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[AoE like] Age of humanity

GhostOfPast

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There's my second main project, started in dec 2015
It's a reboot of all Aoe like and EE(empire earth) in a warcraft 3 map
I tried to do simple mechanics but very complete and dynamic.
Each ages you can choose different bonuses that give also tech-tree improvements, so 2 players in late game can have completely different units !
For now there are only 8 ages (From -50 000 BC to 1940 AD) but i plan to go to the future age in later updates. There are a strict minimum of different unit type (infantry, spear lines, cavalry etc...) with clear efficiences and drawbacks.
The map is translated and ready to play with 12 players.
The VII age will have 4 different branches, Modern, Steampunk, Good and evil Fantastic. It'll be added late February.
The map 0.1.2.3 : http://www.epicwar.com/maps/262802/
The Age tree (uncompleted, and just a preview) :
The map is uploaded at Makemehost, so share a maximum of feedback if needed.
Enjoy !
 
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EmperorFawful

Burn it!
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Nice, actually tested it in Singleplayer - actually like the rescource triggers, you implemented.
It's really close on how AoE handled it.

However, I kinda feel that Lumber is a bit underrepresented in this game - most of the time I really needed just Gold to get my Techs and units, while Stone and Wood were present in mass.
Will gladly look forward more updates on this, as it looks promising.

By the way, also had few camera issues when I rotated the map - is this caused by a trigger?
Also, a -far or -cam xxx command would be nice. :)
 

GhostOfPast

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With wood you can build granaries or markets to generate slowly gold. At the end of the game the whole map is covered of granaries xD. Raiding weak granaries of other players is a effective strategy c:
There's a camera command that reset every 2s the distance to the number choosed. It's -zoom X

New Age tree :
 
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EmperorFawful

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Ah fair enough. I didn't knew as there was no quest log.

But yeah, Graineries seem to be essential, though I feel fish and the gold rescources are pretty strong as well.

How many eras will be in the final game? Will it go till far future or rather aim for some kind of Age of Mythology experience - actually have grown fond of the fantasy ages to be honest. :)
 

GhostOfPast

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for now 11, check out the age tree. Tech go to the "future" but fantasy branch go further with magic, so they'll get overpowered magic weapons and soldiers.
 

Uther01

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Been a while since I tested it with you ._. Nice that you followed my advice and got here to Virginshaven.
 

GhostOfPast

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New release 0.1.2 Prototype
☼8th age added with 5 branches (Oil age Capitalist/comunist, Amethyst age (dark fantasy), diamond age (good fantasy), Steampunk)
☼The player's color is displayed in age passing messages.
☼Leader board scores debugged.
☼Some balancing of older ages

Expect some hotfixes soon, i didn't tested the map in Bnet yet.
The 8th age gave me a lot of work, so later age may take 1 month each to be add.
 

GhostOfPast

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Mediterranean Update 0.1.2.3
A new terrain is now available !
i've also nerfed siege proficiency against ground units.
 

GhostOfPast

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Great Mediterranean Update 0.1.3.7
☼ The Terrain is way bigger
☼ Siege is more effective against buildings
☼ Buildings (exept forts) have no longer armor (turtling is nerfed)
☼ Additional Forums can be build start to the age II, but you can only build one by one.
☼ You start with 4 towers; 4 workers spawn around the forum + a canine scout
☼ Canine scout added (fast scout with no attack, upgrades by itself while passing ages)
☼ Paladins aren't longer available at the age VI if you take the tech path
☼ Tanks are more expensive
☼ Some Models are changed
☼ Some ressource are now more balanced and they are gathered 33% slower
☼ Fishing ship throws nets to fish (projectile animation)
☼ Bombers can make themselves invincible for few seconds (to break easier defenses)
☼ There are 18 full random spawns (instead of a all-packed-in-a-corner setting)
☼ The food limit is configured in function of the number of in game players -> 350 - (15*players)
► 1-3 players : 300
► 4 players : 295
► 5 players : 280
► 6 players : 265
► 7 players : 250
► 8 players : 235
► 9 players : 220
► 10 players : 205
► 11 players : 190
► 12 players : 175
☼ When a player dies/leave/give up the limit is raised by 15
☼ Docks can be build a bit further from water

That's all for now, i keep testing and working on the map from time on time, the 9th age isn't finished yet.
'hope you'll enjoy !
 

GhostOfPast

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Strategic traits update 0.1.3.7b
☼ Added 8 strategic traits
☼ You can research 1 trait every 2 ages start to the age III
☼ Each give bonuses/maluses
=====================
► Offensive trait
Bonuses :
- Infantry +10% HP
- Cavalry/tank +15% speed
- Production buildings +20% HP

Maluses :
- Other Buildings except Walls -15%HP
- Walls -20% HP
------------------------------
► Defensive trait
Bonuses :
- Buildings +30% HP
- Infantry/cavalery +1 Armor
- Skirmisher +20% HP

Maluses :
- Current life of all organic units halfed until they regenerate.
- Current Granaries immediate -100 mana
- Current Oil platform immediate -300 mana
------------------------------
► Economic trait
Bonuses :
- Workers and fishing ship double HP
- Worker and fishing ship gather rate (except for wood) +15%
- Granaries +10% mana

Maluses :

- All new-trained organic units start with -10% of life until they regenerate.
=====================
☼ Some model changes
☼ Preparation for the 9th age (some files aren't enough finished to be playable)
------------------------------
► Honor trait
Bonuses :
- Dead units have 20% of chance to resurrect with 10% HP left
- +1 Melee damage for all units.
- +1 armor for all units

Maluses :
- All units move 10% slower
- Tower -4 damage, -10% HP
------------------------------
► Naval trait
Bonuses :
- All ships +1 armor, +10%hp, +1 damage (no changes for the gather rate), 10% faster attack/movement, +75 range
- Docks/oil platform double HP
- Dock get a anti-ship attack
- Dock get a slight ground attack
- Oil platform +100 mana, +200 instant mana

Maluses :
- Granaries -70% HP
- Cavalry -1 damage
------------------------------
► Colonial trait
Bonuses :
- Forum, fortifications and houses build 2x faster
- Towers attack 25% faster
- Ressources spawn at your civilisation builder

Maluses :
- Workers -20% movement speed
- Workers -15% hp
- Walls -10% hp
- Forums -20% hp
- Houses -50% hp
------------------------------
► Science trait
Bonuses :
- Ranged infantry (Age IV and further) +2 damage
- Buildings +1 armor +12% hp
- Tower range +150
- Researches (except age upgrades) 80% faster

Maluses :
- All buildings lost 25% of their total HP until they are repaired
- All new building start with 10% less life
------------------------------
► Nomad trait
Bonuses :
- Food cannot go lower than 150
- Cavalry/vehicles attack 15% faster, moves 20% faster
- Deers spawn periodically at your Civilization builder

Maluses :
- All houses and granaries are destroyed (you can rebuild them after)
- Houses -75% hp
- Forum -40% hp
=====================
+ some balances as usual
 

GhostOfPast

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The map is still ongoing (Published 0.1.6.2.1c, 0.1.6.2.1e in progress and soon released) :
☼ 10th age finished.
☼ Lot of balance, polishing, new models, new sounds and new icons.
☼ Two terrains : 24p world map and 8p symmetrical map.
☼ Lots of optimizations.
☼ Preparations for the 11th age.
☼ Global limit raised to 400 - (nbplayers * 12).
☼ No longer towers around the Forum
☼ Tweaks in units evolution (towers and ships appears at age II).
☼ Homemade age butons.
☼ Numerous Economical upgrades (gather rate, worker speed, building HP, ... ).

You must use the latest patch (1.31.1) to play the map.
All the detailed info is on the Hive, go check out !
 
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