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Rise of Civilizations v 3.13a

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 3
Joined
Dec 20, 2013
Messages
19
HELLO all boys and girls , and Acorn511

HELLO all boys and girls , and Acorn511.:cool:
We made a new Chinese version, but did not update the model. I think, we can do business together, but,ican't speak English at all.
We made a big change, but the balance is not very good, I hope you could speak Chinese, or I can able speak English!
QQ Download
Http://rj.baidu.com/soft/detail/14178.html?ALD
Our group number 282902727
Or you can click
Click on the link to join a group [rise of civilization]:
http://jq.qq.com/? _wv=1027&k=c7kaCy
And we hope that together for games and other country's friends, but we can‘t able to use English platform.

chinese version download
its only 6.14mb size!
View attachment 文明的崛起3.04国土资源R.w3x

we hope you can come to visit our group
 
Level 1
Joined
Apr 21, 2015
Messages
2
Hey Acorn511, I'm not sure if you're still actively updating this (phenomenal) map, but I think I've encountered a bug/glitchermabob.

When playing in multiplayer mode (me and my sister) and enabling "-zombie" mode, it causes non-zombies to spawn, along side the zombies, including tanks, riflemen, etc.
I'm assuming it's meant to play out like singleplayer version of -zombie, in that it's all the undead looking characters like skeletons, worms, bone dragons and stuff.

Is there a work-around for this issue?
I'd make sure -creep was off and even tried -decrease command

It's phenomenally difficult to fight the non-zombie, zombies from -zombie because the 100% infection rate is still active on those non-zombies, so we've got Mk I tanks and machine gunners totalling all of my infantry, turning them into hydras (I was at the renaissance age when I started -zombie, so I had lots of melee units and no gunpowder units).
Here's what happened.

Me and my sister started a base together at the bottom left of the map and each of us guarded one of the 2 gates, plonking a load of towers and walls in preparation for -zombie. My sister branched northwards to the capture point just above our home base and built one hell of a fortress (I was focusing on tech, not branching out) I researched everything available up until I was finished with the renaissance capital and began stockpiling some resources so I can create a bunch of units quickly if needed and let my sister catch up. I enabled -zombie and right away- loads of Mk1 tanks and machine gunners spawned, with a few worms and skeletons and the first wave hit my sisters north control point where she had focused her main army and lost half of her entire army. Then a next wave spawned and destroyed her remaining army- with all of them now hydras and no infantry to keep them away from walls and towers (as hydras are now inside the walls because they died within it) and very very very quickly, the base lost every single building and wall- it was ridiculously funny honestly, as I thought she just messed up...
Then they attacked me.
Oh MAN did those tanks shrek me. My walls and towers held up nicely (I was 2 ages ahead of my sister) and I had Leonardo Da Vinci to help out too with his 3x tanks. The tanks died 2 waves later and Leonardo died on the 4th wave and then I encountered a problem.
My towers, even though upgraded as far as I could go at that time, didn't have the firing range of either the tanks or machine gunners and I quickly lost the north gate (east gate wasn't being attacked very much) and then I had the bright idea to spend almost all of my resources I stocked to go up an age to level the playing field, so I done that and then started on some cannons for their long range firing. But damn... That was the idea that killed me off quicker than I could finish a 3rd research.
Even though mechanical- They still died and turned into hydras upon death- then the hydras destroyed my towers- and flying units flew over the walls and killed my workers and frost dragons froze everything and I was just a sitting duck.

The same issue of non-zombies spawning in -zombie has happened every time we played the map (4 times yesterday)

Although, the very first time we played it together, I done -zombie at the start, just after we both placed our town halls down and the only thing I noticed attacking us, were -zombie units.
Today, we're going to be playing it again and this time we're going to do -zombie at the start again in hopes of there being no normal units mixed in.

TL:DR

Normal creeps spawn along side zombies during -zombie mode in Multiplayer.

Are there any plans to release a Multiplayer-Singleplayer version, in which the singleplayer commands work in multiplayer? Would be pretty great to be able to control the difficulty of AI units and the spawn count, like in singleplayer, especially for those who specifically want to play co-op survival in LAN or with multiple friends over WAN

Also if perhaps command abuse during PvP is a suspected issue with the commands being made available for multiplayer, then perhaps include an option like the Max Epoch option at the start listing "Normal" "Survival Co-op" "Zombie Co-op" "Mixed" where those listed with "Co-op" if chosen, would automatically ally all human players together


P.S. You have seriously reached the next level in humanity, your panda avatar has gained +2 Cuteness and your acorns are growing like wildfire- for having updated this map for 5 and a half flippin' years!
 
Level 9
Joined
Mar 10, 2005
Messages
326
I have not tested this as zombies are activated at the beginning of the game 99% of the time. I will have to look thru the entire trigger thing to see whats going on.

Single player commands only work for red to avoid randoms abusing the commands.
 
Level 1
Joined
Apr 21, 2015
Messages
2
I have not tested this as zombies are activated at the beginning of the game 99% of the time. I will have to look thru the entire trigger thing to see whats going on.

Single player commands only work for red to avoid randoms abusing the commands.

Ah, forgot to edit my previous message after attempting to -zombie at start
Doing -zombie at the start worked perfectly, even after 2 hours went by, turning -zombie off and on also only spawned only zombies.

It seems it only happens if I enable -zombie for the first time a long time after the start of the map.

Also, not all the singleplayer commands are available, like -lock and -unlock do not work, when playing multiplayer with -zombie mode (though -diff worked)
 
Level 3
Joined
Dec 20, 2013
Messages
19
new fix ver chinese lag

HELLO all boys and girls , and Acorn511.
We made a new Chinese version, but did not update the model. I think, we can do business together, but,ican't speak English at all.
We made a big change, but the balance is not very good, I hope you could speak Chinese, or I can able speak English!
QQ Download

Our group number 282902727
Or you can click
Click on the link to join a group [rise of civilization]:
http://jq.qq.com/? _wv=1027&k=c7kaCy
And we hope that together for games and other country's friends, but we can‘t able to use English platform.

chinese version download
its only 5.88mb size!
map download ↓
http://war3.uuu9.com/Soft/201507/35827.shtml
map download ↑
we hope you can come to visit our group
 

Ardenian

A

Ardenian

Could you make ENT host the newest version or do you don't have power about this ?
It is annoying that ENT hosts like 3.00 or something
 
Level 9
Joined
Mar 10, 2005
Messages
326
I can add it to Makemehost. I think you would have to make an account on Entgaming to add the newest version. It really sucks that they still host the crappy v 3.0 which isn't even made by me but by some random dude that tweaked the map.
 

sentrywiz

S

sentrywiz

This looks insane. Inspired by Empire Earth I presume? Since you go from savages to mechs with rockets and ion cannons?
 
Level 9
Joined
Mar 10, 2005
Messages
326
Incomplete version is now available. Type -undead at the start of the game to unlock zombie race. Any bugs/glitches found will be appreciate. Totally untested!
 

Attachments

  • Rise of Civilizations v3.08.w3x
    7.7 MB · Views: 123
Level 28
Joined
Apr 6, 2010
Messages
3,105
Red, in single player.

And now it works. Go figure.

Burrow upgrade says you need it to build Beetles, but they're available from the start. Scratch that- the Spitter Beetle built at the Cursed Barracks is called a Beetle.
Skull Splitter requires a level 2 hall and a level 3 upgrade.
Shrine of Fire isn't AoE.
 
Last edited:
Level 9
Joined
Mar 10, 2005
Messages
326
Red, in single player.

And now it works. Go figure.

Burrow upgrade says you need it to build Beetles, but they're available from the start. Scratch that- the Spitter Beetle built at the Cursed Barracks is called a Beetle.
Skull Splitter requires a level 2 hall and a level 3 upgrade.
Shrine of Fire isn't AoE.

Thank you! Keep that up...fixes will be coming soon
 

Ardenian

A

Ardenian

Great, I check it out!

Uhm, which one is the newest version now ? The one you attached or the one uploaded ?
 
Hi Acorn! Your Map is Awesome...And I 'm Waiting for the Next Update
Be Sure To Improve It More. I Have Some Suggestion
I Want you to make it Anti-Cheat Map because it is Nice To Cheat like Warpten and GreedisGood
I Also want you To Add Some Structures Like House just to add Food For Heroes


This Is What i Been Waiting For!
Good Luck! :thumbs_up:

I Vote 5/5

Edit: I Also want a Max Epoch to Nano Age in the Selection
 
Level 9
Joined
Mar 10, 2005
Messages
326
Hi Acorn! Your Map is Awesome...And I 'm Waiting for the Next Update
Be Sure To Improve It More. I Have Some Suggestion
I Want you to make it Anti-Cheat Map because it is Nice To Cheat like Warpten and GreedisGood
I Also want you To Add Some Structures Like House just to add Food For Heroes


This Is What i Been Waiting For!
Good Luck! :thumbs_up:

I Vote 5/5

Edit: I Also want a Max Epoch to Nano Age in the Selection

This is a mostly multiplayer map so I didn't bother implementing anti-cheat. Also for testing purposes, I use the codes myself
 

Ardenian

A

Ardenian

^good idea, but probably pretty much time-consuming, considering the amount of ages and techs
 
Level 2
Joined
Nov 28, 2006
Messages
20
my game keeps crashing. no idea why. it was about a few minutes after i upgraded my town hall (age upgrade?).

i played single player btw.
 
Level 3
Joined
Sep 28, 2014
Messages
34
Thank you for the feedback RinkaWaII. Due to the file sizes of a lot of units, it's hard to fit in the angel units (most of them are over 200 kb). I will make some updates soon. Passed all my board exams haha

That's so sad :(

In Any Case can you make the map more bigger? I Don't Care if This map will be over 10mbs+ but i don't know if its possible since your the creator. Mostly my friends playing this on GameRanger and they complaining to the map size because the details what on the map is more bigger than the size of the map they playing that's why especially when you add the -undead mode into it now because Undead is all about spamming units and we're hardly fit on the map with full house or maybe not I think 8+ players is hardly fit on it.
 
Level 9
Joined
Mar 10, 2005
Messages
326
That's so sad :(

In Any Case can you make the map more bigger? I Don't Care if This map will be over 10mbs+ but i don't know if its possible since your the creator. Mostly my friends playing this on GameRanger and they complaining to the map size because the details what on the map is more bigger than the size of the map they playing that's why especially when you add the -undead mode into it now because Undead is all about spamming units and we're hardly fit on the map with full house or maybe not I think 8+ players is hardly fit on it.

10 mb+ is not playable on battlenet. 8 mb max. I will have to do some major reterraining and trigger modification to make it any bigger. By standard editor means, it's already the max size and is already "huge" but it feels smaller due to the default zoom being 3000 instead of 1800 in normal warcraft.
 
Level 2
Joined
Nov 28, 2006
Messages
20
good map. finally fixed the crash issue i guess, but I have a few requests though.

can you make all the wonder's upgradable ?

and I'd prefer if wonder's just give buff's and heals instead of summons.

and can you add the attack range of towers ? the only units that should have more attack range are ballista's / catapults / siege units. my tower's got hammered by archers.

can u replace a couple of airplane models ? i'd prefer modern day units.
For jets i'd suggest USA F-series, Russian Mig's, Sukhois.
For choppers i'd suggest AH-64 Apache, RAH-66 Comanche.
For Tanks I'd suggest USA M1A2 abrams, Germany Leopard 2A7, and Russian T-90

before the ranged units age, should consist of mainly 3 units:

1. melee / tank. increased damage to cavalries.
2. ranged units. increased damage to melee units.
3. cavalry. increased damage to ranged units.
4. siege units. increased damage to buildings.

when the next is ranged age, melee / ranged unit should upgrade to marines / rangers, cavalry and siege units to tanks.

all unit type should automatically upgrade once you've reached the next age.
(pick all units of type x -> replace with type y, where y is the next upgrade)
ex: warriors -> swordsman -> etc. or you can just add an upgrade button to each unit.


this way, barracks won't be so crowded. remember the button location?
1 2 3 4
5 6 7 8
9 10 11 12

number 8 and 12 is reserved for rally point and cancel construction button. so in any given unit producing structures you can only have 10 unit button. 9 if you reserve 1 button for upgrading the structure (upgrade barracks).
I'd suggest number 1 5 = melee units, number 2 6 = ranged units, number 3 7 = cavalries, and number = 9 10 is siege unit. button 11 for upgrade barracks. button 4 for... well i'll leave that to you.

research building (academy university) should be upgradable.
following the button placement above, reserve button position 11 to upgrade structures. same goes with upgrade button for towers and walls.

age upgrade should require that all technologies in the research building upgraded.

oh and heroes should be 3 types. and upgradable.
physical hero - melee / tank. (armor aura / move speed aura / evasion / block damage)
ranged hero - ranged damage buff (ranged dmg aura / attack speed / critical)
support hero - healer's / disabler (hp / mp regen aura / tranquility / death coil / holy light / healing spray / hex)

I played sid meier's Civilization 1-2-3, civilization: call to power, empire earth.
my favorite's civ CTP.

great job btw.
 
Last edited:
Level 9
Joined
Mar 10, 2005
Messages
326
The crash issue is with stonehenge and the upgrade requirement. I accidentally deleted an actual upgrade but the requirement was still there and caused a crash as soon as anyone saw the stonehenge. It's all fix now :)
 
Level 2
Joined
Dec 31, 2012
Messages
22
Play zombie ai mode to find out :)

-zombie and try to survive as long as you can

yeah, my time allows it, but not my computer, i got fatal error once, and the other time my computer went supper laggy that i cant even click nor scroll through my map, can you spoil it ? :grin:
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
* You should make control points immune to nuclear residue, otherwise they keep dying and reverting, filling up the screen with "Player has taken a control point!"
* -zombie should turn the spawns into zombies right away instead of at the next difficulty increase.
* Grand Crypts have the Crypt tooltip.
 
Level 5
Joined
Jul 4, 2007
Messages
84
Hi, Did the map stop working in the latest patch?

I can build a Stone age Capital, attack and take a control point with it, but then nothing. No army, no builder, no hero. Zombies come and kill me after a minute.

I see from the editor fields it's supposed to have 5 kinds of Units Trained (h04J,h000,h042,h05U,h04L)

But there's nothing in-game:
upload_2018-8-7_6-35-2.png

except "Pack up", but that doesn't help much.

Also, a minor nitpick: the minimap does not 1:1 correspond to the game camera.
See the small white rectangle above? — ^^ ↑↑ ^^ It's a few pixels off every time.
Even after I reset the camera to normal, the white rectangle should be 2 more millimeters to the south.

Edit: This condition does nothing (Found 11 times In "Defeat Pxx" triggers where xx is an int between 1..11):
Code:
((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))

One of these "Equal / Not equal to" checks will always be True, and the other False. In the end "True or False" evaluates to True. Always. ("False or True" likewise.)

Edit 2: I fixed the first bug (made ancient builders trainable again) but got stuck again before even reaching Neolithic age. Specifically the required research for it; Agriculture was not accessible in any way.
 
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Level 9
Joined
Mar 10, 2005
Messages
326
Hi, Did the map stop working in the latest patch?

I can build a Stone age Capital, attack and take a control point with it, but then nothing. No army, no builder, no hero. Zombies come and kill me after a minute.

I see from the editor fields it's supposed to have 5 kinds of Units Trained (h04J,h000,h042,h05U,h04L)

But there's nothing in-game:
View attachment 303981
except "Pack up", but that doesn't help much.

Also, a minor nitpick: the minimap does not 1:1 correspond to the game camera.
See the small white rectangle above? — ^^ ↑↑ ^^ It's a few pixels off every time.
Even after I reset the camera to normal, the white rectangle should be 2 more millimeters to the south.

Edit: This condition does nothing (Found 11 times In "Defeat Pxx" triggers where xx is an int between 1..11):
Code:
((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))

One of these "Equal / Not equal to" checks will always be True, and the other False. In the end "True or False" evaluates to True. Always. ("False or True" likewise.)

Edit 2: I fixed the first bug (made ancient builders trainable again) but got stuck again before even reaching Neolithic age. Specifically the required research for it; Agriculture was not accessible in any way.
Did you download version 3.13a on this website? I hadn't worked on this map for almost 3 years so anything past 3.13a is a fake
 
Level 5
Joined
Jul 4, 2007
Messages
84
Yes, of course. HIVE is my main way to obtain new maps. The version I got from here had all the above problems.

I did get it to work though. Waited a month and tried again. (New WC3 patch and all...)
No problems this time. Everything works fine.

Still those trigger conditions... They are not beneficial:
This condition does nothing (Found 11 times In "Defeat Pxx" triggers where xx is an int between 1..11):
Code:
((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))

One of these "Equal / Not equal to" checks will always be True, and the other False. In the end "True or False" evaluates to True. Always. ("False or True" likewise.)

This is a good map. So much content!

Edit: Although now I'm stuck at Necropolis VIII. Played for 42 minutes.

Edit 2: Player 2 more hours, this time as human. Wow. So many wonders!
 
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