(7)CivilizationWorld 7.9.8E.scx
About
Civilization World 7.9.8E
Change log since 7.9.8C posted below. For full change log before 7.9.8C check under the file description.
Civilization World 7.9.8C Log:
05/13/09
-Added Ohio ...
Civilization World 7.9.8E
Change log since 7.9.8C posted below. For full change log before 7.9.8C check under the file description.
Civilization World 7.9.8C Log:
05/13/09
-Added Ohio beacon area to the Fog of War revealed map. Previously a mountain to its right was revealed instead of Ohio.
-All display units at the top switched to Player 11 to prevent unwanted unit wandering.
-Added a city over Russia's start beacon killed two seconds in so they can build over it like everyone else can build over there's now.
05/19/09
-Fixed Asia Minor (Turkey) terrain so that it is not such a hard area to get through.
-Added cities (Supply Beacons) over every beacon that are destroyed two seconds into the game so that all beacons can now be built over.
-Changed Saudi Arabia location sizes so that a supply depot can't be used easily to claim both beacons at once.
-West Africa Terrain extended it so that you can get behind the Vespene Guyser near river.
05/21/09
-Terrain between Caspian Sea and Mediterrean enlarged so it is not such a chokepoint. Moved guyser farther to the right.
05/25/09
-Resized the Stone Age Info Location so that players going to buy an scv as less likely to run into it.
-Resized the Medieval Age Info Location so that players aren't spammed with text upon advancing to that age. Also moved the location and data disk south more.
-Players can no longer donate money to themselves (which gained them no cash before but could be used to inflate a players resource score).
05/26/09
-Moved Warriors back a bit west of Egypt so they are less likely to be accidentally lured.
-Moved Warriors back a bit south of China so they are less likely to be accidentally lured.
-Moved Warriors back a bit south of Mongolia so they are less likely to be accidentally lured.
-Resized the location of the critter spawn south of Germanic Tribes so that lings there are less likely to get caught up in the junkyard dog script.
-Added 600 Minerals to England north of Scotland that are mineable Pre-Industrial Age to better even out the England and Australian start options.
-Moved up auto-cannon south of Russian start location into sunken range and moved zerglings/hydra south back farther.
-Removed some high ground in Central Asia which created some ai movement confusion.
-Removed an auto-cannon and 3 warriors east of Russia to allow easier access to critter hunting in Siberia.
-Moved a mineral that was east of Russia to south.
-Moved mineral covered until Industrial age near Russia farther south so it is in a less akward spot to mine.
-Replaced a Sunken west of Mongolia with an auto-cannon which is farther south that the sunken allowing potential sunken expoing of it.
-Removed one Hydra north of Sioux guarding mineral patch there.
-Moved 400 Mineral patch south of Americans up near bunker and changed it to 1000 Minerals.
-Removed auto cannon, warriors and crossbowmen that formerly guarded mineral patch south of Americans that was moved.
-Moved a hydra, auto-cannon and mineral patch north of Americans to other side of bridge allowing a potential Sunken expansion there.
-Spot south of India sunken and guards replaced by a bunker with three marines to allow another sunken expo spot.
-850 Mineral patch north of India moved farther south. Two warriors removed from area guarding it. Sunken replaced by an auto-cannon.
-Removed some High Ground in Southern Tip of South America so scv's don't get trapped there so often.
-Moved auto-cannon east of Aztecs over closer to that it is sunken expandable. Added a mineral (700) to that spot as well.
-Moved jungle in Central America farther south so that it wouldn't give cover to the auto cannon that was moved closer.
-Added a 3rd entrance to Switzerland to make it more accessible and prevent scvs from being trapped there early making a depot.
-Enlarged high ground pass from Southern China to Babylon Area to make it more passable.
-Enlarged high ground entrance to Tibet area from Southern China to make it more passable.
-Fixed a bug allowing Australians and English to build and use overlords before they conquered their respective islands to gain early access to them.
-Changed the indicator for Space Age so that Zerg Scourge can be used.
-Enabled Zerg Scourge (Fireships). Fireships: 35 HP 500 Build Time 80 Mineral Cost 2 Gas Cost 0 Armor 70 Damage.
-Made the briefing a little more concise and 10 seconds shorter.
-Updated the Government Healer to heal buildings as well as units making it more useful than before.
05/27/09
-Added in Hyper Triggers (under P7).
-Removed all waits from P7 triggers replacing them with a P7 Tank Turret death counter.
-Added in Scanner Sweep Death counter to attempt to normalize farming, Anarchy Income and beacon income with the addition of hyper-triggers so that income is not too fast.
-Added a Medic next to the government heal trigger to better indicate what that beacon is for.
-Slowed down the timer so that it is not too fast as a result of hyper triggers.
-Fixed a bug where two temples would stop functioning after you hit the Industrial Age.
-Corruption at 3 warning now happens once a timer instead of an annoying once every 8 seconds.
-Removed waits from all building related triggers generating corruption and unrest replacing them with a death counter. (All Players Triggers)
-Corruption at 5 warning now happens once a timer instead of an annoying once every 12 seconds.
-Finished removing all but one wait on All Players Triggers and Adding in death counters.
-Added in death counters on Space Colony, Farms, and Factories income to adjust for hyper triggers.
05/28/09
-Removed P1 Government Special Unit waits replacing them with death counters.
-Delayed government warnings with death counters to avoid as much message spam.
-Removed the gas reset for Modern Age and changed the Industrial Age one to work for Modern. So highest gas will reset is at 199 and after that you have to get some oil refineries.
-Added in death counter waits on income for beacon control, Marco Polo's Embassy, and Cure for Cancer to adjust income for hyper triggers.
-Reduced window on some triggers to prevent repeat due to faster death counter than the wait previously used.
-Switches added to prevent double messages on government info which previously happened with the first government building you built.
-Republic Special wait time reduced from 80 seconds to 70 seconds. Monarchy wait time reduced from 100 to 75 Seconds.
05/29/09
-Cuba natural resources spot moved up to Alaska and island of Cuba resized to be closer to scale.
-Terran ship and vehicle weapons upgrade base costs increased by 100 Minerals.
-Adjusted the 20 second wait until game starts so that it is 20 seconds on the countdown timer again as before.
-Fixed a small un-buildable area in southern India that should have been buildable on previously.
-Removed the Overseas Trade location Southwest of India. Location 222 is now used as another colony in North America, added in appropriate triggers.
-Updated Fog of War to show two newly added colonies in Americas.
-Fixed some terrain glitches from map crashing while I was trying to save it.
-Improved Overseas trade profit potential. For your first unit at the trade you get +2 minerals per second and then an additional +1 one per second for each ship after up to your fourth. Overseas Trade spots can be shared with other players.
-Updated Chivalry tech to use death counter "Australians" removing flags for that tech and saving a location. Also updated all government revolt triggers to account for new chivalry indicator.
-Added in a you have already researched chivalry message encase someone gets it and forgets since you can't check via flags anymore.
-Tech Advanced Flight Research replaced by Aztecs Death Counter.
-Added in a you have already researched Tech Advanced Flight message encase someone gets it and forgets they have it and moves a civilian back on the beacon for it.
05/30/09
-Added in Recycling Structure (Sprite), beacon and triggers using the two most recently freed up locations for the task. It allows the salvaging of materials from razed structures and killed units which reduces the cost of future units. 100 minerals salvaged per 1,000 points.
-Recyling uses "Americans" unit as death counter.
-Protected the Map.
-Checked to make sure the map protection didn't mess up any early forts making them invulnerable.
----------------------------------------------------------
Civilization World 7.9.8D Log:
05/30/09
-Changed the leaderboard triggers from All Players to Force 1 to prevent a huge glitch on the countdown timer.
-Added a mineral showing cost next to the Recycling Tech.
Edit: Turns out my hypers were not firing properly before due to the leaderboard triggers in all players adn thus a lot of timing for a lot of triggers is of. I am fixing it and still planning to released 7.9.8D today.
-Updated government special triggers to work properly with hyper triggers.
-Fixed the timer to now work correctly on hyper triggers.
-Fixed Space Colony Income, Farm Income, Corruption Income Penalty, Factory Income and government incomes to work properly with Hyper Triggers.
-Updated all Unrest and Corruption Buildings to work properly with Hyper Triggers.
-Fixed Natural Resources Income, Marco Polo Income, United Nations Income, Artificial Oil, to work properly with Hyper Triggers.
-Updated forces names and briefing information.
----------------------------------------------------------
Civilization World 7.9.8E Log:
06/01/09
-Updated briefing and forces version information.
06/02/09
-Updated Recycling Tech triggers so that it now gives you additional 5,000 unit score points after taking away 5,000 killed/razed points so that getting the tech will not negatively affect your total score anymore.
-Updated critter spawn triggers adding in a death counter (Babylonians) wait so that they spawn as they did before hyper triggers. 8-9 Critters now spawn per location per timer with a max of 8 allowed at any location at a given time.
-Replaced the Auto-Cannon east of Sioux replacing it with a sunken (at half hp because it's on a ledge) to avoid the occasional invulnerable cannon glitch caused by too many critters on top of the auto-cannon when it tries to pop up.
-Changed the window on Unrest spawns for army size that had been one second too long resulting in some issues maintaining a government in later ages with the addition of hyper triggers.
-Re-ordered triggers so that all of the unrest/corruption related ones are close together to help with future editing.
-Fixed a bug with revolts where the army men counter correctly showed your army size but the revolution indicator triggers erroneously counted selector units in your army size causing revolts before people actually had broken the army maxes.
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Strategy
- Author:
- -BW-Map_God 32
- Filename:
- (7)CivilizationWorld 7.9.8E.scx
- Project Page:
- (7)CivilizationWorld 7.9.9D.scx
- Type:
- StarCraft Map
- Size:
- 270.8 KB
- Overall Rating:
-
3 / 5 (4 votes, ranked #485) - Tags:
- civilization, multiplayer, simulation, strategy, ums
- Players:
- 7
- Teams:
- 7
- Tileset:
- Jungle
- Dimensions:
- 256x256
- Favorites:
- 0
- Downloads (Total):
- 233
- Downloads (Daily):
- n/a
- Submitted By:
- -BW-Map_God 32
- Discovered On:
- June 12, 2009
Share Map
- JavaScript Widget:
-
(7)CivilizationWorld 7.9.8E.scx
(7)CivilizationWorld 7.9.8E.scx (270.8 KB)
- Released:
- June 12, 2009
- Downloads:
- 233
- Direct Link:
Rating
- Opinion:
4 votes considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
Your Rating
If you were logged in you could rate this.
Achievements
- Top 100 June 13, 2009
User Comments
Support Nibbits by linking to us:
Man... you need the spa more then anyone else i know. directed at (fake bw god) lol this map is good and you know it
Thanks SkedarLord! You should check the forum sometime and offer any suggestions you might have for the next version if I ever get around to finishing it---7.9.9E.