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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Heroes&Empires Rising 1.6f

Submitted by ArnaudB
This bundle is marked as approved. It works and satisfies the submission rules.
A continuation of Heroes and Empires, with news content and code improvements (= better performance)

General :

*Play as an Empire amassing units, citizens and wealth with 5 profiles or play as a lone hero with 3 possibles jobs.
*Ally or slaughter others players, the ultimate goal being killing Kalendren in his fortress.
*Solve quests and stop Kalendren events of being stronger as well as taking the news events to make you stronger.
*Survive as Kalendren will send his troops after you, not wanting you to win.

What new in Rising ?

Rising update V1.00 beta


*Reworked house & aura building system making the game run a lot smoother.
*News units for empires, early airs units and new towers.
*2 New events which can provide help to both Empires or Heroes
*A new spell for worker : Road-Maker, allowing your worker to make whole line of road with two click.
*Lot of codes improvement...
*The possiblity to research technologies in laboratory in chain, allowing player to list their research and letting them focus on others things.
*Power (normally) working again and shouldn't make fatal error happens anymore.


Original by Lord_Squad & FinalLegacy.
Rising by ArnaudB

Authorization and H&E (official) forum can be found at that link :
http://heroesandempire.proboards.com/index.cgi?board=general&action=display&thread=311


Suggestions, bugs, troubles, balance need or Questions ? Feel free to ask !

*Known Troubleshooting*
->On laboratory, something wrong research show, switch page or at worst rebuild the laboratory to fix things (gonna be fixed soon).
->Power don't work the way it should (should be fixed)
+"I can't go over 70 000 citizens !!!"
->That's normal... the more citizens you have, the hardest it's to increase your population (Balance reason).
+"When using Road Maker, my worker sometime does it wrong."
->When 2 worker with Road Maker buffs are too close, sometime the game pick the wrong one.


Changelog v1.0->v1.1


*New preview and loading Image !
(All thanks to Illidan_Hunter)


*When houses upgrades, citizens are now * 2 to attain the maximum possible, assuming the player has full pop before aging.
*Show Quest now ping Pack Resource & Rare Resource.
*Attempted to fix fire trouble again.
*Happiness bonus is higher for citizens increasement
*Bonus for ResourcePack & RareResource changed, strongly lowered for heroes. (->RareR)
*Command -vf can be used to fix gamespeed to VeryFast, can't be canceled (very useful for solo game)
*TradePoints are now updated when"Activate Bonus" from Pack is used on heroes.
*Rare Resource should normally give Tradepoint now, also exp gained is show.
*Rare Resource periodic bonus is now of 4 second instead of 5 (= bonus come more often)
*Pack Resource have been given a Divine Shield to avoid fast death by Spamming Creeps.
*"Abord Research" Don't remove researchs anymore on tech page.
*Research Movement give now +2% movespeed plus the original +5 movespeed by level.

-Profile Balancing-
*Airplane profile :
>Attack speed Bonus (AS bonus) decreased from 150% to 70%
>Life Bonus is Still 100%

*Tank Profile :
>Attack Speed bonus lowered from 100% to 50%
>Life Bonus increased from 75% to 100%
>Give a special and free upgrade in damage and armor

*Infantry Profile :
>Attack Speed lowered from 50% to 35%
>Life Bonus is still 50%
>Bonus regeneration increased from 0.50 to 0.75
>Added a movement bonus of 10%

*Defence Profile :
>Attack Speed bonus lowered from 50% to 40%
>Life Bonus is still 50%
>Give a special and free upgrade in damage and armor

*Resource profile stay unaffected from now.

*To counter profile reduction, all tech (excluding Destruction) give now +15% attack speed instead of +10% per level.



Changelog v1.1->v1.2

v1.1->v1.2

General :

*Fixed Image preview trouble, now working correctly and much smaller.
*Once again : Changed the exp gain for RareResource. (waiting for confirmation if it gives tp or not.)

Empires :
*Infantry Profile buff : (I received comment it was too weak compared too others now)
>Attack Speed increased from 35% to 40%
>Life Bonus increased from 50% to 55%
>Bonus regeneration is still 0.75
>Give a special bonus in damage
>Start with +1 movement tech.
*New early unit for empire : The "Scout"
>Invisible, no attack, fast movement speed
>Trained in 'Improved Barrack'
*Cavaleries units are now considered as tank and 'stable' evolves in 'Factory'
*"Knight" (T1 tank unit) :
>Now buildable in 'Stable'
>Require age 10 (enlightment) instead of age 12 (industrial), now require T2 tank
>Stats slightly changed.
>Do not replace T1 tank
*New T1 infantry unit : "Reason's Inquisitor"
>Capacity ? surprise ^^
>Probably need to be balanced (let me know)

Heroes :
*New material stacking system !
>Allow to stack up to 99 materials of the same type.
>If some functions bug, let me know asap please (as soon as possible)

know bug : Update item in the forge for heroes builder dont use the stacking item system...

*Increased Exp gain for killing monster.

"New inventory system has been delayed because... it takes way too long... (should wait vacation, in waiting : empires, events and kalendren will be updated).


Changelog v1.2->v1.2b

v1.2->v1.2b

Heroes :

+General :
*Due to a weird bug, show spots does not show anymore camps... (yeah wth).
*Rare Resource Bonus have again been nerfed.

+Empire :
*Units balance :
>"Ballista" (anti-air tower) attack faster
>"Knight" have been slightly buffed and does not need the "Tank Tech" anymore
>"Bomber Bird" and "Improved Bomber Bird" attack speed increased from 3.70 and 3.65 to 2.70 and 2.65

*"WoodCutters's House" has been reworked :
>Have now the ability to repair building and vehicles in 500 around them.
>Stats and cost increased to adapt to the new utility.

+Heroes :
*Building of Builder Heroes and Upgrade Items in forge are now functionnal with new stacking system.
>Library and Temple still dont take the new system in account (I have enough of copy-paste for today...)

*Item Stacking system fixed, item now stack correctly.
>Correct value for selling multi material
>Added a new model for stone. (credit to Ergius)
>Changed the model and size of some items.
>Notes :
-Material items dropped are bonus, thus you can take them even with full inventory.
-The main reason for model change is because the items did not disappear after being destroyed/taken.
-If a bug occur while selling something that is not a material tell me please (ie : if you get 0 tradepoints)


Changelog v1.2b->v1.3


+General :
*Triggers for Heroes Building are not on at start but once you make the item for it, so the game run smoother.
*If no empire are playing, then most triggers for empires will be disabled, making the game run smoother.
*Starve bug/exploit fixed , you will receive only 1 gold and 5 wood if you are starving, heroes will receive no exp nor tradepoints too.
*Rare Resource event have been removed.
*Some codes optimization as usual...

+Kalendren :
There is five new caverns where Kalendren army can spawm, do not mean they will. but now some old place may be less good than before.

+Empire :
*Town Hall finally gain an attack, using fire of phoenix so it does not show on the icons, does 50/400/3000 damage per second to NO-heroes units in 600 range. Skill upgrade when hall upgrade.

+Heroes :
*Library take now account of the new stacking system.
*Temple take account of the new stacking system, and consume one charge of the item every time you use sacrifice. (also improved the code)

***
Somehow I managed to increase the size by only 28ko with add the news addition, isn't that wonderfull ? Well now people won't have trouble with herobuilder.
A new event should be coming by tomorrow plus perhaps the market system.(and thus an update). DO NOT hesitate to give ideas, it's always usefull !

Note : quick update from v1.3 to v1.3a (only in the file name) to change the name in WC3 and checking the map is working.


Changelog v1.3->v1.3b

An update focused on fixing bugs and things of the v1.3 version, but also include a new profile for empire.

+General :
*Fixed spawm of Kalendren waves, they now truly can spawm in others cavern.
*Show spots, show camps again.
*New preview image (better to look at imo).

+Empire :
*New Profile : Scientific, research completion start at 33%. (= 1/3 faster and cheaper)
*Ballista tower range reduced from 950 to 750, thus being equal to flak cannon towers.
*Bomber Bird and Improved bomber bird does not damage allies or themselves anymore with the AOE attack.
-Bugfixe :
*Stone and Steel inventories are back, weird error but fixed.
*Halls attack model changed, also changed damages from 50/500/3000 to 50/500/2500 and increase range from 600 to 700 at all levels.
*Hall upgrade cost 4 times more gold and 8 times more wood. (because spamming Town Hall lvl 1 or 2 was more efficient than spamming tower with defence profile...)
*Woodcutter house now DOES repar building & mechanical units in 500 range automatically. (tested)


Changelog v1.3b->v1.4

Look like it's update time lately :)

v1.3b->v1.4"

+Empire :
*Fireman now beneficite from the Movement upgrade, thus gaining in movespeed.
*Losing one hall does not mean defeat anymore...
*Scientific profile improved : give the 33% research bonus + lvl 2 in grain farming, houses and wood cutting.
*Citizens bonus is show instead of power from now on.
*Power does not show anymore in the Multiboard, instead the Empire Attirance is show, the number meaning how much citizens you gain each 5 second.

Mainly some fix and adjustments. The hall fix is good though, lost a game thank to it.


Changelog v1.4->v1.4a

Last update for some time probably... (well at least for the day.) I hope the override system will make more people host in battle.net, sadly this map doesn't seem to be hosted much.

+General :
*Override vote system added, as suck the red player can override people votes to choose a difficulty (tested and seem working).
*In waiting for another event, Resource Pack will appear instead of the old rare resource, meaning an increase of Pack spawn.
*It is now possible to prevent the new caverns from spamming by building a campfire before them.

+Empire :
*(Hopefully) solved a bug where research did not have the 33% completion with scientific profile while the research was chained.


Changelog v1.4d->v1.6


v1.4d->1.5 (For those who didn't go to the forum)

"v1.4d->v1.5"

+General :
*Fixed the vote bug.
*New choice system, much easier to organize your team, more detailed and looking better (what can you ask more ?)
->SHOULD work, I passed enough time to test-fix it.
*Fixed the no cititzens bug that happened when red player did not play empire.

+Empire :
*Fixed the chain system problem that appeared with new profile.
*Scientific profile bonus slightly changed : Woodcutting start at lvl 1 instead of 2, Building research start at 2 instead of 0
*Increasing population should be slightly easier in late game.
*Houses and Max number of citizens now correctly evolve at the same age.
*Research disappear (hopefully) when they are maxed, Grain farming has a level max of 20.
*Fixed a script error which caused the Grain farming to never increase food produced.
*Woodcutter house can now train worker.
*Hapyness can go over 1000 to 1200 in value, meaning people will get unhappy less faster and also increase citizens attirance.
*Hopefully fixed for once and all the dying worker bug.
*Changed cost of Reason Inquisitor from 400 gold to 250 gold, still 500 wood and increased hp from 1000 to 1500.
*Ballista Tower(Anti-Air) and its improved version hp increased from 200 to 600 and 500 to 1000.

+Heroes :
*Materials already taken now stack correctly.
*Tradepoints given for pack slightly lowered.
*Now when selling materials, only 5 of them will be sold at a time. (if less than 5, all will be sold.)
*Increased Exp Rate for killing monsters.
*Updating Items to higher levels now work correctly (in forge).

v1.5->1.6
+Empire :
*Quick fix again of the citizens.
*Fixed the number of digits when the resource pack give its resources to empire.
*Hopefully fixed once for all screens resolution the vote difficulty trouble.
*Override System Added
*Fixed chooser lifespan to 60 seconds instead of 35 seconds.
*Removed useless power plants buildings from building list.
*Ballista and reinforced Ballista (AA) hits points doubled.
*Price of Wood Town Hall has been tripled since their auto attack could be abused with massing hall + anti-heroes tower. Starting resources have been increased accordingly.
*Priest of empires heal twice the amount they did before for balance purpose.
*Reason's inquisitor have slightly more hp.
*Fixed Empire Attirance trouble on multiboard.
*Reworked farms for the best, still as large BUT units can now walk on farms.
*New model and icon for farms, a lot better (sadly for file size the old model didn't fit walkable farms).

A image is hundred of words so :
[​IMG]


Another update, probably the last one before my exams. Making the stacking system work correctly was pure hell, but I suppose worth it in the end.

Changelog v1.6->v1.6d


v1.6->v1.6a
*Fixed the Defense bug where the research didn't increase.
*Fixed Override vote
*Buildings that increase empire attirance now increase twice time more than before but their price is heavily increased.
*Airs Units can not take over packs anymore. (the condition had mysteriously disappeared...)
*Fixed some wrong things with houses evolution and citizens number.

v1.6a->v1.6b
*Now when number of citizens decrease then citizens number appear in red while when it increase it appears in green.
*Fixed the problem with pack selection, air unit can't select it and air ground can.
*Scientific profile does not start with +1 woodcutting anymore and the +2 grain farming bonus has been lowered to +1.
*Improved choose description.
*Give two hints in Farm and House tooltips to help newbies.
*A few others things...

v1.6b->v1.6d
*Changed vote system so only picking difficulty is required during a 30, players can choose as long as they want.
*Added a Backpack for heroes that can carry 6 items and use Builder & General ex-items allowing the 6th hero slot to be free.
*Heroes start at level 3 regardless of difficulty.

->It increase difficulty at all level, long game might become hellish.
*Packs are now invulnerable as long as they aren't taken over but they have a limited duration of 360 seconds.
*Stacking system MUST work correctly, I spent enough damn time to fix it !
->You won't have multiple items of the same material inventory, even if you picked it and dropped it up.
*Fixed some wrong spells being in wrong spellbook.
->Affected heroes : Ranger, Trader & Monk.
*Fixed an issue where necromancer summoned footman between lvl 1-19.
*Increased maximum food to 100 for empires.
*Creeps will now continue to gain upgrades as game progress, this probably reduce the difference between different difficulty.
->All kalendren, aggressive neutral units and rebellion get stronger every 15 min.
*Repair vehicle don't die anymore on late game but can only build tower... workers still have the problem, if someone know exactly what it's then it'd be good to inform me. From my tests it's something to do with building list...

Notice : next version will have a strongly improved difficulty, but might not come out soon.
Still looking for a spellmaker...


Changelog v1.6d->v1.6f

*Fixed "Hero Guardian" costing 1 food
*New selection system
*Fixed general having no food at start of the game
*Added 3 units for empire : tank class
*Improved some coding
*Fixed the research queue problem
*Added a new spell to laboratory that allow players to see their research levels.
*Fixed improving item craft not working properly
*Fixed material cost for library
*another attempt to fix later working-dying trouble... if anyone know what cause it to happens it would be good to tell me.




The post for spellmaking is still open, also I posted a request for help on the item system(item system is done). Probably else items will be a lot more boring but well. We do with what we have.

Heroes improvements are thus delayed until God know who, surely not before July.



Good Luke and Have Fun !

Keywords:
Heroes and Empires, Empire, Hero, Rising, Defense, Offense, STR, H&E, HaE
Contents

Heroes&Empires Rising 1.6f (Map)

Reviews
Moderator
23:49, 7th Aug 2010 ap0calypse: Approved
  1. 23:49, 7th Aug 2010
    ap0calypse: Approved
     
  2. Vuormalainen

    Vuormalainen

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    Beta Maps should be placed in the Map Development category in the forums, voting for rejection.
     
  3. ArnaudB

    ArnaudB

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    Though I named this map beta, the system has been checked about 10-15 times so all features should work.

    I used the term "beta" since it's the first version that I present as "completed" enough, the first public released was 0.96 on H&E forum.

    So you can call it a 'fake' beta.

    End of the topic.
     
  4. Vuormalainen

    Vuormalainen

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    Oh yea?
    "*Known Troubleshooting*
    ->On laboratory, something wrong research show, switch page or at worst rebuild the laboratory to fix things (gonna be fixed soon).
    ->Power don't work the way it should (should be fixed)
    +"I can't go over 70 000 citizens !!!"
    ->That's normal... the more citizens you have, the hardest it's to increase your population (Balance reason).
    +"When using Road Maker, my worker sometime does it wrong."
    ->When 2 worker with Road Maker buffs are too close, sometime the game pick the wrong one."
     
  5. Yabooer

    Yabooer

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    Every game (Even out of beta) have bugs that will be fixed. Would it helped if he took out beta? Is that what is stopping you from trying it out?

    Seriously, come on now.

    Game looks interesting, slow paced sounding I'll give it a shot and throw a review within a week or two, good luck with the map.
     
  6. ArnaudB

    ArnaudB

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    Thank for you support Yabooer.

    About the trouble to fix, they don't really hinder the game and as suck, I preferred fixing more important things. (as power that didn't work, and so you were able to make an infinite amount of unit costing power without trouble...)

    Also you citate : +"I can't go over 70 000 citizens !!!"
    ->That's normal... the more citizens you have, the hardest it's to increase your population (Balance reason).

    You obliviously didn't went through it carefully, because actually I let that one on purpose, lot of players on H&E say that empire are Overpowered compared to heroes (in which I agree) and so limiting the max citizens was a good way, still for players that used old version it's confusing not being to have 160 or 320k people anymore.

    And finally, what is the meaning of a "beta" ? The map has been tested over and over by myself in difficulties from Strong to God Play and I fixed tons of bug after those. Which is a beta then ? The first modification I did ? The 0.96 version that I released on H&E forum, this one ? or even a future updated version ?

    I named it "beta" because it's its first update on Hiveworkshop, that's the only and only reason.

    For the second time, end of the topic.
     
  7. PeterHell

    PeterHell

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    I like this new update. Everything was a lot smoother and not laggy anymore. However, why is fire so destructive? I need at least 2 Fire Stations in order to fight off a simple fire (One just doesn't do anything at all)
     
  8. Yabooer

    Yabooer

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    Arnaud I'm rooting for you and what not, but you should take off beta, it leads players to believe that they will encounter bugs and some players wouldn't want to deal with that.

    Beta usually means that the map will have bugs that "Beta testers" will play the map constantly trying different things in order to eliminate most bugs.

    Also the version number would be a good indication as the first update on Hive.
     
  9. Wazzz

    Wazzz

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    @Vuormalainen: You sure are nooby, aren't you? Heroes and Empires is a very well known and popular map on BNet. This is a new version. You don't just vote a map for rejection because it has 'beta' in the name, fool. You vote it for rejection if it's obviously incomplete, but not just because it has 'beta' in its title. That is retarded. Only a real douche would do that, especially for such a popular map modification.
     
  10. BlinkforFear

    BlinkforFear

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    exact words of site rules...

    Completion
    All maps must be close enough to completion to allow for a good experience by the player. This does not limit beta maps that are near completion, but does limit alpha and other under construction maps that are not significantly playable.

    beta = fine to upload

    problem solved
     
  11. pomelito123

    pomelito123

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    This is not an old map, i found this game in EpicWar.com more than 3-5 months ago and play it almost everyday... And finally it is on Hive now... Keep updating it, and also when i'm playing this(alone) sometime when i'm in Modern Age, i think when i click the Airport or something in modern age, the game exits and creating a Fatal Error. Anyways, its the old version, hope this will be alot better...
     
  12. Wazzz

    Wazzz

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    This map mod idea is old, you probably just never found it until recently. I found it at least 2 years ago (it was either the first or the second edition), and I am aware that it existed before even then. Finding a map at a recent time does not make it new.
     
  13. PeterHell

    PeterHell

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    This is not a major bug.
    I was empire and my population was 35000-ish. It should look like this ( 27000 / 30000 ) but the number was like this ( 27000 / 3000 ) because the board could not contain the full length of the number.
     
  14. ArnaudB

    ArnaudB

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    @PeterHell : It could happens, personnally I had no problem but I have a 1440x900 resolution. Generally in that case, the numbers go outside the multiboard, in which case closing and reopening often solve the problem, if no please send me a screenshoot so I can work on a solution.

    @pomelito 123 & Wazzz : The map 7.3 does being old, last update was November 2007, but there are tons of unofficial version (often cheated) around.

    About the bug, normally it happens when you don't have power, but here I optimizated the trigger just before updating, did the fatal errors happens in this version or not ? if no then it's nice, but pointless to tell me that.


    If you've a suggestions about things to add or anything...
     
  15. SirGelatina

    SirGelatina

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    Well, the game is too slow for me. Took me more than 3 hours to get to the future age. You should double the income :)

    Btw, after those boring 3 hours waiting for the low income, every unit my cousin trained started to go to the rebellion's team. I mean, wtf? Why would you train an unit for an enemy? I hope you didn't make this on purpose. (Yeah, i checked his food. It was OK)

    Fire is also too aggressive. I couldn't take any fire out with one fire station. Same for two of them. I only managed to take fire out when i had THREE fire stations.

    The power usage in the leaderboard doesn't seems to be working. Missiles launched from the missile silo didn't work either.

    And i always had to keep 95% of my population working, otherwise they would just be reduced. That sucked. You could be able to have 50% of your population working, without the population dropping. For some reason, you're allowed to have negative population. LOL

    Well, it's a good game, but the unit bug i talked about ruined the game... :(
     
  16. PeterHell

    PeterHell

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    Yeah i think the fire is a little too aggressive. For me, i put 2 fire stations together and they can fight off fire in about 1000 area approximately. By the way, when i was freelancer and i used rare resource on myself my tradepoint didn't go up instantly. I think the trade point update too slow. Resource Packs are a little rigged though :)

    About the unit bug, perhaps your cousin people were extremely unhappy?

    And I was only able to keep 20% of my population working otherwise they would go down real quick. How did you get 95% to work lol???
     
  17. SirGelatina

    SirGelatina

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    Ops, little mistake. I could only make 5% of my population work, and the other 95% relaxing, otherwise population would drop like hell.
     
  18. ArnaudB

    ArnaudB

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    First about the game being to slow, I managed to beat Kalendren in 1h48 personally so... (in Strong). But it does have some trouble with pop, working on solving it, I still managed to have a maximum of 30% people working.
    Fire is troublesome I know, somehow the Set UnitLife% function don't wanna work, still working on it. Personally I made 4 fire departement to be clear with fire :)

    Also a little solution to kill fire quickly in early game is to destroy the house, thus avoiding the lost of the building around.

    About the rebellion, units rebel if your people hate you, I must conclude that he tax them too much with too less rations, or he got a bunch of houses destroyed.

    Rare resource don't give tradepoint atm, due to a bug that I am solving, I might change a few things in the event though. And specially REDUCE exp gain from Rare Resource by hero (I mean, with 5 rare I managed to get a necromancer lvl 389 in no time...)


    Edit : Version 1.1 updated, changelog in the main page.

    (If someone can tell me what "Reparse" does and why the new preview image doesn't show on hiveworkshop, I'd gladly thank him.)

    Btw, this map is protected :)

    Gonna solve the negative people. But also to raise citizens working and coming you can use aura buildings, they increase CitizensBonus (the number of the left of your citizens), which indicate how much citizens come each time (not including basic bonus of house which is 4 per 5sec or 0.80 per second.)

    Thank for reporting. Also I plan to improve heroes quite soon (hell A necromancer lvl 389 with claymore lvl 5, armor lvl 15 and all the stuff couldn't kill Kalendren...)

    Edit2: A few minutes later I realize, power hadn't been fixed yet. Gonna see about it but well, it shouldn't hinder players too much so GL&HF !)
     
    Last edited: Jan 3, 2010
  19. PeterHell

    PeterHell

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    You should something so that the people have to be working in order to make money and pay taxes. They can't just eat and poop money!
    Try make more commercial or industry building and jobs, so the higher quality job provide citizen with more money for more taxes instead of a broad percentage of citizen working on something. To get get better job, citizens have to have :fp: education. That could be a new feature for this map.

    Btw try to make hospital more useful, instead of just healing military unit, make a plague or disease of some kind.

    Rare bonus resource doesn't really help? I had like 400.00 something bonus citizen and it still won't let me use more than 20% of my citizens.

    rare bonus give my Necromancer half exp bar when level 5-ish, but a whole level when my Necromancer level is high.

    I notice that after my fireman fight off fire, the house' hp bar still go down to a specific percentage before stopping.

    And the population number still buggy. My population was 61000/135 (there obviously missing some number) closing and opening board doesn't help.


    Maybe increase citizen grow bonus because they doesn't help for now.