can develop your skills. For example, the units change with the times. In the Renaissance you will be allow to use gunpowder. Then, the modern era allows you to developp aviation and tanks. In the future, you can go into space and colonize planets.

The land itself is the map of Europe and Asia. Besides there is a space for the solar system. You also have the opportunity to visit all the planets of the solar system and the moon.

You can recolt ressources in different ways harvesting wood, fishing, collecting gold, trading, exploiting asteroids. In short, the development possibilities are numerous.

Video

coming

Gameplay



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Credits

-Gollum[KoMe]
-Fingolfin
-Kitabatake
-HappyTauren
-Kofi_Banan
-Talon the Mage
-General Frank
-Mechanical Man
-Ergius
-Illidan(Evil)X
-NFWar
-ZanMgt
-dioris
-paulH
-BlinkBoy
-Ket
-killst4r
-Em!
-Lord_T

Music:

-Imperator Rome Main Theme : Era 1
-Ben Hur Main Theme : Era 2
-Medieval 2 Total War Main Theme : Era 3
-Cossacks 3 Denmark Theme : Era 4
-Rise of nations High Strunk : Era 5
-Victoria 2 Main Theme : Era 6
-Heart of Iron IV Main Theme : Era 7
-Battlefield IV Remix Main Theme : Era 8
-Stellaris Creation and Beyond : Era 9
-Stellaris To The End of the Galaxy : Era 10

Keywords:
Empire, Earth, Planets, Conquest, Future, Middle Age, Antiquity, Renaissance, World War, Modern
Contents

Empire Earth 1.81 (Map)

Reviews
Moderator
17:17, 26th Jul 2013 Orcnet: map approved
  1. purparisien

    purparisien

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    Thanks for the tips. I've fixed the most annoying glitches right now.
    1.761 is out:
    -Trade Works
    -Changing Era is cheaper
    -Collecting other ressources work
    -Pop limit indicated on the house tooltip
    -Max Farmers indicated on the farm tooltip
    -Trade research is needed for the market
    -Correct unit requirement for oil platform
    -Investing no longer give wrong data on the total invested

    Still on work:
    -Alien
    -Possible idle workers
    -Having multiple workers selected prevents them from switching building lists
    -Scoreboard hides number of cities until you go up an era
     
  2. cleavinghammer

    cleavinghammer

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    Some planets have no buildable terrain (and some shouldn't, e.g. Saturn).

    House-built workers don't go to rally points.

    Merchant ships still use sails in WW1.

    WW2 Markets/Shipyards don't produce Caravans/Merchant Ships.
    * Ah, okay, they can, but the button doesn't show up until Containers is researched. Should be a DISBTN with a -Requires Containers tech, or should still allow building Caravans (and Caravans should have Uprades with Containers tech) in the tooltip.

    If food trade is red, harvested food income should be red as well.

    Okay, Markets sort of work: I built two, went up an era, and built a market between the two. That one market seemed to trade a lot more often than the others, and did so thoughout the ages. They all stopped in the Space age for some reason.

    Shipyard trade, as far as I can tell, never produced anything (even though my trade ships went between Belgium and Marseille and I had shipyards everywhere they hugged the coast, no trade ever happened at any of them).
    * Ah, no, I saw it work once. On modern trade ships.

    Ships don't have suicide buttons (especially if the shipyard teleports after upgrading, causing them to be built in rivers).

    Staffed buildings not finished during an era change will immediately finish construction but be damaged.

    Staffed buildings should only recruit idle workers, not those getting food and wood. (Or maybe they do and this is just the upgrading idle worker bug). If built close to each other, they also poach workers from each other (3-3 banks become 4-2).

    Some bugged requirements: Cruisers require Poliorcetics, Onagers requires Formations, etc. Aircraft Carrier should require Aviation.

    Units that require upgrades to be built (e.g. gun units, modern trade units) should allow the lower-tech version to be built until the research is done, same for era upgrades (for example, replacing medieval artillery with cannon should only be done once Gunpowder is researched).

    Grouped units (Ctrl+1, Ctrl+2, etc.) are removed from groups when upgraded.

    Nano markets are apparently staffed by hipsters, judging by their primitive model.

    Aircraft Carrier should use a different icon to get out of production mode.

    Nano and Space Aircraft Carriers still use Modern planes.

    No Satellite unit anywhere.

    Dahl costs 8000 wood, Torgue 800.

    Tooltips:
    * Eras are straight-up copy-pasted from Wikipedia... and the [5]s were left in.
    * Aircraft carrier production tooltips leave out "carrier".

    Okay, fishing seems to work with no issues including era changes. But please, make fishing spots auto-replenish at half reserves. If you fish a lot, you end up with the knight's "Our gold mine is nearly empty" and Uther's "As I suspected" every few seconds.

    Stellar Shield tooltip says 0 armor, buff says Devotion Aura.

    Possibly intentional: when right-clicking empty space under a Stellar Shield, a unit will go to the shield projector instead.

    Go to Planet doesn't seem to work for the Moon, even with Terraforming. If non-Earth planets require Terraforming (haven't tested that), the tooltip should say so.

    Torgues (and possibly Dahls) don't count as workers.

    Is asteroid mining a one-time ability, or infinite? If the latter, should be an automated one.

    Why use an elephant model for mammoths? Why not have elephants and mammoths, the former replacing the latter in later ages?

    Switching one worker's build list switches every single worker's list.

    Fuel still unused. Maybe make it part of the unit's cost instead?

    Space builders leaving a planet take a while to have mana.

    -

    Extra upgrade ideas:
    * Speed upgrades for trade units.
    * Individual settings for trade units (gold OR wood OR food for horse caravans, and Containers turn them into trucks/tankers that give all three).
    * Flying and space trade units.

    * Neutral cities should upgrade to be at the level of the lowest player.

    * A mode where everyone starts out on a different planet.
     
    Last edited: Oct 11, 2019
  3. nuck001

    nuck001

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    - The researching time of "Prehistory-to-Antiquity" and "Antiquity-to-Middle Age" were significantly reduced to one second.But those of later eras remained the same.Is such a change intentional,to level up the rhythm of early game?

    - I've found a modle bug of infantries.(Ranger,Rocketman,Sharpshooter)

    fb_14.jpg

    - When I ordered a PzH2000 to Attack Ground,the cursor was missing.

    fb_15.jpg

    Yes,only happened during Prehistory to Antiquity.Keeping units doing what they've been doing in the last era needs tons of coding,which in my opinion is the most difficult and core part of this RISK map.It would take purparisien some time,no rush.:peasant-thumbs-up:
     
    Last edited: Oct 11, 2019
  4. cleavinghammer

    cleavinghammer

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    Yeah, it's not as bad now that you can get them back to work in large numbers instead of one at a time.
     
  5. purparisien

    purparisien

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    1.762 is out. A lot of changes has been made :
    -Fuel works
    -Nukes appear
    -Planes have plane path
    -Death Star and Dyson Sphere appear
    -House-built workers go to rally points.
    -Bugged requirements are gone Cruisers
    -Aircraft Carrier use a different icon to get out of production mode
    Nano and Space Aircraft Carriers still use Modern planes.
    -Satellites appear
    -Dahl costs 800 wood
    -Stellar Shield has better tooltip
    -Going to the Moon is now possible
    -Torgue sand Dahls count as workers
    -Asteroids can be auto mined
    -Switching worker's build list is working better
    -Neutral cities should upgrade to be at the level of the lowest player.
    -Sound is gone when Mine is low on gold or collapses

    Pending:
    -Aliens
    -A mode where everyone starts out on a different planet
    -Nano and Space Aircraft Carriers still use Modern planes
    -Flying and space trade units
    -Individual settings for trade units
    -More building for other planets
     
  6. cleavinghammer

    cleavinghammer

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    OST: Some of the listed themes are wrong, e.g. Era 5's theme is called High Strung on the OST.

    When starting at an advanced era, the corresponding era upgrades need to be auto-researched as well (e.g. I started at Modern, but the Academy and satellites required the Modern Era tech. Upgrading did not solve this).

    When starting in an advanced era, starting resources should be correspondingly higher (and start with gold, fuel/uranium depending on starting era).

    The targeting cursor should be flipped so the triangle is in the upper left corner.

    Asteroid mining should be disabled until you have a space depot, otherwise they try to bring it to the Earth map.

    Asteroids provide lumber.

    Some space ships still have the same icon. They all have the Hyperion tooltip and cost 8000 wood.

    Both PzH siege units have less than 1200 range.

    As far as I can tell, fuel still doesn't go down. Couldn't test the depleted uranium ammo due to lack of enemies.

    A worker switching still causes every worker to switch. This can lead to one worker sent to build a civilian building going to the location and doing nothing because another was told to build a military building.

    Neptun->Neptune

    NH capitals lose their proper names when upgrading.

    Went to Industrial era and every NH capital was cloned.
     
    Last edited: Oct 14, 2019
  7. cleavinghammer

    cleavinghammer

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    Renaissance capitals lose their names.
    NH Industrial capitals are cloned (including current HP). The total number of Capitals started at 48, went up to 142 around this point, and went down to 97 (or 96, then went up again to 97, then fluctuating as I capturd them). Sometimes it says I have 0 capitals.
    WW1 capitals (I think) lose their attack display.
    In some eras capitals have ridiculous amounts of life (as in, too big to fit in the stats), and then go back to less than 5000.

    Not sure how or when it happened, but a Wall had spawned near one of my cities. When I happened to look around there again, it had turned into a trebuchet.

    The only difference between modern ships and the last sailing ships is the armor type.

    Medieval ships do less damage than the Antique ones.

    Secondary resource buildings are bugged, at some point (the era after they're available) they start giving almost 20000 per tick.

    Okay, workers get back to work in every era. However, the distribution is haphazard: sometimes half a farm's workers go to get wood, while elsewhere wood gatherers cluster around a farm so the extra workers don't help with anything.

    Workers should have Repair autocast by default across all eras.

    Shipyards and Siege Factories should have an accelerated Repair that only affects their units.

    Resource terrain can be built on (the cloned capitals sometimes pop up on one). Maybe you could research a Scorched Earth ability where a destroyed resource building prevents the terrain from being used and making the terrain usable again costs money?

    Got all the way up to Nano and only saw merchant ships trade once, during an era change.

    Why are space builders now ground units?

    Orbital attack satellite doesn't attack anything (targeting something on Earth or the Earth model does nothing).

    Death Star countdown leaderboard is too small. It's also not quite accurate: after the countdown finishes, there's still a slight delay before it fires (presumably to commence primary ignition).

    When told to build a Dyson Sphere, the builder will only sometimes start building.

    Will building a Dyson sphere allow you to determine how much solar energy other players get, if any?

    Death Star doesn't actually blow up planets.
    * Ah wait, no, it does. Apparently what happens is that after the countdown is done, the DS waits for the planet to get back in range if it had left instead of chasing it down.
    * DS firing costs nothing.
    * Fishing boats can survive the destruction of the Earth.
    * Despite destroying the Earth, the window said I owned several cities.

    What's the difference between setting money as Low/Med/High at the start?
     
    Last edited: Oct 15, 2019
  8. purparisien

    purparisien

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    As always, I appreciate the time you put to test everything out. I'm going answer the issues.
    NH Industrial capitals are cloned (including current HP). The total number of Capitals started at 48, went up to 142 around this point, and went down to 97 (or 96, then went up again to 97, then fluctuating as I capturd them). Sometimes it says I have 0 capitals.
    WW1 capitals (I think) lose their attack display.
    >Fix

    In some eras capitals have ridiculous amounts of life (as in, too big to fit in the stats), and then go back to less than 5000.
    >Final Capital will have 10 000 hp max

    Not sure how or when it happened, but a Wall had spawned near one of my cities. When I happened to look around there again, it had turned into a trebuchet.
    >This one is weird. I don't know where it comes from

    The only difference between modern ships and the last sailing ships is the armor type.
    >I will improve a bit more the differences between the two kinds

    Medieval ships do less damage than the Antique ones.
    >Fix

    Secondary resource buildings are bugged, at some point (the era after they're available) they start giving almost 20000 per tick.
    >Fix. When a secondary ressource building will have crazy income, it will expell the workers and reininate itself.

    Okay, workers get back to work in every era. However, the distribution is haphazard: sometimes half a farm's workers go to get wood, while elsewhere wood gatherers cluster around a farm so the extra workers don't help with anything.
    >This is a true nightmare to fix. Keeping orders was not working. At least, now they do something

    Workers should have Repair autocast by default across all eras.
    >Done

    Shipyards and Siege Factories should have an accelerated Repair that only affects their units.
    >Good idea. Done

    Resource terrain can be built on (the cloned capitals sometimes pop up on one). Maybe you could research a Scorched Earth ability where a destroyed resource building prevents the terrain from being used and making the terrain usable again costs money?
    >Smart Idea. Done

    Got all the way up to Nano and only saw merchant ships trade once, during an era change.
    >Actually the merchant system is a bit underdevelopped. Trades units cant trade with another market it spawns from. It will be fixed

    Why are space builders now ground units?
    >It's just to allow the construction of the Dyson Sphere. I gave the Sun a special path like the other Earth ressource to allow to build on it. Is it creating problems ?

    Orbital attack satellite doesn't attack anything (targeting something on Earth or the Earth model does nothing).
    >Fix. A dummy will cast a spell instead

    Death Star countdown leaderboard is too small. It's also not quite accurate: after the countdown finishes, there's still a slight delay before it fires (presumably to commence primary ignition).
    >It's buggy. I will increase the range of the spell and preventing to cast it too far to avoid this situation.

    When told to build a Dyson Sphere, the builder will only sometimes start building.
    >You need to build right in the center of the Sun.

    Will building a Dyson sphere allow you to determine how much solar energy other players get, if any?
    >It will allow to control the pollution of the Galaxy (new feature)
     
  9. cleavinghammer

    cleavinghammer

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    "Trades units cant trade with another market it spawns from"

    Ohhhhhh. I thought it was using the EE2 trade system where any two markets work. That explains a lot. Also, building a line of markets and then ordering the caravan to patrol alongside them gets anywhere from 0 to 7 resources.

    The space builders are ground units when not in space, so it's weird that a space unit can't fly over obstacles. Speaking of which, maybe have a system where de-orbiting space units will end up at a friendly airfield on the planet's surface instead of a random point (and continue at random if there are no friendly airfields).

    Dyson Sphere: I dunno, several times I put the building down in what I thought was the center, but I guess I was off-mark. Maybe have some pathing blockers around the sun's center to help with that.

    Did you look at/fix the other issues (asteroids, missing era research when starting at an advanced era, etc.)?

    Forgot this one: It's possible to get negative money when using multiple money abilities like Grow Trees simultaneously.

    Will there be unique units/abilities eventually (maybe based on controlling cities)?
     
    Last edited: Oct 15, 2019
  10. purparisien

    purparisien

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    Ohhhhhh. I thought it was using the EE2 trade system where any two markets work. That explains a lot. Also, building a line of markets and then ordering the caravan to patrol alongside them gets anywhere from 0 to 7 resources.
    >Now ships and caravans will trade automatically like the ones in age of empires 2. Gollum Kome helped me a lot with this issue

    The space builders are ground units when not in space, so it's weird that a space unit can't fly over obstacles. Speaking of which, maybe have a system where de-orbiting space units will end up at a friendly airfield on the planet's surface instead of a random point (and continue at random if there are no friendly airfields).
    >It's a good proposition. I will do it

    Dyson Sphere: I dunno, several times I put the building down in what I thought was the center, but I guess I was off-mark. Maybe have some pathing blockers around the sun's center to help with that.
    >I agree. This one is tricky to build. I can work around it

    missing era research when starting at an advanced era
    >Fixed

    Forgot this one: It's possible to get negative money when using multiple money abilities like Grow Trees simultaneously.
    >I will reduce mana instantly once the spell is cast to avoid this

    Will there be unique units/abilities eventually
    >I was thinking about unique wonders (one per era)

    asteroids mining
    >Actually I like the mining asteroid system. I agree wood is not fitting well but mining uranium is a bit useless.
     
  11. cleavinghammer

    cleavinghammer

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    Maybe have them mine a small amount of all 5 resources? I know by the time I get to Space I have two dozen workers on wood.
     
  12. purparisien

    purparisien

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    I can do that. But I need to know how to detect when a space unit bring back the wood
     
  13. cleavinghammer

    cleavinghammer

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    Maybe instead of mining, they could drag the asteroid back to the depot for processing.

    Just remembered: Storage Facilities can't be built near farms anymore.
     
  14. purparisien

    purparisien

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    Storage Facilities can't be built near farms anymore.
    >Fixed
     
  15. cleavinghammer

    cleavinghammer

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    Prehistory ships:
    * Gally->Galley
    * Two ships named Pirogue.
    * Pirogue model (the one with the sail) has bubbles appear too far in front of it while moving.

    Trireme has no disbtn.

    Peltast disbtn replaced with normal villager icon.

    Apothecary has no disbtn.

    Medieval farm tooltip says 4 villagers instead of 6.

    Ah wait, no, capitals lose names in Middle Ages.

    Capitals don't use masonry upgrades.

    Obusier uses masonry upgrades (possibly others).

    Monitor and Steamship tooltips call them Ship of the Line and Cutter respectively.

    Sniper has the Trebuchet tooltip for its toggled ability. AT snipers don't upgrade.

    Storage facilities have full mana during construction.

    Mysterious Walls: They're upgraded from, of all things, WW1 Transports when going to WW2. They become Trebuchets when transitioning to Modern and Oil Platforms in Nano. Truly there is poetry in such an evolution: When Man found he could no longer roam freely across the seas, he built walls to protect himself, then mighty siege engines to take what his neighbors lacked the strength to keep, before exploiting the riches of the earth.

    Post-Modern cities could use more futuristic models and attacks (lasers maybe).

    Armored Cruisers are amphibious.

    Juggernauts and Armored Cruisers have less than 1000 HP.

    The Death Star can target the Sun, but this doesn't cause the countdown timer to appear and also doesn't destroy the Sun.

    Multiple bombers can use multiple nukes as long as there's enough uranium for one.

    Maybe split villagers so they can either farm/harvest berries/carcasses or get lumber, but not both at the same time? And when going up an era, order those who can get wood to get wood, those with food to get food, etc.
     
    Last edited: Oct 16, 2019
  16. purparisien

    purparisien

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    The version 1.77 is out:
    -New IU per era
    -Additional track when the Death star is built
    -Pollution is introduced
    -Having polluting buildings or units increase pollution
    -Spies are available
    -No more insane income from banks
    -Banks income reduced from 10 to 5
    -Dyson Sphere disable the pollution
    -Storage Facilities can be built next to food
    -Fix the bugs of the transport ship turning into walls
    -No more missing era tech when starting later
    -Trading work better
    -Shipyard can repair boats
    -All capitals show their attack
    -Bomber can't nuke without uranium
    -Scorched Earth policy added
    -Fix various bugs
     
  17. cleavinghammer

    cleavinghammer

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    Got a game crash in prehistory, not sure why.

    Missing the number of capitals owned/total.

    If secondary resources can be consumed without mana (e.g. bombers), era upgrades should require them as well (maybe not prehistory to antiquity though if some people like rushing up an era).

    Ironclad tooltip says it's amphibious.

    Capitals tend to relocate when captured if there's a large amount of units around them.

    WW1 disbtn is a Spirit of Vengeance.

    Oil Platform (should probably be Oil Derrick) doesn't take workers back in after upgrading.

    Ship trade doesn't seem to work quite right: they automatically move from one port to another, but if another is built in their path they use the new one instead. Does it use the same system as the land caravans? That one seems to work quite well with a Patrol order.

    Went up an era and trade ships stopped moving. Although that might have been because one of the shipyards teleported into an inaccessible river.

    Modern shipyards and factories don't pollute.

    Surgeons use Snap Dragon voice.

    Uranium rounds should be used when the Attack Ground command is issued (and should increase pollution when used).

    Spaceships: Will they have special abilities like the named versions implied?

    Using the Go To Planet ability gets the message "That target is invalid for planet destruction" for all ships. Works for Dahls and Torgues even though the message plays.

    Space builder not being fliers creates problems when they land in a "river" on a planet and can't get out.

    Way Gates still don't teleport units.

    The Mysterious Wall Strikes Back: Markets turn into Shipyards in the Space Age. Caravans still go there to drop off resources.

    A Torgue told to leave Mars ended up in Neptune's orbit. After ordering it to got to Neptune, the camera snapped to and selected a fishing spot near Calcutta. I found the Torgue (on Neptune this time), told it to leave... and the camera jumped to and selected a fishing spot near Bangkok.
    * As far as I can tell, the warp to Neptune's orbit only happens with Mars. The go-to fishing spot happens randomly with other planets.

    Dyson Sphere tooltip says it requires Instant Production.

    Death Star uses the Imperial theme. That is, the Imperial Roman theme from the Antiquity era.

    Told the Death Star to destroy the moon. While it did shoot the laser at it, the Moon remained intact.

    Death Star should turn to face the planet it's destroying.

    Pollution should be both a flat effect (on construction) and a continued increase the longer the unit/building remains alive, and pollution-reducing upgrades available from the modern era onwards.

    Dyson Sphere pathing should be bigger, since red tiles are hard to see on a red background (I kept thinking it was a 2x2 square until I moved it the other way). Should at least be as big as the sun.

    Still a massive fluctuation in Capital (and most building) HP where it's high enough to be unseen in most ages, drops in modern eras, then goes back up. I think you left out a few zeroes somewhere.

    Bank can hold 7 people but the cargo only shows 6.

    -

    Ideas:

    A multilevel upgrade that increases house food production by 1, with Capitals automatically getting +1 production as the era goes up.

    Pollution ideas:
    * Naturally-occuring increases in pollution: forest fires, volcanoes.
    * Pollution in early eras wherever there's a corpse, reduced by upgrades (burial, quarantine, etc.)
    * If too high, Godzilla appears.
    * Set pollution levels during game setup.

    Planets should have a snap-to-surface button and vice versa.

    Wonder ideas:

    Stonehenge
    Lascaux

    Pyramids
    Tower of Babel
    Coliseum
    Silk Road
    Forbidden City
    Pharos

    Cathedral

    Tower of Pisa

    Eiffel Tower

    Trenchworks

    Atlantic Wall
    Siegfried Line
    Maginot Line

    Pentagon

    Large Hadron Collider

    Fusion Reactor

    Orbital Farm
    Space Elevator
     
    Last edited: Oct 17, 2019
  18. purparisien

    purparisien

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    Thanks you cleavinghammer. I've just released a new version to fix the most urgent bugs. I will take into accounts most of your proposition.

    Version 1.773
    -IU no longers hide datas
    -Villager 10 is flyable
    -Extra planets are flyable

    Version 1.772
    -Fuel works finally
    -Units speed reduced for heavy tanks
    -Reduce lag when exiting the game

    Version 1.771
    -Stage 11 music plays well (after building DS)
    -Markets dont turn into shipyards after last era
    -Trade Ships keep their orders after changing era
    -Dyson Sphere has a more visible path to build on
    -AA units prices have been adjusted
    -New model for early trade ship
    -Reduce Life of houses
    -Reduce View Sight of farms
    -Space builders are back to their fly movement
    -Modern factory and shipyard pollute
    -new nano and space era market
    -Ironclad tootip fixed
    -DISBTN issue fix
    -Death Star now looks at the target
     
    Last edited: Oct 18, 2019
  19. cleavinghammer

    cleavinghammer

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    Trade should mentioned in the quest menu and should have its tooltips updated (i.e. mentioning it only works between two markets and not every market in the way, that gold only gets dropped at the non-spawning market).

    Rider should use an actual rider model, or be called Chariot or something. Maybe use a different model for the Warlord if not, since the only difference is a pair of flags.

    Not seeing a difference on the early trade ship, still a three-masted one.

    Siege Workshop siege and artillery units don't use armor upgrades until the Modern era.

    Since Caravans follow the same path to markets, sometimes two of them will run into each other and just stop moving until the other gets out of the way.

    Shipyard repair range is too small to actually repair ships even when the ship is right next to it.

    Archers upgrade to Halberdiers. Halberdiers don't upgrade into anything.

    Uranium patches and farmland should be made unbuildable (like oilfields).

    Renaissance:
    * The Academy's model is too big at the rear, extending out of its pathing.
    * Templar upgrades into Cuirassier, but the Stable builds Hussars.
    * The UI bleeds into the secondary resources.

    Sabotage Building: Arthas' line isn't really appropriate (although it'd be good for an ability where the spy steals the appropriate resource from a building). Maybe L'Internationale or the Soviet anthem?

    Units stop attacking a building affected by Sabotage.
    * Ah, OK, it's Sleep. The tooltip should mention that attacking the building will stop the effect.

    Industrial era production buildings should increase pollution.

    Oil derricks can't be built in any era because their pathing extends over the oilfield.

    Buy/Sell Fuel should be made available with the Fuel research in the Industrial era.

    Units lose the OOF icon when upgrading. Some can still turn on the spot, but only once.

    Ships automatically stopping because they've reached the point they were ordered to go to should count as an order to stop (consuming fuel).

    Giving a stop and hold position order to a ship doesn't immediately stop consuming fuel.

    WW1 ships, WW2 Battlecruiser, Escort (should be Escort Cruiser, I think), Nuclear Submarine, Armored Cruiser, Juggernaut, and Plasma Submarine don't show the OOF icon. U-Boot does have it, but it's very small.

    Nuclear Submarines and Modern Aircraft Carriers should use Uranium instead of Fuel (it's why they're nuclear in the first place).

    Modern trade ships only give gold.

    Aircraft should warn that they die when out of fuel.

    Zeppelins don't need fuel. Although, given that real airships don't actually need to consume fuel to stay afloat, maybe keep the Zeppelin as a special no-fuel unit and make the WW1 bomber another "standard" unit that does need fuel?

    Some siege and artillery units don't list their pollution amount or fuel requirements. Some don't use fuel.

    In the absence of stationary flyers for scouting, the Hot Air Balloon should be upgradeable in later eras (and not use fuel).

    WW2 Airfield is bigger than its pathing.

    Limited units like the observation satellite should state the limit in the tooltip.

    Workers told to go in a power plant with the plant's command will leave soon after to collect wood.

    Planetary Administration can only be built underwater on Earth. On other planets, it can be built on doodads. As it counts as a resource dropoff, workers get themselves killed or lost by trying to drop off resources there.

    Planetary Administration doesn't produce anything, only Planetary Capital does.

    Space builders can only build Way Gates in water on Earth.

    Sea and air units can't use waygates even when both are on the same planet.

    Space Villagers should mention that they can fly. They're the only ones who can use waygates along with space builders. They can also gather fish.

    Spaceship tooltips say they use fuel instead of uranium. They also don't use uranium.

    Space power plant won't take workers to go in it.

    Death Star:
    * Still doesn't change the music.
    * Still doesn't face the target when firing.
    * Still doesn't blow up the planet, instead it remain stuck in the converging laser state.
    * Death Star warning leaderboard is still to small to show the planet being targeted.

    Dyson building is still problematic, I'm certain I put it down in the right location three times before it worked.

    Can't say I noticed a difference in lag when quitting, but then it's not just this map that slows the game down. These days I quit via Task Manager after telling the game to exit every time.
     
  20. purparisien

    purparisien

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    Thanks again cleavinghammer. I need to release a new version asap to fix the oil platform issue. It's really important
    Version 1.774
    -Oil Platform can be built
    -Space Ships have spells
    -DS music plays
    -Villagers 10 are back to footman walk (there were a lot of glitches due to their fly attitude)
    -Tootip for Satellite added
    -Industrial barracks do pollution
    -archer will turn into tercio

    All the bugs are not fixed, but the oil platform was really crippling the gameplay. I'm going to fix the others bugs a bit later