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 7
Joined
Jan 9, 2010
Messages
339
Hey.
This is one of my favourite builder maps on warcraft III, the music is really fitting and now the terrain is up to most peoples' standards by now. Great work, hope you will continue to update it!
 
Level 23
Joined
Apr 6, 2010
Messages
2,846
I like the new zombie mode, a lot easier to defend against yet much more challenging (Acid Spitters just seem to accumulate...).

Would you consider making the zombies a playable mode?

Also, could you give barracks a demolish/relocate ability, because upgrading them becomes a real pain (one basically teleported itself right into the enemy's path, where they obligingly destroyed it).
 
Level 9
Joined
Mar 10, 2005
Messages
326
I like the new zombie mode, a lot easier to defend against yet much more challenging (Acid Spitters just seem to accumulate...).

Would you consider making the zombies a playable mode?

Also, could you give barracks a demolish/relocate ability, because upgrading them becomes a real pain (one basically teleported itself right into the enemy's path, where they obligingly destroyed it).

It would be a long time before zombies can be playable. They lack a lot of units and have no buildings as of now. I can't just convert them over. For the barracks, ill change collison size so the upgrade/replace thing won't teleport.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Thanks. I'll look into the pathing as well. I'll remove fences for center boss. Is the hydra really that strong though? They're easily gunned down by ranged units.

The goal though is to not let the zombies in. If they reach your base, they will start killing all your squishy units like the workers and convert them over.
 
Level 23
Joined
Apr 6, 2010
Messages
2,846
Well yeah. Except that to repair the walls keeping them out, you need workers right next to them. And depending on your base's configuration, they can actually attack the woodcutters before even reaching the base's entrance. The only thing I found useful to kill them was mass falconets. Otherwise, towers everywhere.

Yeah, I think the problem is simply that they get too many siege units. Not only are half your units unable to hit them, but they can destroy you towers easily. Also, really? Spawning from mechanical units?
 
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Level 9
Joined
Mar 10, 2005
Messages
326
Well yeah. Except that to repair the walls keeping them out, you need workers right next to them. And depending on your base's configuration, they can actually attack the woodcutters before even reaching the base's entrance. The only thing I found useful to kill them was mass falconets. Otherwise, towers everywhere.

Yeah, I think the problem is simply that they get too many siege units. Not only are half your units unable to hit them, but they can destroy you towers easily. Also, really? Spawning from mechanical units?

Haha if it's too much, you can adjust the difficulty with -decrease command. The goal in making this mode is for co-op, not solo.

Also yes, it's not very realistic, but mechanical units can rise too. The reason being that the highest ages have 90% mechanical...

Lastly, NOT all bases are created equal. Some are better off being secondary bases. Usually the main base in zombie mode should be one of the corner bases or close to it. Bases that are out in the open aka the graveyard aren't as safe
 
Level 23
Joined
Apr 6, 2010
Messages
2,846
Weeeeeeeell... Technically I'd been at difficulty 13 for a while, and since I was holding them off without trouble I set it to 14. I didn't beat him, if that's what you mean.

But yes, I got to that point alone and without cheats. The key is to use the very large SE base, wall it in, and ring it with towers. That way the creeps see and get held up trying to attack the towers, instead of all showing up on the doorstep, and limiting the troops you have (since they only get killed, spawning more creeps).
 
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Level 23
Joined
Apr 6, 2010
Messages
2,846
Ah. I didn't touch the spawn rate. I did, however, wait to have a small base before bringing in the zombies. I think the most important factor is having your base guarded by guard towers or higher to counter the siegers, once you hit modern era you can spam snipers and tankhunters at will.

Also, I think my crowning achievement is that I had reached gatlings before they sent gargoyles. Turns out the NE spot works as well.

The Holy builder also has melee upgrades for ranged attacks.
 
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Level 9
Joined
Mar 10, 2005
Messages
326
Ah. I didn't touch the spawn rate. I did, however, wait to have a small base before bringing in the zombies. I think the most important factor is having your base guarded by guard towers or higher to counter the siegers, once you hit modern era you can spam snipers and tankhunters at will.

Also, I think my crowning achievement is that I had reached gatlings before they sent gargoyles. Turns out the NE spot works as well.

The Holy builder also has melee upgrades for ranged attacks.

GG the holy builder had melee attack since the beginning back in 08' and now I just realized. Another thing to add to the check list. I also will update the description for coinage and blacksmith since gold mines don't exist anymore.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
You can abuse zombies/creeps, because they self replicate you can spam pandas/tier 1 unit then use cannons to kill them, repeat this process and you can get infinite wood and gold
 
Level 9
Joined
Mar 10, 2005
Messages
326
If cannons can 1 hit them, they don't give that much gold. Example, units that can be 1 hit by cannons give on average 1-20 gold. If you make 100 pandas, thats only 2 k gold but a lot of effort at the risk of infestation too.

I saw a guy make pandas once, and he was way behind the rest of the people spending that time taking control points instead
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
A panda takes 1 second to build, using 30 lumber mills i can make 30 pandas a second in a controlled enviroment/outpost, This is 1800 pandas a minute.

I can 1 shot the units spawned from pandas using cannons/soldiers before they kill everything.

1-20 gold * 3600 Avg at 10 = 36k gold and a bunch of lumber.

Its not the easiest thing but income can be exponential.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
You can do the same thing with trolls and basic barracks o_O


Edit: Also there is a Panda hotel in China :O soon to have one in every major city across the globe. --> Major city//(New York London etc)
 
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Level 9
Joined
Mar 10, 2005
Messages
326
Pathing gap in the north center base, in the top group of trees on either side.

Also, it seems that if you don't enter -zombies before the difficulty goes up on its own, they don't show up until it increases again. Bug or feature?

Bug. Though most people select the mode at the beginning! That's some extensive testing you did.

Based off how I made the triggers, you can cause zombie instantly to spawn afterwards by typing in -diff X.
 
Level 23
Joined
Apr 6, 2010
Messages
2,846
Not really. I just decided to try one of the hard bases, and getting defenses and units up took until after the first difficulty spike.

Gap in the center east base, to the right of the south entrance.

A strange one: Took the SE corner base and walled it in, and later found this MASSIVE crowd of creeps in the base slightly to the NW, who were just shoved up against the trees.
 
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Level 1
Joined
May 7, 2013
Messages
2
Awesome map man, really enjoyed it. I played a few rounds with my friends it's really fun. But I tried the creeps mode and that was insane. I made it to round 9 alone the first time. Then I made it to level 14 and got crushed by the second Ragnarok. I can't imagine the zombie mode, isn't that harder?

***EDIT***
One thing I noticed. In the dead base with the undead blight, I noticed that the creeps would run behind my base and climb the hill to attack. Not sure if this is intentional but it was a pain since I had to build towers back there and send soldiers from my main entrance.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Which verison did you play? I thought I fixed up the pathing in the graveyard in v 2.05d.

And yes, zombie mode is a lot harder. The final boss of zombie mode is a bio-version of the Ragnarok. Same capabilites but has much more armor/summoning capabilities and can convert your units into undead.

Versus mode with zombies spawn on opens a whole new level of strategy too. Breach someone's walls and let the undead do the work for you!
 
Level 2
Joined
Apr 28, 2013
Messages
10
Excellent map ,love the ages and the gradual evolution. Single player system also entertaining ,zombie mode is a bit overwhelming ,especially at level 14. Also experiment 0 is a bit too hard ,I think there should be an easyer way to defeat it. I had a base full of demons and it just went through them without a problem. The hero before the modern ones ,the colonist like shooter is a bit OP for his age since it does 1K of chaos damage ,also Eric the Red`s raider summoning ability is kind of annoying. I mannaged to beat a friend using only him since he is not limited to the number of raiders he can summon and one group can erase a medieval city with ease. Also one last thing ,the evil side of the apoc age is way too powerfull when compared to the good side. Ok evil is offensive and good is defensive but the good side`s def bonuses are too weak compared to the massive increase in offensive capabilities of the evil one.

Anyway AMAZING MAP! Can`t get enoughf of it ,played it like 3 days straight with some friends ,had a lot of fun ,easy to leran ,hard to master so it respects the first law of making rts games and maps ,a total blast from start to finnish and pretty well balanced. I know you had complaints about the terrain but that`s not such a problem ,my problem is the symmetry of the map ,it feels too mechanical.

9/10 in my book and congrats for such an epic creation
 
Level 2
Joined
Oct 4, 2011
Messages
22
Hi Acorn, I'd love to let you know that I love this map! I'd love it even more if there was an option that creeps would build a little base(even outposts) throughout the map. 5/5 for amazingness! :)
 
Level 2
Joined
Apr 28, 2013
Messages
10
Yes I love the idea of creeper outposts or even zombie outposts if the mode is enabled. New things I noticed: balancing improvements ,I was not able to compare this to the last version but the economy system seems more friendly ,love the new zombies and overall nice changes that improve the quality of the map. Hopefully we will see improved terrain and some creeper outposts.
Also just observed this: apoc age capitals are a bit too big ,resizing them might be a good ideea and finnishing or eliminating that age should be an ideea as it doesn`t offer that much ,nor those it change the balance of the game unless you are fighting creeps. At least add more units and buildings for the age or make it easyer to reach as it costs a lot of resources wich at that point could be used for military developement or expanding settlements.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Any ideas on what to improve terrain wise?

Small creep outposts might work. I could make them spawn randomly and if you kill it, gold will be awarded. Though it will require extensive retriggering.

Terrain an outpost using units (i forget does jass allow for Doodad spawn) doodads if allowed, then save location of the units at start of game then delete this outpost.

Create multiple regions that are all viable places for this creep base to fit, then respawn it using saved data.

When saving positions save positions with a reference to the center of the creep camp. (Use a totem pole maybe or something) that way it will be a perfect replica, and more functional.


As in

If my creep base consisted of 4 walls 1 totem (center) and 3 creep groups.


say Totem position Xy was (500,750)
Wall doods Top -(1000, 750) (1000, 800) (1000, 800) Right side(950,800) etc

Then save it as Wall doods XY values = (1000-500) or difference between values. ^^
 
Level 9
Joined
Mar 10, 2005
Messages
326
Terrain an outpost using units (i forget does jass allow for Doodad spawn) doodads if allowed, then save location of the units at start of game then delete this outpost.

Create multiple regions that are all viable places for this creep base to fit, then respawn it using saved data.

When saving positions save positions with a reference to the center of the creep camp. (Use a totem pole maybe or something) that way it will be a perfect replica, and more functional.


As in

If my creep base consisted of 4 walls 1 totem (center) and 3 creep groups.


say Totem position Xy was (500,750)
Wall doods Top -(1000, 750) (1000, 800) (1000, 800) Right side(950,800) etc

Then save it as Wall doods XY values = (1000-500) or difference between values. ^^

My walls in this game are actually units not doodads.

However, is this possible in gui? Never done jass before.


This is how I can see it go tho, give or take:

-I will add about 15 possible creep "camp" locations. Every 5 minutes of the game, an additional creep camp will attempt to spawn in a random area. This area will be subsequently pinged.

- If there is already a camp present, then nothing happens. If there is no camp in the region, then a camp will spawn. This way, as more camps are present, the less likely additional ones will spawn.

-Each creep camp will spawn additional neutral hostile attackers along with base spawn until it is killed.

-The higher the difficulty, the stronger the creep camps will be.

-Base creep spawn will be reduced drastically with this new system to account for the camps.

The triggering will require MAJOR WORK though. I need to read up on some documentation and tutorials to see how to get this to work triggerwise while removing the memory leaks introduced with all the new variables.
 
Level 2
Joined
Apr 28, 2013
Messages
10
Adding creeps won`t work as once we reach the later ages they will be too weak ,you could just add more forest areas ,some water ,more mountains ,just diverse the terrain. Also this will add to the strategic posibilities of the map. Simple terrain that can change alot ingame or you could add the creep camps to occupy the space.
Also creeper camps will need to evolve too so they can keep the challenge up.
 
Level 9
Joined
Mar 10, 2005
Messages
326
Not saying it's a bad idea, but if you're going to all that trouble, why not simply make an AI?

AI would be far more complicated due to there being so many tiers and units. AI is simple for altered melee maps where only a few units are changed but the gameplay is still fundamentally the same.

As for coding ai in jass, I don't have the slightest clue. =/
 
Level 9
Joined
Mar 10, 2005
Messages
326
Well the units would be quite simplified if you went with the map-wide replacements, AI or no.

I don't see unit replacement as a feasible option. Early on, yes, its a linear upgrade but as soon as it hits tier 3 barracks, units diversify. Does an archer become a composite bow, assasin, or crossbowman? Does the catapult become a balista, trebuchet, or battering ram?

Does the heavy calvary become anti-air tank, main battle tank, flame tank?

If it's linear, yes i can do that. But there's too many branches. Also, some players may prefer to be able to build 2 balistas over 1 cannon for a certain situation. Forcibly taking out the options to build older units isn't exactly what I want.

And yes, I did it for the markets but that's about it.
 
Level 23
Joined
Apr 6, 2010
Messages
2,846
Not really, you just have the units upgrade to whatever takes on their role (onager to catapult to ballista to cannon) with the specialty units (ram, trebuchet) available from their buildings as standard, but not necessarily having to upgrade to anything. Take, for example, the Partisan unit in EE, which remains useful in later ages.

So basically you'd have archer->better archer->composite archer->musketeer->rifleman->machine gunner->ranger->spec ops, with the variants like rocketeers and snipers being their own separate units (unless you put in grenadiers or something).
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Create a separate upgrade called (hostile creep) that increases dmg and hp on a escalating amount. Then level it over time, to balance for damage etc.

Also its possible in GUI just use a hashtable. If you want I can make a test version for you giving an example of how a base setup can be recorded and recalled. I don't do jass either :L
 
Level 9
Joined
Mar 10, 2005
Messages
326
Create a separate upgrade called (hostile creep) that increases dmg and hp on a escalating amount. Then level it over time, to balance for damage etc.

Also its possible in GUI just use a hashtable. If you want I can make a test version for you giving an example of how a base setup can be recorded and recalled. I don't do jass either :L

That would be great if you do.
 
Level 2
Joined
Jul 23, 2011
Messages
12
Also it could be neat if there also were Government types in the game.
A new building : ``The Capital´´
From here you can decide what Government type your Civilization will have.
And maybe some Reforms (upgrades) that will affact your nation.

Empire.
Republic.
Feudal Monarchy.
Tribal Federation.
( choosing Government type can be optional or forced to have if a player wanna advance (?) )

Each Government, with pros and cons.
And changing government will of course give a penalty maybe on units for a limited time, on their armour and Attack.
Or maybe some limited resource gain for some 5 to 10 min.
 
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Level 17
Joined
Apr 3, 2010
Messages
1,101
That would be great if you do.

Kk making one now, will upload soon, you will need to add in the leak removal custom script as I'm too lazy to search for it and it my self D=

Kk done havn't tested but should work :L
 

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  • Neutral camp spawn creation test2.w3x
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