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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. cleavinghammer

    cleavinghammer

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    For the next version, can you put a way to set pollution high enough to get natural disasters so I can test them?

    I tried building a bunch of airfields to get it high enough and it crashed the game.
     
  2. purparisien

    purparisien

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    Sure, I was focusing on the space conquest but I can add some natural disaster. Did you reach more than 100% pollution when you crashed ?
     
  3. cleavinghammer

    cleavinghammer

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    Oh, if they're not programmed in there's no need, since the tooltip said they happened after 50% I wanted to try that out.

    Not even, I think I was a little above 20% when it suddenly died on me.
     
  4. purparisien

    purparisien

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    Do you have more lags in game in this version ?
     
  5. cleavinghammer

    cleavinghammer

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    Mostly it happens when I have a lot of workers to upgrade during an era change (as in 100+ food), but it only lasts a few seconds.

    The real lag is on quitting, but I don't know if that's the triggers.
     
  6. cleavinghammer

    cleavinghammer

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    Pathfinding bug for trade ships if the other dock is too far where they go the wrong way (e.g. from SW of Rabat to NE Russia, depending on where the ship started it ends up in the Black sea or behind Finland). I ended putting docks at those places so they'd at least make money.

    The prehistoric Storage and Market buildings use the same model.

    Upgraded fuel-using units go back to non-ordered Stop, which causes them to consume fuel despite not moving. Until the auto-stop fuel use is fixed, there should also be a way to issue a general command to all fuel-using units to Stop or Hold Position (and even once it's fixed).

    Power Plants show red tiles in FoW, Oil Derricks and Farms should do the same.

    Way Gates should be at the end of the land worker build list, not in second position.

    Don't know how often this might happen, but trade units behaved oddly when mass consumerism is researched: Some horse caravans stayed as horses (only trading gold), trade ships upgraded but had their "empty" animation even when full (this went away after completing their current route, leaving empty, and filling up as normal at the other port).

    Cruiser's Disperse Missiles should come from the Cruiser instead of being summoned from behind it. It also can't use it on a planet.

    Battleship fighters can't attack buildings.

    Space units should have bigger selection circles when on a planet.

    Space builder models are under their selection circles.

    Death Star music works, but it still doesn't turn to face the target (due to planet rotation, the laser ends up coming out the back of the Death Star) and doesn't destroy the planet.

    Death Star leaderboard still isn't wide enough, all it reads is "Destruction of ..." and the time.

    Does/Will the Death Star work on space buildings to deal huge AoE damage?

    -

    So I noticed that to get resources at a decent rate, I end up with 100+ workers/traders spread over three or four capitals' worth of terrain, in single player where I don't have to worry about building an army, and this still causes lag. I don't think that's a good sign for multiplayer.
     
    Last edited: Oct 19, 2019
  7. nuck001

    nuck001

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    Wow,so many updates in a few days,good work!I couldn't keep up with you guys.

    I've tested v1.774 for a while.The pollution system is interesting,but I'm not sure keeping at what pollution rate would be the best strategy of vetarans.Changing player's UI to adapt each era is also cool,however it would cause a huge lag for players.I haven't tested DeathStar or Dyson Sphere too much,what I'm focusing on is still the early gameplay of this map.Unfortunately,some old bugs have returned.:(

    - Bugs of farms near Pekin

    fb_16.jpg fb_17.jpg

    - Villagers could be stuck in the forest when trees refresh.

    fb_18.jpg

    - Again,when I upgraded to a new era,random villagers stopped doing what they had been doing,sometimes even switched to do a different job.(farmers to woodcutters,wanderers to bankers,etc.)
     
  8. cleavinghammer

    cleavinghammer

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    You got the farm building to move too? I only ever see the peasants get shifted. I think it's the same root bug that causes capitals and shipyards to teleport when captured and/or upgraded.

    Thus far the best solution I've found to keeping workers at their jobs is isolating the buildings from each other and chopping down forests near the buildings. It doesn't always work (they can travel very long distances to do something else), but it's a start.

    Maybe whatever triggers used to keep fishing boats at work could be reapplied to them.
     
  9. nuck001

    nuck001

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    The triggers of farmers and woodcutters are more complicated than that of fishing ship.

    Fishing grounds are immobilized "gold mines" which will never be upgraded during era changing.Purparisien just need to delete old fishing ships,replacing them with new ones.Then order them to collect food from the nearest "gold mine" which is far separated from each other off the coast.However,Farms and Woods are destroyable,refreshable and even movable like the screenshot I've uploaded.They are not technically "gold mines",therefore the villagers would be confused what to do when a new era begins.Purparisien has created a hashtable named
    Point_of_Path
    in order to move villagers to the right place,it's not quite successful at the moment though.Perhaps it's Blizzard's fault,like the other bugs which they haven't fixed since June.
     
    Last edited: Oct 20, 2019
  10. cleavinghammer

    cleavinghammer

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    So would having workers switch between harvesting food or wood work to at least keep them focused on the same resource on upgrading?
     
  11. GolluM_KoMe

    GolluM_KoMe

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    "Helped" :p
     
  12. cleavinghammer

    cleavinghammer

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    Forgot to mention: the Ironclad rams forward when attacking.
     
  13. nuck001

    nuck001

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    There must be a heavily-coded system to achieve such a function.It's Warcraft3 after all,not Empire Earth,Rise of Nations or Age of Empires.The workers of Warcraft3 only gather two kinds of resources:gold and lumber,so it's quite difficult for mapmakers to create 3rd or 4th resource along with some unique way of gathering.Not to mention in this map,every single worker would upgrade himself for several times.

    That's why I valued this map the most promising Risk map of Hiveworkshop.Were purparisien able to fix all issues,he would be competent for a talented indie game maker.
     
    Last edited: Oct 23, 2019
  14. purparisien

    purparisien

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    Hello everyone. After some hard work, I'm glad to announce the version 1.78.

    A lot has been done in this version:

    -Space Colonization is available. Your space units can settle in other planets after setting a base over there. There are specific buildings for these planets.

    -Rank government added for player. From City-State to an Empire, you can level up your country and receives various bonuses.

    -Hints for planets. Now there are models with the planet and its name on each planet.

    -New Cavalry Archer Type. Available in the stable, this unit is a powerful archer on horse. Quite expensive, it is a very good harassing unit.

    -Hero assistants for civil and army. These two heroes are here to help you managing your villagers and army.

    -Natural Disasters can occur. Each degree of pollution increases the chances of a natural disaster by 1% every 5 minute. It can be an earthquake, a flood, a volcanic eruption or some land available at the poles with glaciers melting.

    -Fuel Consommution stops when the unit is not moving

    -Reduce price of light tanks

    -Heavy Tank speed has been reduced

    -Improve cost of the walls across the ages

    -Battleships can attack buildings

    -Fix various bugs

    Things still in progression:

    -Adding the Aliens as playable faction

    -Adding Wonders to build

    1.781 Hotfix

    -Fix the natural disaster bug that make them appear all the time

    -Fix the earth non rotation

    -Reduce lag for long game
     
    Last edited: Oct 23, 2019
  15. cleavinghammer

    cleavinghammer

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    Damage upgrade is called Military Tradition, but it seems to increase with imperial level.
    Imperial upgrades are bugged: the first upgrade to increase resource collection moved everything up to 5/trip, but didn't increase after. Even at Empire level in prehistory.
    Something weird going on with the storage facilities, they get +100 of something when capitals get gold. Is it food? In which case you really should make food resource collection red like modern trade does.
    Imperial caster tooltips should also mention the resource upgrades.

    Loaded trade ships are kind of hard to tell from full ones, maybe put more crates or make the crates brighter?

    Cavalry Archer doesn't upgrade, Antiquity has two units named Companions, War Elephant upgrades from Warlord but can't be built.
    * Scratch that: War Elephant's building tooltip says Companion.

    War Elephant and chariot circles are too small.

    Chariot Archer doesn't upgrade.

    Not sure about the medieval chariot, since they were already out of fashion for war by the time the Romans came. Maybe a better cavalry archer? Also maybe give ranged cavalry an attack-while-moving ability (weaker than normal attack), since that was the point of having two people/a trained horse/a gun.

    Medieval Chariot doesn't upgrade (although it does make sense).

    Conquistador's tooltip calls him Cavalry Archer.

    Medieval archer should upgrade with Gunpowder research.

    Military Advisor becomes available with either Speculation or Gunpowder (should probably be Chain of Command).

    Conquistador doesn't upgrade.

    What's the point of the Halberdier? Why a melee siege unit that does less damage than a ram?

    Hot Air Balloon needs fuel (and if trained before Fuel is researched, crashes instantly), and the Stop/Hold Position/Stop Engines don't prevent it from guzzling away.

    Maybe give CivAdmin buttons that order all oil derricks, banks, power plants etc. to use their Call Villager ability.

    For some reason the ship sinking sound keeps playing, and I don't know what's causing it.

    Not sure how liable to affect gameplay this one'll be, but workers on empty farms (prior to auto-reseed being researched) don't show up as idle.

    Maybe give Airports and Carriers storage capacity for planes so they stop consuming fuel, and the MilAdmin a button that tells fuel-using flyers to go into the closest one.

    Letter color used for wood in the space buildings should be the same as the one for harvested wood.

    Will planet terrain be updated?

    Terraforming not necessary for building planetary structures.

    Villager can build standard Earth structures which work fine (e.g. build storage in the atmospheric containment area, you can grow trees outside of it on the Moon), space worker can build plnetary structures on Earth. Will there be separate building lists for Earth, space, and planets (and even separate ones for rocky and gaseous planets)?

    Went to space, came back, the water on Earth had changed color for some reason.

    Central planet hologram should have a button to snap to the planet's location in space (and vice versa).

    Way Gates can't be built on land on Earth, can be built inside and out of the atmospheric containment area on planets.

    Some Way Gates are apparently one-way: going through the one where the "link to waygate" ability transports the unit to ther other, but it tries to reach the first one on foot.

    Satellites have very jerky movements.

    Satellites built on other planets show up around Earth.

    Dispersion Missile says it can't target air units, so I don't know if it works against other ships.

    Ships don't get damage upgrades.

    Shipyard Repair range is still too small.

    Saturne->Saturn
     
  16. nuck001

    nuck001

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    - Farm bug near Moscow.The positions of villagers and farms always changed when a new era began.

    fb_19.jpg
    fb_20.jpg

    I've restarted a new game lately,trying to avoid building any structures beside the farm.That bug happened again,in a different way though.

    fb_21.jpg

    - Extended cultivated land could be placed where farms could not be built on.

    fb_22.jpg

    - When I was on the edge of fuel crisis,my armored troops moved hilariously(stop and go frequently).It's a little bit hard to make them hold their positions because of the temporarily missing control menu.

    fb_23.jpg

    - Woodcutting seems to be the first priority of villager's working list.When I entered into a new era,quite a large percentage of farmers,bankers,oil workers and nuclear workers became woodcutters.Sometimes they entered into the nearest facility,which was good because they kept what they had been doing.However,about one second later,most of them moved out of their buildings to cut the nearest woods.

    fb_24.jpg

    - Bankers no longer produce gold since Modern Era.(not sure since which era exactly,maybe earlier.)And one of the bankers
    got out of the building periodly,changing shifts with a nearby idle villager or going back to the building again.

    fb_25.jpg

    - Maybe the sizes of space ships are too large camparing with Earth.

    fb_26.jpg
     
  17. cleavinghammer

    cleavinghammer

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    A revision to my previous suggestion for air fuel: have airfields and carriers instead have an aura where air units affected by the aura don't use fuel/gain as much fuel as they use.
     
  18. purparisien

    purparisien

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    -Now Farms will be destroyed and recreate instead of replaced

    -I will put a path checking for farms

    -Now Fuel units will stop by themself before pausing due to lack of fuel. It will prevent them to move around

    -I will reduce the get to chop wood radius to avoid this (keeping the previous was a nightmare ; it never really works)

    -The banks stuff is weird ; i dont find the issue yet


    Good Idea. Now planes will have the possibility to land. However if they are out of fuel in the air they crash.
     
  19. purparisien

    purparisien

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    The version 1.79 is out :

    -New Minimap

    -Wonders can be built

    -Motorized units stop prior to run out of Fuel

    -Add a military command to order your troops to take off

    -Flying units can land to save fuel

    -Shipyards can repair boats

    -Dispersion Missiles can target air units

    -Storage Facilities no longer give extra gold

    -Sinking sound stops

    -Cavalry units upgrade

    -More indication for Upgrade Civilisation

    -Merchant Units create roads (esthetic)

    -New prehistorical market model

    -New Space Base model

    -Reduced the wood call order range after changing era

    -Fix various bugs

    Things to do :

    -The damn aliens !
     
  20. cleavinghammer

    cleavinghammer

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    Imperialism upgrades:
    * Imperial upgrades have no city requirements.
    * Imperial upgrades on caster tooltips (that is, those on the city model) should read the same as on the upgrading tooltip.
    * Maybe a boost to local trade?
    * Only 4 damage upgrades, compared to 1/era armor?

    I like the galaxy minimap (easier to see the planets), but it shouldn't hide the planet surfaces on the sides.

    Prehistoric market model is bugged, as if it were much bigger and covering other units under it (the cursor turns green over empty space near the market).

    Rams can attack mammoths.

    Bowman training tooltip says Skirmisher.

    The date scoreboard could be used to keep track of players stats, like number of capitals and current age.
    * Industrial Era year should be in the 1800s.

    Farms are still teleporting themselves/their workers. You can also build a farm on the vacated farm land.

    Wonders:
    * Wonders could have an ability to summon timed era-appropriate soldiers, or at least an active ability (for example, Stonehenge summoning a herd of mammoths at a city you own).
    * Wonders should have their own builder/building list (so wonders remain available through all eras) and use Peasant building (so they can be sped up).
    * Can everybody build a wonder, or is it limited to the first player to build one?
    * Stonehenge's ability is... kinda disappointing, especially the random chance part. Maybe if it applied to every trained unit instead.
    * Coliseum's aura is active before it gets built.
    * Coliseum should use the orc Barracks sound.
    * Notre Dame should use the Altar of Kings sound.
    * Reset cooldowns? How many units are there that use cooldowns in the first place?
    * Verdun should have an attack.
    * Verdun's build tooltip says Stonehenge and says 5 armor instead of +50%. The actual amount seems based on the original amount without upgrades:
    ** Field Guns have 0 armor and 2 armor at level 1, but still have no bonus armor.
    ** Rifleman has 11 armor at level 4 but only has 1.5 bonus armor.
    * Not sure about the Pentagon being a wonder if there's no America on the map (Cela dit, je suis d'accord qu'entre Notre Dame, la Tour Eiffel, Verdun et l'Arche de la Défense, ça serait un peu trop lourdement franco-centrique. A croire que l'auteur est un Parisien pur et dur...).
    * The Burj Khalifa's effect works, but it'd be better if the food cost was removed entirely rather than compensated after building. It also doesn't work retroactively on preexisting units, and units built under the effect cost food again in following eras.
    * Great Firewall named Stonehenge in construction tooltip.
    * Planes still use fuel after the Fusion Reactor is built.
    * Workers have a distinct tendency to get trapped in wonders (notably the Forbidden City, Pentagon, Eiffel Tower and Stonehenge). And when changing eras, to get teleported inside wonders for some reason. Might be a pathing issue.

    Field Guns and some artillery/siege units use the Masonry armor upgrade.

    These are likely due to NDdP's auto-research effect, as I tried another game starting in the modern age and they worked.
    * All fuel-using planes crash immediately on being built, even with fuel.
    ** The first plane I built (with 0 fuel stored) immediately crashed, I bought fuel and built a plane which immediately crashed, I built a derrick and staffed it, built a plane and it crashed.
    * Miladmin doesn't show up.
    * Trade units don't upgrade or trade all resources after Mass Consumerism.

    Trade units (sometimes) produce roads, but if these aren't permanent and don't make units move faster I don't really see the point. I suspect they were behind several lag spikes when I tried to play with minimal workers and lots of traders.

    Got a game crash at WW2 due to a memory leak. Might be due to building lots of planes.

    Got another crash at WW1, but it didn't involve planes. Maybe too many units.

    Had a weird bug where villagers couldn't be told to attack trees (even via civadmin), they just moved there. Upgrading them fixed it.

    Space builders have no build lists, and can't go back to planets once in space.

    Dahls don't upgrade.
     
    Last edited: Oct 27, 2019