Empires & Nations
An RTS map, E&N 1 allows you to construct your own nation, and if you're powerful, your own empire. First you choose your race, and additional bonuses you may be allowed to choose. Then, with a pioneer unit, you locate an area to build your capital. Ideally this area will have minerals to jumpstart your economy... and for most of the early game, be your economy entirely. From then on, it's all up to you - expand? Develop a stable economy? Tech up? Build an army? Conquer others and build an empire?
The map also includes AI, which provide a challenge even to good players of E&N. This is already published on EU. I haven't published it anywhere else, so no need to reupload to EU servers.
Come to channel Empires & Nations on b.net.
Hey, loving the map. A friend of mine wants to play it too but is encountering some horrid performance issues. Is this a known problem? He is emulating SC2 under Linux using Wine.
One question - what kind of cheat is, that one can start game with about ten pioneers?
Hey, thanks for taking my notes into consideration, especially for centurion nerfing. I have some other problems to point out actually:
How taxes actually work? You get more of them with time, or more with more buildings? Many people that I play with wonder how this works - we could use some info in map description. Additionally I noticed, that after introduction of credits, number of players dropped significantly :/ Also after loosing capitol, one pretty much looses game now - I believe that command centers should produce taxes as well, however much smaller amounts
Second thing - hives - I dont know if this is the case, but I had to finish last game because of unbearable lags - I was getting 4fps instead of usual 120. Change of grahpics didn't work and I wasn't the only one. Nobody had any real army that could slow everything down, but there were about 10 hives around the map - I guess that number of zombies was the reason for lags.
Just awesome map
Other point : the last :)
Why the menu deleted in the right : it was interresting = number of cities of enemies etc...
Tanks to upgrade the diplomacy menu, that s cool
Most of people who play with me say that it s sad that there is not victory at the end...
Hi Anteep,
Thanks to upgrade version !
The last games (6) I never lost thanks to range canon. They reach too large in the map. 10 canon in the middle and you win with a lot of aerien for the visibility...
Hey Anteep, that map is awesome!
Couple things though: Centurions - they're way overbuffed - if you get like 20 of them before anyone else - you win. They beat tens of tanks, bombers and other planes with ease. I never lost with them. They should have lower damage that best tank, I think.
Planes - what to do with player using tens of them to attack? 20 bombers and Im done - only centurions seem to work versus them - goliaths won't work - and they should be main AA force, I guess.
"This great turret" - build like ten of them and no land force can beat you - maybe centurions, didn't try that.
To add a statistic as catch and run with bonus if you win the game
I see that anteep, you wanted add the zerg race. why cannot we play with this race? balance ?
Salut, hi,
I don t understand that the 4.7 patch deleted protoss. Not balanced (void raid is abused for me) ?.
-> Great play, really however i dont understand that nobody is victorius (we must quit the game ??!)
-> Put victory ally or the last one (menu choose)
-> Put a connected status as risk revolution and you must show the others batiments when the capital destroyed as starcraft with the main building.
Tanks to answer to my questions and ideas (and sorry for my english level
BRAVO pour ce jeu, c'est vraiment SYMPA
New update released, with many changes/fixes and some additions The biggest addition is the implementation of the Protoss (playable race).
Of course they do. They'll attack you when they have built up a good enough army with the tech they can.
do the ai auto attk?
The AI is added. They ally with all the other computers, and they are brutal!
Thanks to a friend (Callex) I know how to make a basic AI for the map, I'll put it in the next version before I add the Zerg race.
Thanks for the ideas Ludwig, alot of them seem out of my skill range (I think), but it does give me inspiration and I may incorporate parts of the ideas into other races. For now, I'll add the Zerg, they'll be a completely nomadic and mobile race, they will have no structures, they will rely on units only and their Queen, which spawns larvae which Zerg units will hatch from. They will be able to clone themselves after they get the required tech so they can mass pretty quickly (for a cost). They will be able to harvest minerals, which are dropped off to the Queen. They'll have a resource unit too, which will provide biomass (gas) and minerals similar to Mines and Oil Wells. Similar to the humans' government selection screen, the Zerg will have a hive selection screen which will focus on bonuses such as speed, damage, health, armour, etc on all units.
For your question, you need to edit the zoom levels of the camera your map is using.
this looks great. i will play this. You put a lot into this and I think this has a lot of potential, so here some ideas:
You said that you are relying on the models of the Editor. I would then recommend you a race that is possible with those limited options. For example a plant race that can only move on creep. Everything is connected and when a building dies every building and unit looses energy. They can move the resources they control a bit closer to their main (if you add a restriction for command centres distances to minerals).
A Stone race, where all units can walk cliffs (roll down and get a speed bonus and first attack bonus), but buildings have to be build near or on cliffs. There is a special unit that is a slide. It moves very slow, but is very effective in battle against buldings. Units can slide on it to get that extra attack boost, which is much stronger here. Units (Stones) need to go into the water for a certain amount of time, so that they get aerodynamic and faster, or become airunits. When the stoneunits die, some minerals remain on the field by chance, because every stone has a heart of mineral (if you do this, you could have other races loose gas or supply).
A race that consists only of tubes. Units that shoot water, or fire. You can combine up to 6 units so that they become a longer and stronger, but also slower unit. The buildings are fans. You can attach up to 4 pipes (units) to them so that they produce faster. In battle you can unplug them. The turrets are dead bodies. If you walk over them you'll get plagued. You earn them in battles. Collect a few dead units and put them in a building to create the turret.
Another idea is a hidden race that can only be seen when attacked, or scanned. A parasite race that will spile other nations income and can become them, or control some enemy units. This nation could also hack into the Dialogue of another player and change her options. There would be no workers, no builders and the buildings could move. The slow mastermind could mine and build, but not both at once. As soon as a building is attached to a enemy building it builds faster and the enemies build slower.
A race with a huge guardian shields that only has 2-4 entrances. The center of the field will be set to the location where the main is build. However, the buildings (also the command centre) are afraid of the centre and will slowly run away because they dont know where the power comes from. The player has to micro them back. Outside of the guardian shield the units are weaker. For example they totter, have no shields or have a bigger missrate.
Hope that will help you.
btw, how to you control that the mousewheel changes the view like this and not default?
I will be making new races, and I need ideas for races, they can be as unique as possible (a race that only has buildings, or units, for example (but that's not really unique is it?)), but I must able to balance them.
I have not said I haven't published it. It's published on EU.