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 9
Joined
Mar 10, 2005
Messages
326
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.

O? Makemehost bots? I could use one since my new router doesn't allow me to host. Quick question, when you play, do you still experience desynchs?

As for the terrain, I'll look into some tutorials. I'm a complete nub when it comes to making terrain.
 
Level 2
Joined
Jun 8, 2008
Messages
15
Desyncs aren't very common, but they do happen with the bots.
Of course, they happen with ALL bots.

I keep suggesting they get the latest version on the bots >_> but they have yet to.
 
Level 3
Joined
Jan 4, 2011
Messages
39
Hey, I've been playing this map with my friends and I love this map a lot! Superb! However, the most inconvenient thing about the map is when you upgrade your workers to a next level and then they stop...I wish they continue doing what they were doing.

Another thing is, if I scroll my mouse, the screen will go to the default zoom, can someone tell me how to zoom out back to the starting zoom? I really love this map a lot (maybe because I always advance a lot faster than my friends and then own them :D)!

By the way, here's a suggestion, you could maybe make the host limit the maximum age? Oh yeah, I found a mistake on the description, it's already v1.73 yet it's shown "THIS MAP IS OPEN SOURCE HOWEVER PLEASE NOTE, THE OFFICIAL VERSION IS ALWAYS ON THE HIVE WORKSHOP. 1.72 is the latest version!"

A very well job done, 5/5 and +rep!
 
Level 9
Joined
Mar 10, 2005
Messages
326
Hey, I've been playing this map with my friends and I love this map a lot! Superb! However, the most inconvenient thing about the map is when you upgrade your workers to a next level and then they stop...I wish they continue doing what they were doing.

Another thing is, if I scroll my mouse, the screen will go to the default zoom, can someone tell me how to zoom out back to the starting zoom? I really love this map a lot (maybe because I always advance a lot faster than my friends and then own them :D)!

By the way, here's a suggestion, you could maybe make the host limit the maximum age? Oh yeah, I found a mistake on the description, it's already v1.73 yet it's shown "THIS MAP IS OPEN SOURCE HOWEVER PLEASE NOTE, THE OFFICIAL VERSION IS ALWAYS ON THE HIVE WORKSHOP. 1.72 is the latest version!"

A very well job done, 5/5 and +rep!

Thank you for the feedback! Always appreciated =D

When you upgrade workers, I had to add in a trigger to literally replace the unit with a new one. For some reason, if i just do a normal upgrade, like bear form, the new unit will not be able to build certain things. It's kinda weird and I'm not sure how to fix that.

There is a lot of commands for zooming. -default restores you back to the default zoom.
You can also use -zoom # to pick your favorite zoom. -roll,-angle,-rotate,-height also does some fun stuff to take epic screen shots.

I can certainly add an option for host (player 1) to pick a max age in the first 1 minute of the game (iron, castle, industrial, modern, none) in the next version coming up!
 
Level 1
Joined
Dec 4, 2010
Messages
1
GJ Man. Only problem is that the workers stop when they i upgrade them. Is there anyway to code that they continue what they were doing instead of stopping??? Makes it hard for me since i always spawn military units:)

Anyway Keep it up!
 
Level 9
Joined
Mar 10, 2005
Messages
326
GJ Man. Only problem is that the workers stop when they i upgrade them. Is there anyway to code that they continue what they were doing instead of stopping??? Makes it hard for me since i always spawn military units:)

Anyway Keep it up!

I could make it so they keep working but when I do that kind of upgrade, they can't build properly. I don't know why. I tried using bear form but I'll see what i can do to fix that.
 
Level 3
Joined
Jan 4, 2011
Messages
39
Thanks a lot for the max age update :D Now we can make the games shorter and players will play throughout! I set the max age as Castle Age and woot you see a totally different game, all medieval units! At least not only the future units gets frequently used :D Nice job!
 
Level 1
Joined
Mar 24, 2011
Messages
1
Great map , great map. The only thing that is unbearable is the terrain. Get the terrain larger and add some bases with 3-4 openings. Great map overall. And In high level technology. Maybe add some automatic harvesting .. thingy? Like a wisp. Add some more tower upgrades that goes into different upgrades. 4/5. Very Great Map. Love it. Playing it for over a month now.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Great map , great map. The only thing that is unbearable is the terrain. Get the terrain larger and add some bases with 3-4 openings. Great map overall. And In high level technology. Maybe add some automatic harvesting .. thingy? Like a wisp. Add some more tower upgrades that goes into different upgrades. 4/5. Very Great Map. Love it. Playing it for over a month now.

Map is considered "huge" already. It only looks small because I have the zoom at 3000, default wc3 zoom is 1600. Also, why would anyone take a base with 4 openings? o_O


I can add more unique towers later on =D

Thanks for the feedback
 
Level 1
Joined
Jan 21, 2010
Messages
1
i think that the ages progress too rapidly, the limiter is nice and all but you cant really use the other epochs units since everyone is trying to get to a certain one first before the fighting actually starts
 
Level 18
Joined
Jul 12, 2010
Messages
1,644
goosh another map that is protected and cannot be readed by tft...
is it too hard to protect your maps in a way that they can be readed by tft so we won't have to deprotect and them play? -.-
anw im gonna test and review soon...

EDIT:
wow this game reminds of Age of War...
but this game is kinda better cause you don't attack only one civilization...
also there are countless upgrades wtf? o_O
i played for about 1h and there still were upgrades...
anyway the map was pretty good and i don't see a reason why not giving it a 5/5 gj man :thumbs_up:
 
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Level 5
Joined
Apr 10, 2010
Messages
225
How about adding a command that turns on the AI so that it will be possible to play 2 players vs AI or something like that.
Oh and how come the heroes are only up to medieval age and if possible maybe you could limit the heroes like only one leonardo da vinci in the game because it sucks when everybode has leonardo da vinci. i mean come on clones? and maybe some global bonuses like the wonders. and also heroes being unable to be resurrected.
 
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Level 9
Joined
Mar 10, 2005
Messages
326
How about adding a command that turns on the AI so that it will be possible to play 2 players vs AI or something like that.
Oh and how come the heroes are only up to medieval age and if possible maybe you could limit the heroes like only one leonardo da vinci in the game because it sucks when everybode has leonardo da vinci. i mean come on clones? and maybe some global bonuses like the wonders. and also heroes being unable to be resurrected.

The reason I made it so everyone can create the same hero is for balance. Early on, the heroes have a significant advantage over the normal heroes. If Player 1 is the only one with a warchief choose early on, the cavemen from other players have a significant disadvantage.... Since most wonders can't attack other than the particle cannon and great bombard, I made it so it's one of each since getting a stonehenge up early does not offer overwhelming power to the player that made it.

The reason heroes only go up to the middle ages is because this is a map in progress. I'm constantly adding more things as I go. I'll add modern heroes soon. A few versions ago, I didn't have heroes at all.

For the ai, I can add a dialogue box, ai present or none for red (host) to choose.
 
Level 9
Joined
Sep 4, 2008
Messages
603
I liked the changes from previous versions from this :). I got an idea for two new heroes: some sort of Commando available on Modern Era, and some sort of futuristic warrior.
 
Level 6
Joined
Jan 3, 2010
Messages
185
Okay just played a game on bnet and well i got owned by ppl a coupple of techs lower than me because his sige weps could 1hit all my buildings -.- so it was game over before i could even do anything and the fire just killed any unit that got too close
 
Level 9
Joined
Mar 10, 2005
Messages
326
Okay just played a game on bnet and well i got owned by ppl a coupple of techs lower than me because his sige weps could 1hit all my buildings -.- so it was game over before i could even do anything and the fire just killed any unit that got too close

Ouch. What age did u reach? I can look a bit into this, but lower tier siege units seem pretty useless in most test games i play.
 
Level 6
Joined
Jan 3, 2010
Messages
185
Idk It was some sort of oanger I looked into it but I think he may have been hacking >.< hey had exploding rounds a bit like the long range misiles but the damage was way OTT for that tier it hi anything and they died i got up to castle
and idk what tier he had but he still had the first worker
 
Level 9
Joined
Mar 10, 2005
Messages
326
Idk It was some sort of oanger I looked into it but I think he may have been hacking >.< hey had exploding rounds a bit like the long range misiles but the damage was way OTT for that tier it hi anything and they died i got up to castle
and idk what tier he had but he still had the first worker

Uggggggh my bad, accidentally gave it the radiation skill. Fixed it now and thank you for pointing out the glitch.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Thanks and haha, never played rise of nations before. I actually based this off Empire Earth I which is still one of my favorite RTS games. I was a big fan of the game when I first started map making in warcraft back in 2005. This is my first map and I'm still not finished...LOL
 
Level 5
Joined
Apr 10, 2010
Messages
225
There is an error. Or i think.
When my marketplace turned into a large market place the techtree of the market place disappeared.
Therefore i was unable to build temple of solomon(which required the marketplace)

I have played this map except it was ver 1.8 is it fake (it was english btw)
 
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Level 9
Joined
Mar 10, 2005
Messages
326
There is an error. Or i think.
When my marketplace turned into a large market place the techtree of the market place disappeared.
Therefore i was unable to build temple of solomon(which required the marketplace)

Thank you. I'll fix that asap.

I have played this map except it was ver 1.8 is it fake (it was english btw)

Yea, I keep it open source so people can play around with it =D
 
Level 3
Joined
Jan 4, 2011
Messages
39
Hi again :D I think the biggest problem here is still the terrain, you really need to make it bigger. Is it at the maximum size of 256 - 256? if it is, I think you got to resize all your units to fit in the default zoom, because it's really small, with that far zoom out and then units move so slowly.

If I played a full house, everyone would be too close to each other. You could possibly make all unit's scaling value smaller and their collision size while buildings smaller too with a smaller pathing. I really want more choices of bases to choose from and the feel of a huge map. I think you need to look at some great terrain maps, maybe Sifonseal's Founders of the North for example?

By the way, I think this is something no one else has mentioned, the centre town of Civilians is pretty useless, don't you think? You could make it smaller too, or maybe even banish it to just the Holy Cathedral, the Civilians serve no purpose.
 
Level 9
Joined
Sep 4, 2008
Messages
603
You could just kill them all and destroy their stuff. But, yea, the cathedral could be destructible so players could be able to build something. It's a good spot for... you know, a Wonder :p
 
Level 5
Joined
Apr 10, 2010
Messages
225
I suggest changing the condition of you being defeated when your castle or whatever gets killed because other people just attack youre castle because when they kill it everything disappears. So instead of that maybe when the castle(or whatever) gets destried you get _____ minutes to rebuild it or else you lose. And when you lose all your buildings/ units turns hostile.(or probably changes ownership to be realistic)Or maybe the one who destroyed your castle gets to choose if he/she destroys you and take your resources or you will become his Minion or Vassal or Henchmen and he will have full control on your units and he can also take your resources.(there will be a chance of betrayal)
 
Level 9
Joined
Mar 10, 2005
Messages
326
If you can test it, please tell me if it works right. I have problems with battlenet hosting =/

I suggest changing the condition of you being defeated when your castle or whatever gets killed because other people just attack youre castle because when they kill it everything disappears. So instead of that maybe when the castle(or whatever) gets destried you get _____ minutes to rebuild it or else you lose. And when you lose all your buildings/ units turns hostile.(or probably changes ownership to be realistic)Or maybe the one who destroyed your castle gets to choose if he/she destroys you and take your resources or you will become his Minion or Vassal or Henchmen and he will have full control on your units and he can also take your resources.(there will be a chance of betrayal)

The full control thing sounds like a good idea. I'll just need to find a way to make it work in the triggers >.>
 
Level 5
Joined
Apr 10, 2010
Messages
225
i tested it and the -creep command. well after i typed -creep and chose Yes i started making defenses 5 minutes later i was wondering what is taking them so long.Later i sent some scouts and i found out they were not moving and they where huddled up. Ill try to show you a screen shot.
Edit oh and their units did not age up
 
Level 9
Joined
Mar 10, 2005
Messages
326
i tested it and the -creep command. well after i typed -creep and chose Yes i started making defenses 5 minutes later i was wondering what is taking them so long.Later i sent some scouts and i found out they were not moving and they where huddled up. Ill try to show you a screen shot.
Edit oh and their units did not age up

This was with 2 players? I tested it by myself and they do attack.

Edit: I found a mistake. If you were playing as teal or a friend was playing as teal, it would screw up the spawn targetting ai. I fixed that as well as the unit aging. Hopefully this works now.
 
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