Rise of Civilizations v 3.13a

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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 10
Joined
Jan 17, 2009
Messages
623
Teees-ting!

"For help, check the quest menu"? There isn't a quest menu.
"Stupid and Unintelligent soldier"? And the next tier : Civilized Caveman, "Slightly smarter soldier" ... It seems a bit illogical. A building name "Smithy" is just not right DX
"Ogrepult" :an: There isn't such a thing as an Ogrepult.
Well, enough with spelling. (P.S. There are tons of errors)
The map is awfully balanced, thanks to equal races. A lot of tech descriptions aren't good enough for the map. For example, you don't have a spellbraker.

Towards the end, I noticed that buildings have no pathing. w00t!
The game is really awesome towards the end, expecially with Nanoage and Apocalyptic age. My rating: 4/5 Bravo! Just fix the text and terrain, :D Vote for approval!
 
Level 6
Joined
Dec 4, 2009
Messages
175
I give it a 3/5. The terrain could be alot better and ( IMO ) there is not enough custom models for the buildings. I mean come on, a giant wooden piller as the barracks. It was still very fun though, just add more variety of units.
 
This map looks awesome with the updates. Gonna test it.

Here it goes.

Bad points:
There are know such things as Ogrepults, Fire Mages etc.
Too much ages.
Too much upgrades.
Too much soldiers.
Too much buildings.
Bad icon placement
Where are the imports?
Bad unit models.
Uncreative names.

Good points:
Very, very informative description.
Original-ish
Nice map preview.
Fine terrain.
Has Single-player.
Innovative ideas, ages, units.

Suggestions: For all those buildings and units, use the Berserker upgrade (turns say a savage to a caveman). Also cut down the ages to Stone Age, Middle Age, Imperial Age, WW1, WW2, Modern, and Space. I mean, Copper Age? Feudal Age? Maybe add AIs, though I know it would be hard with all those ages. Use hidden tags for all those screenshots!

Overall:
Creative, too creative. Simplicity is the key to necessity. I don't know what that means too. 3/5. Great idea, but just too unprofessional. Continue the updates to make this into awesomeness.
 
Last edited:
Level 2
Joined
Aug 18, 2008
Messages
20
I agree for the most part.

I agree for the most part with GhostThruster except for the upgrades and ages things. I my self and lots of other friends love it as it is but there really is need for balancing O_O
 
Level 9
Joined
Mar 10, 2005
Messages
326
I agree for the most part with GhostThruster except for the upgrades and ages things. I my self and lots of other friends love it as it is but there really is need for balancing O_O

Mind explaining which units you feel are imbalanced? Note that I purposefully made the towers relatively strong compared to units at the start to prevent rushing. Any specifcation would be really helpful!
 
Level 3
Joined
Oct 1, 2009
Messages
48
game is too imbalanced! balance out the infernals please!

btw can you make the map bigger? its too small!
 
Level 9
Joined
Mar 10, 2005
Messages
326
Map is already "huge". It just feels small because I zoom out the screen for all players at the start.

Once I fix up all the memory leaks and lag issues, I will rework the unit stats from scratch. Of course, higher tier units would have a slightly better dps to cost ratio to account for obvious reasons....

Just remember, a modern age tank is supposed to be MUCH stronger than an army of medieval field cannons. However, I'll make sure all the units within each era are similar in DPS to cost.
 
Level 6
Joined
May 9, 2005
Messages
133
unplayable on macs.

Another map which is unplayable on macs...

When I go on build with the wonder-builder i get a fatal error. Prolly because of a broken item made with a bad tool, maybe the BLPaletter. Convert those custom buttons to .bmp and then back to .blp with a good blp-convertor such as the Warcraft 3 Viewer...

Tested more then one time with a 6 month old Mac Book Pro, Snow Leopard 10.6.2
 
Level 9
Joined
Mar 10, 2005
Messages
326
Another map which is unplayable on macs...

When I go on build with the wonder-builder i get a fatal error. Prolly because of a broken item made with a bad tool, maybe the BLPaletter. Convert those custom buttons to .bmp and then back to .blp with a good blp-convertor such as the Warcraft 3 Viewer...

Tested more then one time with a 6 month old Mac Book Pro, Snow Leopard 10.6.2

Hmmm, I got all the icons from hive workshop, all of which says it works properly. Is the wonder builder the only thing that crashes? Or do other icons crash as well?

If it's just the wonder builder, I'll reconvert those buttons specifically.
 
Level 2
Joined
Jun 8, 2008
Messages
15
I dig the map, hosted it a few times. I've gotten perdy good :D
But, I have a few things to mention.

1. If you have 4 or more nuke tanks attack at around the same time, the game freezes up.
2. The B-29 bomber causes a server split. I've only tested it once but it obviously was the bomber since the server split right as the bomb hit the ground. Causing a disconnection as well.
3. Axewielders seem to be a bit OP, since they have a lifesteal aura. Make it so the aura only affects themselves.
4. You may want to increase the gold marketplaces give, because a lot of people who don't get to have 6 or so gold mines like I usually do always have gold shortages, and it doesn't help to buy it with lumber as that's even harder to get sometimes.
 
Level 9
Joined
Mar 10, 2005
Messages
326
I dig the map, hosted it a few times. I've gotten perdy good :D
But, I have a few things to mention.

1. If you have 4 or more nuke tanks attack at around the same time, the game freezes up.
2. The B-29 bomber causes a server split. I've only tested it once but it obviously was the bomber since the server split right as the bomb hit the ground. Causing a disconnection as well.
3. Axewielders seem to be a bit OP, since they have a lifesteal aura. Make it so the aura only affects themselves.
4. You may want to increase the gold marketplaces give, because a lot of people who don't get to have 6 or so gold mines like I usually do always have gold shortages, and it doesn't help to buy it with lumber as that's even harder to get sometimes.

Thanks for addressing these issues.
In the upcoming version I'll make the following changes:

1. Nuke tank Projectiles will be changed to a less laggy model.

2. Nuke Planes will be deleted and remade. There was a huge problem with the planes themselves, no matter what damage I set them at, they always did 0 damage, so I changed their damage with the radiation ability, which probably caused huge lag and possibly server split.

3. Axe wielder aura radius will be reduced to 200 and armor decreased. The point of them was to help boost other troops in battle, but if it's so OPed, I'll weaken them a bit.

4. Markets are OPed already, believe it or not. Did you research market upgrades and mass them? If you have 40 markets running, each with a mere 5 upgrades, it's 1 k income every 10 seconds. Markets can be upgraded up to 30 times, which means each market place has the potential for 160 income every 10 seconds. 40 markets is 6400 income which beats gold mines by far.

Also, the Silk Road wonder doubles market effiency. Markets is actually an easy alternative to gold mines if you really can't conquer any territory. The only downside to them is that they're vulernable and eat up a crapload of food and the wonder eats up another 20 food, leaving little room for workers.

I hosted a couple games where I could actually trade mass gold for lumber because I had so much extra gold from markets.
 
Level 2
Joined
Jun 8, 2008
Messages
15
Well, I've never really used markets as much as I could've I guess.
It was just a lot better when I grabbed like 4 other gold mines early on to where I didn't need them :p

And by the way, does anything have true sight in the early ages where you can get the invisible rogues? Because one of my allies had about 30 of them going around doing hit 'n runs and people rage quit from not being able to see them. Maybe give towns true sight?

But, it was ONLY the B-29 that caused the server split. Whatever you did different with the other nuke bomber worked fine, I use those constantly and nothing bad happens nor do they do 0 damage.
 
Level 9
Joined
Mar 10, 2005
Messages
326
The rogues should be briefly revealed after each attack and have extremely low armor. I didn't realize they could be such a problem unless your around 5-10 ages behind. All towers starting with the medieval guard tower have truesight as well.

I'll do a bit more playtesting to see how it goes. Version 1.46 should be out shortly with the problems addressed.


EDIT: B-29 issue resolved...there was a typo and somehow it got in 98 rolls per die.
 
Level 2
Joined
Jun 8, 2008
Messages
15
So, what sort of amazing technology was invented that caused small condor helicopters to be able to hold 8 destroyer mechs? Or 8 of any mech for that matter.

I'm loving dumping 96 mechs in the middle of someone's base 'n all, but it's really overpowered xD
 
Level 9
Joined
Mar 10, 2005
Messages
326
I love this game very much
so I want to translate into Chinese
Can I do that?
(I'm Taiwanese)

Feel free to. You may make any change you want for better balance too if you feel it's necessary.


It's not working for me... Broken file?

Try redownloading? Sometimes downloaded files are imcomplete and get corrupted. If it doesn't work, try epicwar.com.
 
Level 27
Joined
Jul 6, 2008
Messages
11,336
You've immproved your map a lot I see.
Hmmm, I really like its concept, esspecially the wonders, altough you could add more...
Also, now your main problem is balance and terrain. You could possibly ask someone to help with terrain and you'll need a lot of work tweaking your units.
Also, its wrong people can use deploy their town hall just next to the gold mine. You should replace the morph ability with analogic to the one Nightelf buildings have.
 
Level 9
Joined
Mar 10, 2005
Messages
326
You've immproved your map a lot I see.
Hmmm, I really like its concept, esspecially the wonders, altough you could add more...
Also, now your main problem is balance and terrain. You could possibly ask someone to help with terrain and you'll need a lot of work tweaking your units.
Also, its wrong people can use deploy their town hall just next to the gold mine. You should replace the morph ability with analogic to the one Nightelf buildings have.

I'm well aware of the terrain issue. My terrainer's comp just broke....time to search for someone else.

Balance will be a matter of trial and error. I'll be taking any suggestions on which units are op or useless.
 
Level 2
Joined
Jun 8, 2008
Messages
15
Alright, I have a few suggestions for balance.

1. Maybe make it so either upgrades give way less armor, or decrease the percent reduction. How much armor some things get is insane >_> Even the base armor of some units is above 60% reduction. (Maybe less than 20 upgrades for armor?)
2. CTU seems really overpowered, whoever gets it first gets to see the whole map? Damn... I have a better idea for it, maybe make it reveal the map every so often for a few seconds? And it's reinforcements ability is pretty much useless when I just build enough factories and junk to be able to pump out a hundred units in seconds.
3. The Silk Road also seems pretty overpowered, whoever gets it has a HUGE advantage later on. Getting a 30k income is always a plus.
4. Remove the bash from rogues, they attack so fast that when you get a bunch of them to jump other units they have no chance xD
5. A few tooltips were wrong...Like one of the market tooltips on upgrading it or something wasn't matching the build one, not sure which. Just check the market tooltips.
6. Maybe re-do the whole apocalyptic age thing, it really seems like a useless age to upgrade into for most of us. I'll let someone live because they want to see it and once they get there, they're disappointed.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Alright, I have a few suggestions for balance.

1. Maybe make it so either upgrades give way less armor, or decrease the percent reduction. How much armor some things get is insane >_> Even the base armor of some units is above 60% reduction. (Maybe less than 20 upgrades for armor?)
2. CTU seems really overpowered, whoever gets it first gets to see the whole map? Damn... I have a better idea for it, maybe make it reveal the map every so often for a few seconds? And it's reinforcements ability is pretty much useless when I just build enough factories and junk to be able to pump out a hundred units in seconds.
3. The Silk Road also seems pretty overpowered, whoever gets it has a HUGE advantage later on. Getting a 30k income is always a plus.
4. Remove the bash from rogues, they attack so fast that when you get a bunch of them to jump other units they have no chance xD
5. A few tooltips were wrong...Like one of the market tooltips on upgrading it or something wasn't matching the build one, not sure which. Just check the market tooltips.
6. Maybe re-do the whole apocalyptic age thing, it really seems like a useless age to upgrade into for most of us. I'll let someone live because they want to see it and once they get there, they're disappointed.

1. Base armor effects will be reduced in gameplay constants. Armor upgrades will be reduced to 10 upgrades.

2. CTU will reveal for 10 seconds every 2 minutes with an ability.

3. Silk road will eat up 15 food instead of 5.

4. Rogues are weak anyway. I never found them a problem. Perma bash was intended as they have "unarmored" armor. Pretty much anything their tier can kill them, especially composite bow archers.

5. Market tooltip willl be fixed

6. The "true" final age is Nano. Apoco units have divine armor and better workers and just something to spend extra gold on. I might work on it a bit more if I care for it...not really sure why I orignally added it in the first place.

Keep the suggestions coming!

hmmm... I'malso not sure about those town there are... I mean they kinda don't fit the game's style, it should be more... hmmm... global.

About that, nearly every civilization map I've seen uses a World Map or a portion of the map like Europe. I like to keep mine a bit different. Another thing is, I hate ships and transporting 8 units at a time just to make battle is a pain.
 
Last edited:
Level 2
Joined
Jun 8, 2008
Messages
15
Idea for wonders.

Was just thinking maybe in the future to add more wonders, for each age that gives you new builders.
The first age builders, then whatever the peasants were, medieval, slaves, laborers, etc.
You would also get a new wonder builder available, so there would be Ancient wonders, (The peasant's age) wonders, medieval wonders, etc.
And make it so the wonder builders don't cost food, but you can only have a set amount. Since most people just use normal workers to help build wonders as it is.
Then maybe you could have 3-5 wonders per age, 'n junk.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Was just thinking maybe in the future to add more wonders, for each age that gives you new builders.
The first age builders, then whatever the peasants were, medieval, slaves, laborers, etc.
You would also get a new wonder builder available, so there would be Ancient wonders, (The peasant's age) wonders, medieval wonders, etc.
And make it so the wonder builders don't cost food, but you can only have a set amount. Since most people just use normal workers to help build wonders as it is.
Then maybe you could have 3-5 wonders per age, 'n junk.

Wonders will take some time, I'll try to think of unique ones. Suggestions for new possible wonders are welcome!

For the builders, I'll keep it at one builder. However, it will be able to "morph" to see page 2 and 3.

I'll be away for a week during spring break.

List of changes to be made when I'm back:
terrain, once my terrainer is done
"Root" ability for settlement packs
New wonders
Better Apocolayptic age units
 
Level 27
Joined
Jul 6, 2008
Messages
11,336
Nah, those are not original enough... Like what about the Manhatan Project that allows you to construct an upgraded type of Nuke Planes? Or maybe Hadron Colider that allows you to teleport your units? Or maybe the Coliseum that allows you to summon gladiators? Or maybe the Panama chanel that works like the silk road but more effective? Or some kind of observatory that can spy on enemies?
 
Level 4
Joined
Aug 26, 2009
Messages
63
Review

Here is a quick review of some goods and some bads with this map.

Balancing
Nothing seems too imba (exept those pandas early on, cuz you can rush abvout 50 of them a minute in)
since all players can get the same units, imbalances cant really rule the game.
overall balancing is well done and gets a 4/5

Text(Quests,Tooltips ect)

The quests and tooptips in this map are very well done and include hotkeys and everything, the player is never left in the dark.
4.5/5


Originality
There have been many maps similar to this one, but this is the best that i have played in the genre of a era-meele.
4/5


Bugs
Well there are none (that I found) exept that my men could walk through walls so here is a 4/5


Other

The map is very polished, containes tons of units and buildings and has a fun middle,end and early game. Wonders spice the game up and can give one player the upper hand for a while, and late game is filled with lots of good looking models and imports.

The Verdict

The bug i found and the imba pandas, stop me from being able to give the map a 5 but here is a nice
:thumbs_up::thumbs_up::thumbs_up::thumbs_up::ugly:/:thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up:
4.5/5
 
Level 1
Joined
Mar 12, 2010
Messages
1
Yes ummm..... For me when I start the game and go to custom game yes the icon is there and yes I can click it but for some odd reason the area to choose what team I am on and what color..... ISN'T THERE! And when I click start Game (or map whichever one) It pulls back the menu and all but it dosn't start the map it just redirects me right back to where I was... I've already said this on filefront... Does anyone else have this problem V1.44 works fine but not V1.51 or V1.55
 
Level 9
Joined
Mar 10, 2005
Messages
326
Minor Changes:
battering ram and siege ram units added
wall shadows removed

It was mainly to test if I could fix up my mini map image on the hive, which mysteriously got replaced with a diablo II map preview.

Major terrain update is yet to come, once I practice some more with ultimate terraining map...
 
Level 2
Joined
Mar 16, 2010
Messages
9
Some suggestions:
Game mode select: Survival and normal
Survival would be like single player with difficulties and with more players
If you plan a new terrain with rivers you should add ships or other units
 
Level 9
Joined
Mar 10, 2005
Messages
326
Some suggestions:
Game mode select: Survival and normal
Survival would be like single player with difficulties and with more players
If you plan a new terrain with rivers you should add ships or other units

Right now, ships aren't likely to be added. Adding them would involve increasing the map size significantly with all the new ship models (destroyers, carriers, subs, etc). Also, the terrain would be completely overhauled, and transportation of 100+ units is going to be a pain.

I will be adding a smarter AI that can "seek out" bases once I learn more about the editor. Team survival mode does seem like fun. Any suggestions on how to trigger the AI would be greatly appreciated.

Thank you for the suggestions everyone and keep them coming!
What to expect in upcoming verisons:

-smarter AI that won't just attack one location
-improved apoco age
-a 2nd wonder builder for additional options
-terrain, slowly but surely
 
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