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
Sep 4, 2008
Messages
603
No, it's not. They just keep spawning and staying where they are. It's a good challenge to beat them without using nukes or the laser cannon though :p
 
Level 9
Joined
Mar 10, 2005
Messages
326
I'm aware that they're stuck there. I have to find the trigger that is sticking them there. Originally, I did not plan for the creeps to be involved in multiplayer so I need to rework a lot of the triggers in order to make it work. However, there must be one trigger that still thinks to only activate the ai when only one player is playing...
 
Level 2
Joined
May 19, 2009
Messages
16
wouldnt it look more good with islands??? but the problems are boats right? so what about this idea: boats or boatyards are scattered in the island. when units go near the boat or boatyards they automatically get teleported on the mainland or other islands. wouldnt it look real good on your map and also solve the problem with the boats? Just a suggestion :)
 
Level 15
Joined
Jan 26, 2010
Messages
1,648
APOCALYPTIC AGE....sounds epic bro.....tell me will it have:
NUKES
ion cannon?
giant friggin tanks
futuristic weaponry
radioactive weapons?
powerful naval forces?
Tiberium Airstrikes?

also maybe a create a new world order age?

here's my ideas for the choices

Global Prosperity WO*world order for long term*
your nation focuses on economy and world peace,weak military good economy,Special Embassy to request aid from European or Asian countries peaceful to you*reinforcement caller*
You focus on prospering fair and square,you focus on a good but not too strong military and attempt to strengthen economy.

Corrupted WO
focuses on military,good military,Suspicious Economy
your nation begins to focus on controlling people in high power,and doing uncanny things to keep your economy running smoothly.

Pan -Galactic WO
High technology, powerful but expensive soldiers, renewable economy.
your nation has made allies with space colonies and also has increased technology to a whole new level.Your new focus is creating a utopia for all mankind,Unfortunately your resolution is not exactly enjoyed by other nations.So you must use your technology to defend your nation.

inspired off CnC 3
 
Last edited:
Level 9
Joined
Mar 10, 2005
Messages
326
whats your opinion on my World Order age??

Never played CnC 3. The only thing that I kinda "stole" from CnC is the particle cannon. Works in the exact same way as the one in CnC Generals.
generals5.jpg

ff26nb.jpg


About the new age order government types, I'm not sure adding them is a good idea. Post apocalyptic age isn't a big part of the map. Few people reach it and most people die before WWI in an intense game with rushing and betrayals from games the times I hosted on battlenet.

Making something so late serves little purpose. Apparently I lose at my own map against some good people. Long swordsman apparently are the best middle age unit for tanking lots of tower/archer hits while providing cover for your own archers/trebuchets =D. The long swordsman/composite bow archer combo of the castle age can pretty much own anything until muskets in the enlightenment comes along.

What I might try to do is set up government types earlier on in the game. ex. Monarchy, Democracy, Dictatorship, etc, each with its strengths and weaknesses.
 
Level 27
Joined
Jul 6, 2008
Messages
11,336
Actually, sicne quite often in games there are moments where none of sides can defeat each other in military way, you could add some kind of final era, similar to Utopia Project and spaceship to Alpha Centaur or whatever it's called from Civilization 5. See, when you've researched everything, you can advanced to final era (everyone will be notified you're advancing to it) whihc automatically grants you victory. This way if none of players will be able to take other one by force, at least one of them will be able to achieve victory.
 
Level 9
Joined
Mar 10, 2005
Messages
326
i liked the government system thing :p. btw are you planning to create a new terrain for this map?

A helpful person did make new terrain. If anyone wants to check it out here it is:

http://www.hiveworkshop.com/forums/...ven-rise-civilizations-v1.75newterrain1.0.w3x

Tell me what you think! I haven't implemented my new ai/victory conditions system in it yet.

Actually, sicne quite often in games there are moments where none of sides can defeat each other in military way, you could add some kind of final era, similar to Utopia Project and spaceship to Alpha Centaur or whatever it's called from Civilization 5. See, when you've researched everything, you can advanced to final era (everyone will be notified you're advancing to it) whihc automatically grants you victory. This way if none of players will be able to take other one by force, at least one of them will be able to achieve victory.

I could make a final wonder that wins the game that can be toggled on or off at the beginning.
 
Level 1
Joined
Dec 16, 2010
Messages
1
IMPORTANT:

There is a hacked map that allows RED and BLUE to max gold/food/lumber instantly. Protect the map or something.
 
Level 2
Joined
Aug 15, 2009
Messages
16
Help?

When i Implement The game to my Download folder in my warcraft maps and when i go play single player its not listed i was hoping to play it :vw_sad: can you help?
 
Level 9
Joined
Mar 10, 2005
Messages
326
How to open a Panda at early?
having 23 dmg is really helpful specially fighting until 3rd age

Not sure what you're talking about. There is a mini-panda I included just for fun with the -panda command. However, he only has around 2 damage, not 23. The mini-panda has almost the same stats as the savage which you can build by default at your capital.
 
Level 2
Joined
Jan 4, 2012
Messages
28
Not sure what you're talking about. There is a mini-panda I included just for fun with the -panda command. However, he only has around 2 damage, not 23. The mini-panda has almost the same stats as the savage which you can build by default at your capital.

Forgot to remove my comment..
-------------
Suggestion
- -name command should have a cooldown before use again
because i've play with some people spamming with it...
 
Level 2
Joined
Jan 4, 2012
Messages
28
The upgrade from early game is way too fast.. i like it that the upgrade takes more second.
atleast 10 sec add per upgrade...
ex.
Neolithic - 20 sec
Copper Age - 30 sec
Iron Age - 40 sec
Just to prolong the game and have time to build barricade or time for upgrades
 
Level 2
Joined
Jul 23, 2011
Messages
12
Awesome, this map is back in devolpment.
This is in my opinion a very unique and aweome map.

IT doesnt feel like playing Warcraft with so much content. 5/5.

Keep it up! ;D
 
Level 9
Joined
Mar 10, 2005
Messages
326
Awesome, this map is back in devolpment.
This is in my opinion a very unique and aweome map.

IT doesnt feel like playing Warcraft with so much content. 5/5.

Keep it up! ;D

I'm planning a major overhaul of the game mechanism soon. Let me know what you think

Here is the general idea of how the new version will look.
1.All the gold mines will be replaced by a marked region where you can build a town center/city over. Town centers/cities CANNOT be built over anything else.
2. Each townhall/city you own will provide a set amount of food which allows the construction of workers and markets.
3. Workers will no longer be able to harvest gold, only lumber. Markets will generate the gold and can be constructed as early as the stone age.
4. The bonus food from advancement of age will decrease, so by the final age, the main town center will only provide 80 food.
5. Each city will provide an additional 5 food. Each time the city upgrades, it will provide 2 additional food.
6. Each city, townhall will also have the same function as a market. Thus, base income/10 seconds will be now = Market Value x (Total Markets+Cities+Town Center)
7. When cities are destroyed, same gold penalty applies as when markets are destroyed
 
Level 2
Joined
Jul 23, 2011
Messages
12
Hmm its indeed a very game-changing idea.

though I would like that you making a copy of your game, and try release a beta version of this.
Its sounds very interresting.

Let me hear from you, I have pplayed this map in years and fully supports it.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Hmm its indeed a very game-changing idea.

though I would like that you making a copy of your game, and try release a beta version of this.
Its sounds very interresting.

Let me hear from you, I have pplayed this map in years and fully supports it.

Beta version of the changes is on the facebook website. I opted out of haunted gold mine idea and some other stuff but let me know how it is! https://www.facebook.com/groups/riseofcivilization/
 
Level 2
Joined
Jul 23, 2011
Messages
12
Okay, I will try host a few games online and see how the outcome with this will be.
Btw, I think the town checkpoints only should be attackable by melee to reduce over rushing.

Also increaings its Hp over time and its protector as well.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Okay, I will try host a few games online and see how the outcome with this will be.
Btw, I think the town checkpoints only should be attackable by melee to reduce over rushing.

Also increaings its Hp over time and its protector as well.

There were several critical errors with the map that caused an infinite loop. Here's the fixed version attached below.
 

Attachments

  • Rise of Civilizations v2.02a.w3x
    7 MB · Views: 44
Level 22
Joined
Apr 6, 2010
Messages
2,835
I've only played one single-player so far, but I see it has a lot of work put into it.

So far I only have a few issues:
* The research buildings can't be upgraded from the early form to the next (if that's not happening, have a "destroy this building" feature as they just take up space otherwise).
* The medieval and light workers make the same tower, underpowered in the Medieval's case.
* Upgraded workers lose their carried ressources.
 
Level 9
Joined
Mar 10, 2005
Messages
326
I've only played one single-player so far, but I see it has a lot of work put into it.

So far I only have a few issues:
* The research buildings can't be upgraded from the early form to the next (if that's not happening, have a "destroy this building" feature as they just take up space otherwise).
* The medieval and light workers make the same tower, underpowered in the Medieval's case.
* Upgraded workers lose their carried ressources.

The worker issue is something that I have a bit of difficulty resolving. Orignally, it was the metamorphsis skill but however, there's a strange system glitch that prevents the newly upgraded workers from building things. I had to use a replacement trigger for that, but that sadly gets rid of carried resources and freezes the workers.

The reason I didn't put an upgrade option to research buildings is because not all upgrades are mandatory in each building. After upgrading the research building, if u want to research something in the prior building, u have to rebuild it. I could add a self destruct skill to those buildings though.

I can let the medieval worker build the guard tower instead in the future version.
 
Level 22
Joined
Apr 6, 2010
Messages
2,835
Self-destruct might be better.

Been playing again, and might I add that maybe giving the creeps nuke launchers is a bit much. I kept building anti-air and looking for the bombers before realizing.

The wonders can't be rebuilt after destruction, problematic since some upgrades depend on having them.

Maybe make the starting era selectable as well, setting all prior upgrades as researched.

What's the music that plays during the final epochs?
 
Level 9
Joined
Mar 10, 2005
Messages
326
Self-destruct might be better.

Been playing again, and might I add that maybe giving the creeps nuke launchers is a bit much. I kept building anti-air and looking for the bombers before realizing.

The wonders can't be rebuilt after destruction, problematic since some upgrades depend on having them.

Maybe make the starting era selectable as well, setting all prior upgrades as researched.

What's the music that plays during the final epochs?

Music is from an old school game. Rainbow Six Raven shield. Short and can be condensed in file size to a mere 700 kb or so http://www.youtube.com/watch?v=l0n4aIR6dSg

Some of the upgrades were wonder dependant on purpose.
 
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