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 4
Joined
Jan 19, 2010
Messages
73
Love the map, love single player. Held until modern age, when I realised I had built my walls wrong, making the AI come at the wrong side :(

Things I would like to see in the future for the map:
Goverment styles: You should be able to select things like Monarchy, Communism, Capitalism and so on.
Culture: Just an Idea, you select a culture in the beginning like asian, european, viking so on. This gives you access to units unique to your culture, for example a asian culture would be able to train Samurai units, Kamikaze Planes and more. A european Culture would have access to Longbowmen, Spartans, Holy Knights.

Also some recon units would be appreciated.

Good Luck With the Map :D

Edit:
+ Rep for map, it's awesome.
 
Level 27
Joined
Jul 6, 2008
Messages
11,336
Love the map, love single player. Held until modern age, when I realised I had built my walls wrong, making the AI come at the wrong side :(

Things I would like to see in the future for the map:
Goverment styles: You should be able to select things like Monarchy, Communism, Capitalism and so on.
Culture: Just an Idea, you select a culture in the beginning like asian, european, viking so on. This gives you access to units unique to your culture, for example a asian culture would be able to train Samurai units, Kamikaze Planes and more. A european Culture would have access to Longbowmen, Spartans, Holy Knights.

Also some recon units would be appreciated.

Good Luck With the Map :D

Edit:
+ Rep for map, it's awesome.

No, he culture thing would make the came quite problematic to look logical... but goverment would be nice, altough used in many maps already and quite banal you know... I say more wonders, those are the real fun!
Oh, few wonders I've came up with!
-Hadron colider (modern era, teleports units or creates a black hole)
-Manhatan project (ww2 era, allows you to use advanced types of bombers)
-Great Wall of China (Can make all buildings around it undestructible plus its really hard to destroy. I mean really hard.)
-Microsoft corporation (Sorry, but that would be really fun... it increases your income plus it might spy on enemy buildings)
-Kreml/Mi6/KGB HQ/FBI/pentagon (allows you to train secret agents, the most effective stealth units ever)
 
Level 9
Joined
Mar 10, 2005
Messages
326
Wonders will be coming soon.

For single player, I do realize that walls may screw the attack move command from the creeps up. If all else fails, I might have to make computer players be able to pass through walls with a trigger and as soon as they attack a unit or recieve damage, they lose the abilty to pass them.

I realize the places that glitch up single player tend to be the ledges. Building in one of the 4 corners or top, bottom, left, right middle bases should work fine.

About recon units, many units have permanent stealth such as the rogue, assasin, condor. Of course they can still be detected by guard towers and above, which have truesight but they can get most of the job done.

Any suggestions would be helpful too!

No, he culture thing would make the came quite problematic to look logical... but goverment would be nice, altough used in many maps already and quite banal you know... I say more wonders, those are the real fun!
Oh, few wonders I've came up with!
-Hadron colider (modern era, teleports units or creates a black hole)
-Manhatan project (ww2 era, allows you to use advanced types of bombers)
-Great Wall of China (Can make all buildings around it undestructible plus its really hard to destroy. I mean really hard.)
-Microsoft corporation (Sorry, but that would be really fun... it increases your income plus it might spy on enemy buildings)
-Kreml/Mi6/KGB HQ/FBI/pentagon (allows you to train secret agents, the most effective stealth units ever)

About the wonders.

Hadron collider looks possible.
Here's my idea of what it does:

Basically, the collider will have an ability that does nothing but target friendly units.
As soon as the collider targets a friendly unit, a dummy will cast mass teleport on targetted location.
Then it teleports all the units.

Example trigger (ignore the leaks, just a basic sense of what it is)

Event: Hadron collider casts an ability
Condition: casted ability equals teleport
Action:
-Create one "teleporter" with expiration timer of 10 seconds for triggering player at location of triggering unit
-order "teleporter" to use mass teleportation at location of targetted unit

Manhattan Project- Unlikely. There's already the b-29 bomber from the airport and giving more powerful bombers might make it a bit imba.

Great Wall- A wonder similar to it already exists. Tower of babel gives +10 armor to all buildings you own and it has a long range attack with dps similar to that of a gattling gun.

Microsoft- LOL. I'll try to find a nice office building model to go along with it

KGB/FBI etc- Hmm. ctu already exists, can spy on the whole map periodically, and summon special ops along with other units. How would these ones be different?
 
Level 9
Joined
Mar 10, 2005
Messages
326
So what?
Oh, I think that after latest patch the map desn't seem to work right...

Wasn't a patch issue. Apparently the map got corrupted while saving on Jassnewgen. Re-saved it and now it should be working correctly.

This is Similar To Rise of Nations But It has No Rocket Silo

Particle Cannon. Same function


This update was solely to fix up the corrupted map. The next update with new wonders will be coming shortly.
 
Level 10
Joined
Aug 6, 2009
Messages
686
I'm wondering if what I'm about to say is a major bug or its just me,on my screen I killed everyone in the game and when I left I wondered if Scarlet_Crusade would be my friend,he and another person said that they were still alive and said I just left the game without touching any of there stuff,is this a bug or is it just me?

Nevermind my bot just desynced.
 
Last edited:
Level 9
Joined
Sep 4, 2008
Messages
603
Hey I would like to suggest a new airplane: A P-51 Mustang or Spitfire Mk. 1 [or any WW2 Airplane] because that WW1 Airplane its a kind of obsolete when every got B-29s and Stukas ''/. Also maybe one of the tanks of General Frank would be cool xD.
 
Last edited:
Level 9
Joined
Sep 4, 2008
Messages
603
It simple: It will start if there is just one user playing, and creeps will start to spawn and attack your base. Lol I don't know what is the problem. I don't get any problems when playing in Single Player mode.
 
Level 10
Joined
Jan 17, 2010
Messages
870
I CANT build base.My camera is stuck somewhere in the map.Oh its ok it was old ver xD
 
Last edited:
Level 9
Joined
Mar 10, 2005
Messages
326
I never found that error before. Though this map is unprotected and some people play around with the editor (aka the chinese version). I'll be uploading a new version soon with lumber tweaked a bit.

Is version 1.62(http://www.epicwar.com/maps/136429/) a fraudelent version?

It's not made by me but I don't mind and this map is open source. It's the same thing except the person translated it to russian.
 
Level 3
Joined
Jul 22, 2010
Messages
45
WHat?:????

Man, i love rise of civilizations, but please, PLEASE, correct the description, i cant understand anything!.

I'm playing the 1.74 so i saw that some islands don't have trees, i started and landed in one of those islands and then i was lost, i didnt understand how to make the transport ship.

You must pust trees in all islands and correct the description.

The terrain is great!
 
Level 3
Joined
Jul 22, 2010
Messages
45
??

In hive work shop, i have just found this version the 1.70, where are the other versions?, thanks

Oh, could you do a better terrain for the map? maybe put some water. . .

The rest, the game is perfect, i think its very balanced.^^

1 thing, so the original versions are just with your name?

And what was the last version original made by you?

Thanks man, hope you reply this ^^

The Skins are great, models too.
 
Level 9
Joined
Sep 4, 2008
Messages
603
The Hiveworkshop maps are deleted when a new update come, for example: a Rise of Civilizations v1.69 will be deleted when a v1.70 is uploaded.
 
Level 3
Joined
Jul 22, 2010
Messages
45
Oh, thanks hugo, why have you canceled the world war 2 project? i liked the first one ^^


Acorn, but in epic there are some versions upper than 1.70 are they all ''fake'' then?
 
Level 9
Joined
Sep 4, 2008
Messages
603
Lol which first one? I actually did the map until 30% or something, then I quit, since I lost everything after a problem with my computer... aaand because I too was lazy to make all again :p

As Acorn said, they are translated to Russian, but that doesn't make them fake. Just... same map but in Russian.
 
Level 3
Joined
Jul 22, 2010
Messages
45
Oh, now i understand ^^

Acorn, translate to english that version that the terrain is the global map, it's really cool that map and if u do, put the trees ^^

What i have understood is that version its same as yours but with different terrain

I love rise of civilizations, really cool strategic game.

I have a few sugestions:

In the intro (video), explain the basic things that newbies need to do (like every time be upgrading the age) and how its done and etc. . .

Thanks for your atention
^^
 
Level 9
Joined
Mar 10, 2005
Messages
326
Oh, now i understand ^^

Acorn, translate to english that version that the terrain is the global map, it's really cool that map and if u do, put the trees ^^

What i have understood is that version its same as yours but with different terrain

I love rise of civilizations, really cool strategic game.

I have a few sugestions:

In the intro (video), explain the basic things that newbies need to do (like every time be upgrading the age) and how its done and etc. . .

Thanks for your atention
^^

Oh, to clarify, those map with the World Map have nothing to do with me. I don't speak russian at all.

The latest official version is 1.70, which has no water. Personally, I was against including ships because of the nature of the map. Large army battles are hard to initate with transports carrying only 12 units at a time.

A lot of the versions on epic war are not made by me. If you see maps by rutep and cristal or etc, those are their own versions of my map.

Since this map is open source and unprotected, there would be a lot of other versions. The chinese version is sadly more popular than my english version but w/e!
 
Level 5
Joined
Dec 20, 2007
Messages
211
Will u update it again?

I see version 1.75d on epicwar with your name and other guys.

I don't know. Is it a real version or not because the map is russia version.
 
Level 4
Joined
Apr 7, 2010
Messages
84
NNNNOOO I CRASHHHH!!! well not crash but i freeze like 5-10 mins in... mac problem for this map? and also for what its worth this map seemse pretty good for what ive seen... but i did start a mini-game called how many people can you kill before you freeze.
 
Level 2
Joined
Dec 13, 2009
Messages
33
Title:

Weakness
:thumbs_down:Stupid and uninteligent orge STUCK at the fence at the right.I was playing single player and at bottom-left zone.
:thumbs_down:Riflemans and machine gunners can destroy tank.
:thumbs_down:AI is too fast.When i was at WW2ERA, the unit of AI is already at Digital age.
Strengths
:thumbs_up:The wonder is nice.
:thumbs_up:I like the model.Especially the model of the sniper.
:thumbs_up:The terrain looks good.

Suggestion
1.Hero with some skill and it can upgrade to a better hero.
2.[Throw Grenade]skill for the machine gunner

Among all of those things, I will give you a rating of 4/5
 
Level 2
Joined
Dec 13, 2009
Messages
33
Thanks,But Isit [Throw Grenade] instead of [Shot Grenade]?
Your Signature are great.
Mine one is still on working. :p
:grin:
 
Last edited:
Level 27
Joined
Jul 6, 2008
Messages
11,336
Thank you. Nice zergling avatar you got there.

Oh, and about AI, you could ake some commands or somethig to slow down/fasten up or somwthing like that with AI advancing.
Like you can make player choose at begining with what difficulty he wants AI to advance. Current one should be medium. Easy and Hard should be twice faster/slower.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Weakness
:thumbs_down:Stupid and uninteligent orge STUCK at the fence at the right.I was playing single player and at bottom-left zone.
:thumbs_down:Riflemans and machine gunners can destroy tank.
:thumbs_down:AI is too fast.When i was at WW2ERA, the unit of AI is already at Digital age.
Strengths
:thumbs_up:The wonder is nice.
:thumbs_up:I like the model.Especially the model of the sniper.
:thumbs_up:The terrain looks good.

Suggestion
1.Hero with some skill and it can upgrade to a better hero.
2.[Throw Grenade]skill for the machine gunner

Among all of those things, I will give you a rating of 4/5


Thanks for the feedback. I realize the ai is a bit lacking, mainly walls cause the ai to screw up. As for the ai teching, I'll add in a selection menu of easy, norm, hard to vary their tech speed. As of right now, you can type -increase or -decrease to modify their spawn.

I will greatly reduce piercing damage versus fortified armor to fix the rifleman problem.

Also, while the grenade is a decent idea, the unit model does not really allow for a decent grenade launcher animation...
 
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Level 27
Joined
Jul 6, 2008
Messages
11,336
I like new AI, but hey, maybe you should like make it more challenging in some way, I mean after time it gets booring to just defend yourself, you could like create some giant undestructible fortress that will requite highest tech level units to attack it. Of course it gets spawned onkly if it's single player, also the enemies will get spawned next to it and destroying it measn victory. You can also try to make that each time the fortress and AI spawn zone get chosen from one of possible locations and the that area gets pinged. That would be fun.
 
Level 4
Joined
Sep 2, 2010
Messages
72
I've played it a while, with friends and in SP but it gets boring after a short time... Also the Terrain is really bad and the buildding models aren't the best... And please REMOVE the ground textures!! That just looks aweful! I like that it has so much ages and things but it has too much different Units at the end... And the defences of u're base are too weak. With about 10 Nuke-Bombers a enemie can kill you instantly if you are not really prepared for something like this... And there are no AA-Guns are there??
I think with some more exertion the map could be a lot better.
 
Level 9
Joined
Mar 10, 2005
Messages
326
I've played it a while, with friends and in SP but it gets boring after a short time... Also the Terrain is really bad and the buildding models aren't the best... And please REMOVE the ground textures!! That just looks aweful! I like that it has so much ages and things but it has too much different Units at the end... And the defences of u're base are too weak. With about 10 Nuke-Bombers a enemie can kill you instantly if you are not really prepared for something like this... And there are no AA-Guns are there??
I think with some more exertion the map could be a lot better.

Nuke Bombers are super slow though....you should be able to see them coming. The F22 is anti-air and can own nuke bombers pretty quickly.

Which building models would you like to see improved?

As for defenses, they're supposed to be strong in the beginning but weaken over time relative to units. That is to prevent early rushing.

Also, please explain? Which ground texture is ugly? The grass? The roads?
 
Level 4
Joined
Sep 2, 2010
Messages
72
Jea thats what I mean. And about the Nuke bombers, I think it's just too easy to use them. You just can fly into the enemie base with them... I think it would be better if you have to destroy some of the defences of the enemie before you can fly into the enemie base. Cause I got about 7-8 of these Destroyer-Robot things (of of course some other defences like towers and things too) and he came just with 4 Nukebombers and one of them did great damage to me. Jea I think its to easy with Nukebombers..
About the defences.. Mabye its only cause I'm a devensiv-Player but I think there sould be more and better towers/walls.
 
Level 2
Joined
Jun 8, 2008
Messages
15
I've been playing quite a bit lately, and I've noticed that you have bushes in front of trees in a few places. Was it intended to block those trees from being harvested? (like one of the bases towards the bottom right).

Also, I really think the multi-rocket tanks could use a nerf.
Either less rockets per attack, or less damage. Where it stands they alone have destroyed entire bases even when the person was a few ages ahead of me.

Another thing, I think the food cost of additional cities should be lowered. Me and my friend tested a few other income strategies. And expanding with 2-3 extra bases + markets is the by FAR the worst way. Especially since you have to spend extra money to defend those, when they give less income anyway.

From curiousity, what happened to the promised new terrains way back?
 
Level 9
Joined
Mar 10, 2005
Messages
326
Cities cost about 2 food now and higher grade cities cost like 1 food as of the latest version (1.72) rather than 10. The whole reason I added food cost to cities was because people on battlenet kept QQing about one guy taking all the gold mines early and owning everyone else.

I'm open to suggestions for new terrain, my terrainer that was going to do a major overhaul went MIA awhile back...
As for adding boats, I don't really like the idea since water gets in the way of major ground unit battles. I tested it out with an unofficial version I came across on epicwar. Some russian guy reterrained my whole map with water.

http://www.epicwar.com/maps/144792/

I might reduce the number of rockets to 3.

Again, thanks for the feedback!
 
Level 2
Joined
Jun 8, 2008
Messages
15
Ah, i've been playing 1.70 on the 'makemehost' bots. Probably explains the cities. I don't much want boats either, I like the way it is unit wise.

I'll most likely be hosting it a few more times looking for things to report.
 
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