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Rise of Civilizations v 3.13a

Submitted by Acorn511
This bundle is marked as approved. It works and satisfies the submission rules.
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?

Tutorial with Screenshots

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)
https://www.youtube.com/watch?v=hCIXJ3On-4Q&list=UUPnh4RxK9wWrwi42rVcpACg
http://www.youtube.com/watch?v=GPLbksFm65k
https://www.youtube.com/watch?v=RJ7ofrT9rMo
Screenshots:


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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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Outdated Screenshots:


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
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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Search Results (Ignore, used so you can actually find the map by searching it up with the title)
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Keywords:
Civilizations, Civilization, Zombies, Zombie
Contents

Rise of Civilizations v 3.13a (Map)

Reviews
Moderator
01/24/10 - ap0calypse: Approved
  1. Acorn511

    Acorn511

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    Pandas/trolls are supposed to be fast producing. Notice how weak they are.

    Walls fixed now
     
  2. MewTwoo

    MewTwoo

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    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
     
  3. Tleno

    Tleno

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    Hmmm... so what is current progress?
     
  4. Acorn511

    Acorn511

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    Apparently terrainer left THW according to his status. Going to work on the terrain myself with the help of some tutorials...
     
  5. Tleno

    Tleno

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    Sure... thats a good idea... its allways better to do everything by yourself...
     
  6. Shpartikus

    Shpartikus

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    What was changed in 1.56 and 1.57?
    I don't see the changes in the description D:
     
  7. Acorn511

    Acorn511

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    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...
     
  8. isus666

    isus666

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    game is...epic one of the best altered melee i have played so far
     
  9. SoulFire

    SoulFire

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    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
     
  10. Acorn511

    Acorn511

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    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
     
  11. tastywater

    tastywater

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    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.
     
  12. Tleno

    Tleno

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    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)
     
  13. Acorn511

    Acorn511

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    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!

    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?
     
  14. yamigosaya

    yamigosaya

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

    Tleno

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    So what?
    Oh, I think that after latest patch the map desn't seem to work right...
     
  16. Acorn511

    Acorn511

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

    Particle Cannon. Same function


    This update was solely to fix up the corrupted map. The next update with new wonders will be coming shortly.
     
  17. Assassins-Creed

    Assassins-Creed

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    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: Apr 4, 2010
  18. Hugomath

    Hugomath

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    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: Jun 7, 2010
  19. Tleno

    Tleno

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    Hmmm... what about an a "internet" wonder? There is wonder like this in Civilizations 4 you know... it allows all players (Or shall we say all your allies) to share technologies and automatically recieve the ones other researched.
     
  20. Acorn511

    Acorn511

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    That might be a bit hard to do and would require extensive triggers saving every upgrade a player makes. Also, allies don't quite stay allies.