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/
@KenjI03: Go
I credited you guys from the beginning, and the game only shows the last 5 patch so I didnt feel that was as needed since it was no longer the official mod. Plus it helps me keep better track of my own changes vs the official.
As for credit, I'd be happy give you more credit in the future. ^_^
Now the bunkers, I have never noticed that they do not count in the supply. Which is strange, perhaps if the code is to consider the unit when made, and not get rid of the count until it is dead?
Not sure where to start there, and I know upkeeping two versions is more work than wanted. I can tell just by playing around with mine.
I even made a website, and credited you on the website awhile ago. http://www.sc2mapster.com/maps/empire-builder-rev/pages/main/
Credit still goes to you and anteep even in the loading screen.
@RedrumJackle: Go
The official does not count units in bunkers. It counts their "SUPPLY" but does not count their "upkeep". I have no idea how to trigger that, so if you can figure that out. That'd be wonderful.
Upkeeping two versions is too much work. I just wanted your thoughts on that. Also, as a point of respect. If you use any of the code from my edition, make sure to note that in yours (if you figure the bunker thing out, I'll credit you in the patch notes when I copy it over. I'd appreciate the same from my edition of the map). Also, while I'm sure you already are. Please try to keep the version history accurate (0.00-4.99 by Anteep, 5.00-X.XX Kenji, X.XX - Y.YY RedrumJackle)
@KenjI03: Go
Are you speaking of counting them as being apart of the unit supply? Because I do believe the official still counts the units in the bunkers. Its an uncertainty but I think that they are counted on mine as well.
As for the Queen unit firing blanks, perhaps then it is the queen that is faulty, that is an interesting thought.
A Remake of the queen may be in order then, cliff walk may be a bit much but she doesn't have wings for nothing. I would like to see what you do while I try to make brand new queen and see if this would resolve the issue.
As for HotS that would be a no, and I wouldn't be upgrading myself if I had it. However I would instead make a seperate version, that is for HotS players but you'd still have to reconfigure a lot of the code to include the new units.
@RedrumJackle: Go
The attack animation "but not firing" is not exclusive to the pulse gunner. It happens occasionally when the queen is just OUT of range but close enough to activate an attack. For testing purposes I gave myself 3 queens and had them wipe out the base. All 3 of them got stuck on two spine crawlers above the cliff. They'd try to shoot them, but never hit. "Firing blanks" as it were.
I'm considering making the queen a melee unit, giving her cliff walk, and giving her a separate AA attack (also, I am thinking of making her into an actual queen unit).
Also, do you have HotS? Because I want to upgrade but I know some users only have WoL
REQUEST: See if you can figure out a way to count soldiers in bunkers. I cannot figure that out and that is a big oversight atm
@KenjI03: Go
I dropped Auto Turrets to .5 and they're still twice as fast as rifles with a bit more dmg they seem to do just fine especially since they're still upgrade able via the military research center.
There is one problem though. I've come down to two options for this unit.
Two Options for this Unit.
1: Remove It and upgrade the Machine gunner a bit.
2: Remake from Scratch, hopefully finding the root or solving the issue from remaking this unit.
I wanted to know your thoughts on this, because the Queen becomes a limp fish vs a bunch of Pulsegunners, and if you'd help so we could fix our versions from this easy way out of beating the queen.
@RedrumJackle: Go
I s'pose multiplying the damage output by the loss in rate of fire would be tolerable. And I never thought about how many calculations were occuring per second based on unit attacks. Still, they'll feel less like "Auto turrets" if their rate of fire is equal to that of a rifle turret.
@KenjI03: Go
Ever since you opened the Official Mod up. I dove right in, and actually made another Map called Empire Builder (Rev) so that I wouldn't change the official mod in the case my version had fatal flaws. But during my week of exploring the code, and testing, patching. I have found several solutions to the lag. Today I played a game with others, nearly 2 hours in and experienced very minimal lag spikes except when we were using our armies to take on the angry queen.
I would be happy to help your map with lag spikes as well so I'm sharing this information. Change all fire rates to be above .5 including those notoriously spammed Auto-Turrets. By doing this, I have really seen a massive improvement on lag. I had other players telling me they didn't notice much lag like before where they'd drop to 0 fps. I can also give you a copy of the refined code for you to check out.
I've done a lot in the week, I am very impressed with the whole design. I don't have all of it under wraps, such as I wish to limit the spawned units to a certain cap so that it checks the cap before spawning, to help with late game lag where no one takes out spawners.
I believe we need to talk, I honestly don't know where to start except by saying thank you. ^_^
Majority of my changes are in the patch notes of my map if your curious. Looking forward to trying your map out since you fixed some things. :D
@RedrumJackle: Go
The lag existed in multiplier before that bug (spawning stuff in bottom left corner) began appearing. It is indeed a bug and I do indeed hate it. But I am still trying to fix it (with no real luck) and I am aware it lags current games (even single player ones).
Adding stats to units is incredibly time consuming. I have to data-reference every unit (if you truly want to find work to help the map. How about you learn to write up these types of unit update codes by looking at the pulsegunner, turrets, and the recently updated firebat DATA > BUTTON info. Send me a copy of the text, with the correct code, when you're done and I'd greatly appreciate that).
I have known since the beginning that this game needs a tutorial and I think I figured out how to make one. But I do have a life outside of this and it's pretty demanding right now. I'll see if I can get it up soonish.
Thank you for all your other feedback, I'll take it into consideration for future updates.
@RedrumJackle: Go
Yes, this is for both maps. Although all future development is occurring on "Kenji's Edition".
-Hospital dont heal militia, or may not heal at all. (Known issue. Weren't intended to but I am starting to add the feature) -In CC trade, cannot find host? 3 player verified in game including host. (Known issue, not top of bug priority list) -Militia when spawned do not start with more than 17 hp even when upgraded. (previously unknown bug, fixed in latest patch) -Lost all hotkeys somewhere along the line of the game. Went to hit c for my houses, and no militia. (known bug, unknown cause. Until I can reproduce it happening, I cannot fix) -Advanced Medical Training doesn't disappear after researching... perhaps this is part of why healing isn't working? (Known bug, working on fix) -Recon Armor 0.22 when upgraded a few times? same with snipers (previously unknown bug, will fix - suppose to generate 1 armor after 10 upgrades) -Can't upgrade to high density once maxed medium housing. (previously unknown bug, fixed in latest patch) -Pulsegunners seem to have infinite energy or don't use it? (They do use energy, it's replenished every tick by your electricity. They cost 1 energy each shot) +Liked the research upgrades starting at 2 or 7 for the offense and defense. That shocked me.
+Econ looks good, definitely not bad. Farms at 15? loved that increase didn't have spam farms across the land.
+Renamed things, thats original btw the school appearance thats a bonus. :D refreshing
+Queens chamber for the base, pretty epic looking. -Died to fast imo for its epicness.
Kenji I noticed you updated again, did a modification on the machine gunner. I'll have to check that out.
May have possibly found the biggest lagging culprit of all times for this map. :O
Love the pulse gunners, they're my favorite unit and the only one that actually lists stats when you hover over them in the barracks. XD
Play on hard and very hard so far, both maps. Love the bottom of both maps. Left side has ridiculous turtle potential but hard pushing potential if you wait to long, the whole south side truly has this feature if you do a early wall and turret spam quickly. You can control a whole half of the map without fighting for it later :O Or sit and turtle cus you can't expand. =P
The northern is tougher, challenging but if you grab that cliff overhang before the zerg does or have a partner on that cliff. You can easily fend off the upper left. The upper right of the original map is the most difficult. 2 wide ramps, and a large opening of flat entrance. Seems the zerg rush that area the soonest and the hardest. :O I've played in all areas of the map. Even the slaughter pit on the left of the mega hive. (:D most epic scene, 300+ zerglings going up one ramp already dieing as they venture towards the second down ramp, and into the pit where theres an epicload of blood and bodies till the wave is over. :O sadly broodlords turned that game into a sour one cus i couldn't get out of there =P to many spawners on the map.) But I prefer the area just below the upper left, and the bottom left where you have two entrances in, mostly them rushing around the cliff getting slaughtered by your turrets before they reach your walls. :D less expansion early game, but quick tip I've been advancing with on the original. Send your scvs to other small cliff closed off areas and wall them early, with two turrets so that way middle game you can easily expand in them.
Its all about strategy truly when you place your capital, and walls with turrets. With a few strategic placements of walls and turrets early game, you've set yourself for a epic expansion. Spawners plop in your area? no problem, militia and scv + turret that stuff before it gets out of hand asap. Oh and maintain those walls, don't forget your setting yourself up for that epic expansion. More turrets the later you go, never forget them. The moment you forget about them - Better believe they'll be swarming your place like its a zerg fest. =P!
For the life of me, I watch players build barracks, houses, substations, and go 'how do i make money?' DX and they quit even after i give them money and guide them. *face palm* but there have been a steady few who knew what they were getting into. Probably not many new players go to this website but I've got quite a bit I can go on about if anyone is interested in learning different tactics. I've played around with most of the Governments and Econs. Oh and tell people you aren't that great yet and ask for advice, if you need it in game. I can carry people through hard on my own, even to the point of I have to let them build in my own area. XD I've done this twice, lemme tell ya its like putting two legs in one pant leg.... just not enough room. But if planned correcty in the right areas, room is not an issue. I have seen someone hold off in the center :O just plopped daringly, oil build mind ya. Did not die all game. Couldn't believe it with how close to the megahive he was.
I haven't tried soloing the boss after I solo'd it on easy with nothing but militia when you didn't have military or walls because the military card was broken. :O! epicness, shoulda seen the masses of militia taking arms and running at her. XD It was no joke, she died with 5k+ kills on her. It was pretty awesome, I used the houses as my walls. walled it in asap, built farms as roads had one farm entrance guarded with like 20+ militia mostly behind houses. But i'd spam militia if i needed it or not every wave. Now for those of you who said playing with military button and walls, turrets was impossible. I do not solute thee till you have felt the harshness of no walls or barracks for even the simplest of better military units. :O just militia. 6k+ against the angry queen. I gave her props that game, had me spamming militia for 10 mins or more. She was waltzing in my front door, smashing my house walls like they were going out of style but my masses of militia were keeping her pinned fairly close to the entrance. I was in the upper left of the original map, no cliff take over till mid game Expanded out to the tip of the of the canyon there. All of that was used for houses and farms. I was pumping out around 100+ militia every chance i got.
I'm looking for steady learning and perhaps advanced players to play on very hard and up. My game ratio for very hard is around 2/8 with the random people that join and quit or can't keep up with the slaughter fest. Yes I said slaughter fest. :D So until I can get some seasonal players to work with and work out my own kinks I can't see the hardest difficulty swinging this way anytime soon. XD Everyone says go hard or go home... well they end up leaving me behind cus they went home. *insert sad face*
Games usually take me around 1-2hrs. Fastest game 55mins, normal difficulty but that wasnt alone either. =P
I'm wondering if this is where I can post about both maps... Well here goes.
Kenji, Awesome job on your map. I wanna try making a similar map, if at some time may i have the mod you use for the econ so I may build a similar map?
Now on to the notes I took while playing.
Kenji's Edition: 4stars Gotta say awesome terrain again, when all the bugs are fixed It will get the 5stars :D now here goes.
-Hospital dont heal militia, or may not heal at all.
-In CC trade, cannot find host? 3 player verified in game including host.
-Militia when spawned do not start with more than 17 hp even when upgraded.
-Lost all hotkeys somewhere along the line of the game. Went to hit c for my houses, and no militia.
-Advanced Medical Training doesn't disappear after researching... perhaps this is part of why healing isn't working?
-Recon Armor 0.22 when upgraded a few times? same with snipers
-Can't upgrade to high density once maxed medium housing.
-Pulsegunners seem to have infinite energy or don't use it?
+Liked the research upgrades starting at 2 or 7 for the offense and defense. That shocked me.
+Econ looks good, definitely not bad. Farms at 15? loved that increase didn't have spam farms across the land.
+Renamed things, thats original btw the school appearance thats a bonus. :D refreshing
+Queens chamber for the base, pretty epic looking. -Died to fast imo for its epicness.
:O I think I'm done. Also I was talking to you Kenji on SC2 but i had all those DCs and net issues that I never could read very much of what your thoughts were on all that I had said. So i was wondering if you remembered, share them now?
Btw for those who play empire builder, I'm a addict to it. 495 is my ID# on SC2 same name, I'm looking for steady players for Non-PVP Empire builder games. But I also play other games.
Thank you Kenji, for adding me and trying to talk to me :D never would have come here had you not told me. XD
Peace, talk to me later.
@Khaan_Rayesh: Go
Thank you for the image examples. I encountered this earlier as well but the cause is unknown. If you modified Blizzard's UI and the hotkeys stopped working that makes me think it's on their end more than mine. I really don't know what to do in order to make the hotkeys come back up since all I do on my end is assign a key to a button and then assign a button to a command menu
Hi. I just had a weird glitch with the mod about the key bindings. Basically, i went into the Settings menu in-game, activated mouse wheel scroll, and BAM, no more bindings for 95% of the buildings/units/etc. Tried to fix it manually, didn't work. The screenshots will explain it enough, i think. Is there a way to reverse this? It made the mod unplayable for me :<.
Capital menu:
Civilian structures menu:
You can see that there is one or two that stayed here, but these are the game's stock ones.
@anothervolt: Go
it won't be in your recent files. You have to search for it, it's an entirely new version of EB I've been working on (just search for "Empire Builder" or "Kenji"). Rather than having a "Diplomacy" focus, it's more of a 4vAI or 2v2.
@Smilge: Go
I too end up hitting B to disband them. I think I'll move the disband key to something NOT convinient (maybe something like M? I need to find a key on the right hand side that isn't used by any military units).
I'm glad you like the changes and where it's going, because most people I meet just bitch about how it's not 11 player FFA anymore.
Hey I'm really digging the Kenji's version of the map. In the latest update I noticed that military units no longer cost upkeep if they are placed in a bunker, not sure if that was intentional?
Also I keep accidentally disbanding my SCVs because I instinctively hit "B" for build. I'll probably get used to it, but it's something to think about.
I really like where this map is and where it is going, so thanks for doing such a great job.
@KenjI03: Go
when you say "the kenji edition", which one is that in the 'Recent Files' on the right column
> ?@Cainmadness71: GoAND @anothervolt: Go Do you play the official mod map at full capacity or just you and maybe another friend?
@anothervolt: Go
If you're working on the "Kenji Edition" then thank you. Let me know what you think of the 2x farm/metal and 1.5x tax income. If you're working on the 11 player one, I don't know if I'll update that one in the future but I guess we'll see.
@KenjI03: Go
cainmadness and i are working on the terrain. thanks for the military card fix.
@Cainmadness71: Go Go to "Data editor" then type in "SCV" and edit the command card's placement.
@anothervolt: Go Oh, I remember that. I thought you meant he re-balanced the military instead of just changed the command card.
@ khanh lh - The biggest help I could have is someone taking my current "Kenji Edition" and redoing the entire map's terrain. Terrain is my biggest issue.
@KenjI03: Go
yeah, for some reason, the military card does not show up in the Command Cards.