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 22
Joined
Apr 6, 2010
Messages
2,836
That's fine, but it'd still be better if you could rebuild them (maybe at double cost each time).

Sometimes creeps will spawn inside your base.

You should give the giant spidermechs Flying movement. They already look like they can step over cliffs, might as well make it that way.

Hero EXP gain seems very small. I had an ogre who survived all the way to the modern age and he never got higher than level 7.

Secondary town halls don't have an attack.

Maybe have an upgrade system for units similar to towers. For example, turn a caveman into a civilized caveman for 20 gold.
 
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Level 9
Joined
Mar 10, 2005
Messages
326
That's fine, but it'd still be better if you could rebuild them (maybe at double cost each time).

Sometimes creeps will spawn inside your base.

You should give the giant spidermechs Flying movement. They already look like they can step over cliffs, might as well make it that way.

Hero EXP gain seems very small. I had an ogre who survived all the way to the modern age and he never got higher than level 7.

Secondary town halls don't have an attack.

Maybe have an upgrade system for units similar to towers. For example, turn a caveman into a civilized caveman for 20 gold.

The problem is if I give spidermechs flying, they will be ripped apart by Anti-Air systems such as the f22. I can try finding another way around that, maybe giving them no collision.

Secondary town halls aren't meant to have an attack. You're supposed to defend them.

I could look into a unit upgrade system. It would take awhile though, unit first has to upgrade into another version of civilized caveman that costs less. However, it might get complicated since some units follow a non-linear path of upgrade. For example, does the cannon become artillery, tank, rocket launcher, toxin artillery? Does the mg gunner become a rocket troop, special ops, or ranger?

This might seem viable in the earlier ages but in later ages, there is no one unit that is "superior" to others. Rocket troop beat heavy tanks. Machine gunners beat rocket troops. Light tanks beat infantry. Etc...
 
Level 22
Joined
Apr 6, 2010
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2,836
I was thinking it'd be for the early ages, when there's little money to go around (if you already spent 15 gold on the caveman, it's better to pay 20 to convert him to a civilized caveman than spend 35 on a new one). If some of your units are still alive but are guaranteed to go down in one hit, upgrading them will keep them useful for longer.

Once your income lines are well established, replacing units isn't as big a problem, so it can be removed. Why would you need a third unit though?

You just need to set the tank's movement type to Fly, it'll still be attacked as a ground unit, but will move like a flyer.
 
Level 22
Joined
Apr 6, 2010
Messages
2,836
Looks cool.

And on the subject of upgradeable units, I think you should do something similar with the heroes so their icons can all appear, kinda like Empire Earth. For example, Warchief->Erik->Richard, Spear Master -> medieval ranged hero -> Frontiersman, etc.

Also, a few "upgrade town hall" tooltips read "upgrade to Neolithic age".
 
Level 1
Joined
Mar 7, 2013
Messages
1
Question:Is map realistic or unrealistic?

Btw,Ragnarok is almost undestructable.Got him down with some Nuke tanks :xxd::D,Reincarnation:eekani:.....Oh god.Why didn't i build the particle cannon D:
 
Level 9
Joined
Mar 10, 2005
Messages
326
Question:Is map realistic or unrealistic?

Btw,Ragnarok is almost undestructable.Got him down with some Nuke tanks :xxd::D,Reincarnation:eekani:.....Oh god.Why didn't i build the particle cannon D:

Not after modern age. I'll probably remove reincarnation from the last hero. If you build him, u pretty much dominate the game already though. 120 food requires at least 10 control points with fully upgraded cities.
 
Level 22
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Apr 6, 2010
Messages
2,836
Thus far I've only found one: at the enclosed valley immediately SW of the central square (the one where the control point doesn't belong to yellow player, another issue), the north wall has a spot in the ease that lets units up the cliff face.

I like the new terrain, though I feel some areas are more privileged than others.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Thus far I've only found one: at the enclosed valley immediately SW of the central square (the one where the control point doesn't belong to yellow player, another issue), the north wall has a spot in the ease that lets units up the cliff face.

I like the new terrain, though I feel some areas are more privileged than others.

Thanks. Basically I have to put invisible doodads for every cliff area because they are not true cliffs. It's easy to miss a few. Thanks for pointing them out
 
Level 9
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Mar 10, 2005
Messages
326
In this particular case, Richard's summon (but really, any hero's summon spell counts). Thetroops attacking him were on a cliff, he cast it, and a few ended up stuck in the middle.

Isn't there a larger invisible doodad you can use?

There are larger ones but even so, it will greatly increase the amount of doodads on the map. I might change the way summons work so this wont happen (changing it to summon misha rather than archimonde)
 
Level 9
Joined
Mar 10, 2005
Messages
326
That could work.

The tooltip for SCVs says they can build mech labs (they can't). You should set them to build mech labs and advanced war factories (since there's an unused space).

okay. ill be making a bunch of fixes tonight

Edit: 2.04a now uploaded. Every change made minus the summon units. Still trying to find a fix for that without doodads.
 
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Level 9
Joined
Mar 10, 2005
Messages
326
Welp, no more bugs that I can see (for now, at least).

Will you be adding anything later on?
update: The pathing has not been completely resolved yet. Apparently newgen world editor's customize tile isn't working right on my computer.


Some things I'm considering:
-more heroes/wonders

-Going to try to make the map available for 12 players in the future. I'll have to rework the triggers/variables to host 12 players.

-Yes, revamp the apocalyptic age a bit more. Might try to get some non blizzard models for the capitals. Also thinking of going for more mechanical type apoco units rather than organic.

-selecting a nationality. Aka China has superior tanks/infantry, Britain having superior archers/aircraft, Middle East has superior stealth capabilities, North America having superior surveillance. Maybe unique units for each faction too.

-game mode selector in additon to the normal FFA:
"team survival mode" basically allies every player to each other to survive increasingly tough and numerous numbers of computer units

"zombie survival"-red has control of an undead faction instead of normal human units. Red units will be considerably weaker hp-wise but will be able to convert any units killed into the undead. All other players are allied and must survive. Walls would be of utmost importance.

-removing mage's guild and rogue camp. To make it more realistic, I will make the lvl 2 barrack upgradable to "archery range->shooting range, barracks (trains melee units), temple, or siegeworks".

Archery range will train light archers,archers, composite bows, xbows
Shooting range will train the arquebusier, muskeeter, rifleman, dragoon in addition to the archers.

Temple will train healers, crusaders (warriors that can heal), prophets (fortells disasters such as earthquake, meteor, volcanoes usually in enemy territory) and monks (converts enemy units like Age of Empires)

Siege works will build catapults, balistas, trebuchets, battering rams, and cannons

Barracks will train the swordsmen, horsemen, and all the other melee units.

Always open to suggestions. Most of the map was built off player suggestions in this comments area. This is what the map originally looked like: http://www.epicwar.com/maps/116161/ as comparison.
 
Level 2
Joined
Jul 23, 2011
Messages
12
I think there should be some sort of penalty everytime a player builds a wonder.

Lets say player Red, Just builded a wonder, The next wonder this player build will have a price icreasement of +25% OR he cannot build wonders in 2 min.

And Maybe give religion more influence ingame.
When Building temple you can upgrade what Religion you want to be in, you get a new religious building, which gives your unique Research and units.

Chrisitianity, Islam, hindoism & Zen buddism ( religion of japanese samurais )

Buildings : Chuch, Mosque, Templa (both hindu and Zen budism ).

players can have same religions, but when swithing to another religion, Tech will have +50% research time, and you cant ue the religious building for 120 sec.

Some units can be: Monks, Mujahidins, Priest, holy man, Samurai, crusader & more.

Just a suggestion :p
 
Level 9
Joined
Mar 10, 2005
Messages
326
I could try to add religion in and maybe another resource like "favor" similar to age of mythology. All the units built from the temple would cost favor and any catastrophies such as meteor or tornado would cost that. Each religion would of course act differently. Stuff like buddhism would rely on peace such as converting the enemy. Others like the norse would rely on attack power and have unique units fast hit and run. Christianity would be a combination of both, healers/crusaders.

Let me know what you think.
 
Level 1
Joined
Nov 17, 2012
Messages
7
Bug: Sometimes the Neutral units seem to ignore pathing, i've seen them going trough Walls and even the Fortified Bases' Pathing Plockers. The Towers just keep drawing their Aggro and then they suddenly go trough anything on their way and atack the Tower that was drawing their Aggro. Happened at Single Player mode(was testing the new version) at the Mid/Top Left Base(the one with only one way in). My Network is kinda laggy now, so i can't upload a Screenshot of it, but i guess the details may be enough.

Hope you can fix it.
 
Level 22
Joined
Apr 6, 2010
Messages
2,836
Favor might be a bit hard to balance (I haven't played Age of Mythology, so I don't know how it's handled), if it allows you to unload a dozen catastrophes all at once.

Also, obsolescence will be a factor: sure you can build faction specific units, but if they're up against standard units from three eras later they're not much use.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Bug: Sometimes the Neutral units seem to ignore pathing, i've seen them going trough Walls and even the Fortified Bases' Pathing Plockers. The Towers just keep drawing their Aggro and then they suddenly go trough anything on their way and atack the Tower that was drawing their Aggro. Happened at Single Player mode(was testing the new version) at the Mid/Top Left Base(the one with only one way in). My Network is kinda laggy now, so i can't upload a Screenshot of it, but i guess the details may be enough.

Hope you can fix it.

Can your own units ignore pathing? Or is it just the computer units?
 
Level 22
Joined
Apr 6, 2010
Messages
2,836
Walls have the evolve / built problem the towers had.
I think the Market upgrades need some retooling, so you can upgrade them at least once per era.
Make the final tier barracks unbuildable until Munitions has been researched, there are few fates worse than being wiped out because you can't produce units anymore.
 
Level 1
Joined
Nov 17, 2012
Messages
7
Can your own units ignore pathing? Or is it just the computer units?

I don't know, they just come inside the base trough places that should have no way in, activated Walls or even places with Pathing Blockers(explained it last post) and then just atack my towers or some of my workers harvesting close to the borders of the base(the trees at the right side at the top/mid right fortified base, they're pretty close to the pathing blockers). Maybe if i had someone who could help me test it, i guess it's some trigger making them ignore Pathing or maybe deactivating Pathing Blockers, Idk. Maybe you have someone to help you, but first try to do it the same way i did: Single Player mode at the top/mid right fortified base with neutrals on.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Walls have the evolve / built problem the towers had.
I think the Market upgrades need some retooling, so you can upgrade them at least once per era.
Make the final tier barracks unbuildable until Munitions has been researched, there are few fates worse than being wiped out because you can't produce units anymore.

Unfortunately that is unresolvable right now. If i use the actual replace trigger, it will "pop" a wall out of place. All the walls become the same unit if you deactivate, activate them again.

Regarding the pathing, if you go into the world editor, I did have a trigger that turns off pathing for creeps for debugging. I might have accidentally turned it on. I'll look into that.
 
Level 1
Joined
Nov 17, 2012
Messages
7
Unfortunately that is unresolvable right now. If i use the actual replace trigger, it will "pop" a wall out of place. All the walls become the same unit if you deactivate, activate them again.

Regarding the pathing, if you go into the world editor, I did have a trigger that turns off pathing for creeps for debugging. I might have accidentally turned it on. I'll look into that.

Well, thanks.

Ah, that explains why sometimes barracks suddenly teleport when upgraded.
There's also a pathing problem with wonders, they take up a lot less space when built than when they're being placed.

some wonders aren't actually immovable structures, such as the great bombard, those don't take so much space when they're finished.
 
Level 3
Joined
Jul 18, 2010
Messages
54
Actually, one normal SDR can be like that at the zoom of 500(maybe?).
Zoom 2000 normally you can see the entire Ragnarok.

The truth and how do this:
PlqIB4s.png


How me and m friend did that?
Well, just take 2 ion cannons, and you do one friggin hole, now take 3 ion cannons and put on the same place, this is what happens.

I wanted do with full game the hole(Just a critical haha). We have used it at the total 8 or 7 times.
And this hole have made one mountain that you can go upward, and when you launch more ion cannons on this mountain more bigger is the mountain(Reverse Engineering)(The truth is: we f***** the Warcraft 3 Engine).
 
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Level 17
Joined
Apr 3, 2010
Messages
1,100
Like the terrain and new income system. Cps less op and force fighting. But requires full game or its just an expansion game as before
 
Level 9
Joined
Mar 10, 2005
Messages
326
I'm considering modifying the income system a bit.

1. Control points will only grant food, no income
2. markets will give slightly less gold per tick. townhalls will give more income per tick

And wow, approaching 20 k dls. Thank you for your support. It has come a long way since being rejected in 2008!
 
Level 2
Joined
Jan 4, 2012
Messages
28
I'm considering modifying the income system a bit.

1. Control points will only grant food, no income
2. markets will give slightly less gold per tick. townhalls will give more income per tick

And wow, approaching 20 k dls. Thank you for your support. It has come a long way since being rejected in 2008!

It would be better if upgrading from ages to ages takes long... well atleas ALL PLAYERS ARE ALLOWED TO ADVANCE ON ANOTHER AGE AFTER "X MINS OF GAME"

3 mins of game Stone Age
6 mins of game Iron Age or something like that
Im not a newbie here.. and havent played for long so i think
i just have some mistakes...
 
Level 2
Joined
Jul 23, 2011
Messages
12
^
Well many people tend to advance very fast in technology in the game.
But if some other players act smart, they can build an army early game ( efficent from age III and onwards ) to rush an army to destroy the enemy before they tech far to fast
 
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