Empire Builder
Your colony ship crash-lands on an uncharted world. Like it or not, you're settling here.
Build up your empire.
- - Pick a government type which will provide varying bonuses. Such as democracies having a higher tax rate, but high upkeep costs.
- - Choose an area to place the capital.
- - Build its economy, by providing houses for your people to live in. Produce metal, oil, food, and electricity.
- - Sell resources on the market to gain credits, however other empires will be able to buy what you sell.
- - Advance technologically, and become the most advanced empire. Build expensive laboratories to improve the science rating of your empire.
- - Build a military from infantry, vehicles and aircraft. Militaries cost upkeep, so don't bankrupt yourself otherwise your military will become ineffective.
- - Ally, set neutral or attack other players.
- - The Native Creatures are dynamic, they will produce new hives, spawning pools and evolution chambers to advance themselves. Destroy them before it becomes too late.* Published on NA.
The project was more or less abandoned by it's original creator and I'm picking up the pieces, so you are all playing an unfinished game atm.
FEEDBACK NEEDED
1: What is your favorite type of military unit
2: What Government/Econ mix do you usually pick?
3: Do you use the bank? If so, can you explain how and why?
3: What are your most/least favorite areas of the map?
4:What terrains do you find the most/least appealing?
5: How quickly can you solo the AI? (Please state time, difficulty, government type, and economy type)
6: If you can solo this map on the hardest difficulty, what would make it more fun/challenging for you?
Redrum Jackle's Edition
Located here: http://www.sc2mapster.com/maps/empire-builder-rev/pages/main/
1 hr 51 into the game (just dawdling with a buddy, having some fun) and things turn invisible ( battlenet://starcraft/map/2/145336 v 5.1 on the arcade) and we cant do anything about it... cant put walls back up after we open them, cant see where or what we're getting attacked by or anything like that...
Is this supposed to happen? Are we supposed to be able to build a detector?
If Kenji or Anteep have the most recent build of the map with all the most recent bug fixes and such, I will repair the map and get it working fully to the best of my abilities. I know how to fix a few bugs that currently exist.
@TripleHazardPay: Go
per tick
This has been a real bother for me, but is the oil consumption for the production of vehicles one-time, or per tick?
Can you update a map to have better places to start a city so you dont have to use many walls, preferably on cliffs. and add somre more units like battlecruiser and or protoss vehicles and other defense weapons? maybe some new buildings and options? i love empire builder i play it all the time. old and new versions. i never know though which versions are the newest as sc2 doesnt have a way to show which ones youve played before. the version i like best is with the zerg in the middle of the map, not the protoss. and might need some tweaking with building up credits and tax faster. by the time im able to get some ground guns up the fliers come in before i can get turrets so im forced to play the game offline with cheats. there was a version which had the best payout. not sure which it is. empire builder NEW i think? but the military buttons missing on that so i quit playing it. thanks =)
@DemoniacMilk: Go
the missing button is fixed on the NA version, you need to change your options to fix it. Something like "show advanced buttons" or "hide quick buttons"
2 things I've found.
1. Multiplayer on Easy difficulty does not show where the enemy is on first player's minimap.
2. Friend kept saying that corporate is overpowered. Money is the main resource after all, so you can use it to simply fix your economy problems.
Where have you gone anyway? Been a while since you last checked back.
Any way of fixing that missing military button?
Cant be played like this (at least on EU) what is really sad because this small bug is just breaking this game completely.
@RedrumJackle: Go
That's exactly what I did. I fixed it in the most recent patch. Thanks for looking into it.
@KenjI03: Go
Kenji, I may have an idea as to what happened with the power plant. I cant look at your code right now, but I'm thinking it may have to do with the check of Uranium owned, and the number = 1.
Example: Trigger Target == 1 Uranium
If you change it to =>1 it may regulate as normal.
I also started school, so it'll be rare to see me very often. Hope things are going well for you. ^_^
@VasVadum: Go
I understand you dislike it, but I like it. So the vision stays. SCVs have fair vision and recon have amazing vision. Use them.
The double click thing I'm not sure on, no idea why it wouldn't double click.
I addressed all the issues you listed under "issues". Repost them if there are other issues.
@KenjI03: Go
Recon units die all to easily. Makes them harder to use at all and overall makes the entire army ineffective. In harder difficulties, I bet recon units would die in single shots.
Turbines, I double click them or retangular select. Double clicking works to select all farms, but not turbines.
There are a few issues unaddressed here but anyway, I'm sure you're getting to all of it. :P Another thing I mentioned earlier, I can't view replays. Would you happen to know what causes this? (The link to the reply below) @VasVadum: Go
@VasVadum: Go
Upgrading oil output doesn't effect the cost of the initial oil building, intentional?Unintentional, unknown how to fix.@VasVadum: Go
You open the Sc2 map editor, log in, and search for my map that way. You don't download the version here (as it's not up to date, I'll fix that soon enough)
Triggers will not allow for that. The problem is that triggers cannot identify units inside the bunker.
@KenjI03: Go
I tried to download the map here. Didn't work.
Also my idea for the pulse gunners, is give them infinite ammo while inside a bunker so long as the bunker it's self has power. Each pulse gunner in the bunker will increase it's power demand. So when the bunker starts having shots fired from it, energy starts getting used.
Lucky you, you have work. :P I wish I had a job. Guess that's why I'm great at bug testing your map and such. lol
@VasVadum: Go
work's been hectic. I'll read and reply to your comments soon. Quick note: if you garrison pulsegunners in a Bunker they do not refill energy. This is because the trigger cannot target them in a Bunker. So after 30 shots they stop firing inside the Bunker. Hence why I stoppedletting you garrison them. Also, thank you for the bug report. I will fix them as soon as I have time.
Before I run off, the map is unlocked. Meaning you Conan download it in the SC2 editor and toy with it. If you want to redo the terrain feel free, but be warned you are in for a whole lot of pain.
Another idea I had, referring to the pulse gunners.
Bunkers should be able to house them, just because their weapons use energy doesn't mean they can't fit. You can however make it so bunkers contain a battery box which you can toggle on and off, if it has energy in it, the pulse gunners can shoot. If not, they can't shoot. I assume you took out their ability to get in because of the powergrid requirement to use their weapons. I only use bunkers to null out the cost of my troops for a while.
A further idea I had, for games that last a long time or PVP games that last a very long time, adding higher tiers of research. Pulse gunners have some nice tech, but wouldn't it be nice to unlock shield technology? Another way to burn through energy. Defending your units and buildings with shield tech. Of course it should cost a substantial amount of research points, and to upgrade shields past barely usable levels, even more research points. Basically max shields at level 10 and they'll have 5 times more health than their original unlock and have 25% resistance. (level 1 adds shield health, level 2 adds 5% resistance, 3 health, 4 resist, etc.) Level 1 is the unlock level so it's the basic starter package. It should have 20% of the health of the unit. When level 10, it should have 100% of the unit's health with 25% resistance stacked on from 2, 4, 6, 8, and 10's upgrades. How does that sound for something to unlock later in the game?
Wow, really? I am just full of ideas tonight. lol. Another thought. Power plant boosters.
A button inside the power plants to give them a boost of energy for a short duration. This causes them to break down eventually though. Wind mills can't be boosted. Oil Plants will be able to boost 25% for 2-5 minutes, during which, they lose 50% of their health per second. Nuclear power plants Will have something different. A 5 minute 25% boost, which will decrease it's health 50% like the oil plant, and it can only be used 5 times before the power plant detonates due to severe malfunctions in the small areas the SCV can't get to to repair. A 5 minute 50% boost which will cause the power plant to take 90% damage over the course of 7 minutes 30 seconds and if used twice, it will detonate. A 100% boost which will last 3 minutes, after which the power plant suffers a catastrophic failure doubling the radius and damage of it's detonation. This is sort of an emergancy feature for power plants. If someone needs quick power, they can use a boost feature while getting some new power plants built (and if they don't have the oil to build more or the money / uranium to get more power, it might save them even at the cost of their building).
While we are on the topic, how come there are no nukes? We are the human race! We must have weapons of mass destruction! There should be a silo and the ability to build nukes! Perhaps you should add another feature to uranium. Making it so you can turn it into a building that both provides power to a nuclear power plant, and lets you send 5 SCVs in for 10 minutes to mine and refine some uranium to make a bomb with. Leaving them there while adding a "refined uranium" resource to the game which nukes would use. Of course they'd need to be researched as well. 5 levels of research for 5 different nuke types? Dirty Bomb (75% less damage, 50% less radius), Atom Bomb (30% less damage, 25% less radius), Nuclear Missile (Base Stats), ICBM (20% more damage, 30% more radius), Atominizer (60% more damage, 40% more radius). So you'd take the Level 3 as the base stats to calculate what the other 4 bombs do. Atominizer is a name I made up, of a weapon I drew when I was a kid. :P
That's about all I can think of. I don't expect that the last 3 to be put in though. :P Mearly hope. lol
Issues / Bugs:
Ideas:
Comments / Questions:
The map camera only areas are less noticeable now, but still a bit annoying. Perhaps you can raise the cliff level of the camera only areas by 1 level? If you crash landed on the planet, who's to say you didn't crash land into a pit filled with Zerg and the only exit is the tunnel the Zerg use to get in and out around the planet?
If I had the map terrain (not the map code or any of that but the terrain it's self) I could come up with something myself that might look nice for the boundries. I'm rather tired though. Stayed up to long playing. xP
Oh yea, and I think the new way supply is handled is interesting. Confused me at first and may slightly be a bad effect when you play on harder modes. After a small duration though, you hardly notice it at all and then after a medium duration, you don't ever notice supply again. :P
@KenjI03: Go Some of us can't see replays. Unless you know how to help me fix my issue?
http://us.battle.net/sc2/en/forum/topic/8569597699 Cause Blizzard certainly doesn't give a crap.
@KenjI03: Go I will try it out here shortly. Still uploading a youtube video and since all games are no online no matter what, lag transmits to solo play... Fun right? Battle 7 AI with you being the only human, internet connection is lost, you lose. DUN DUN DUNNNNNN... :P
@Lagacy: Go
just save the replay and share the file.