http://www.staredit.net/files/120/
Or download at:
http://drop.io/CivWorldLadder#
Password is SWJSWJ
So yea, I worked on this map a lot when we had a ladder going for it (Civilization World Ladder--a UMS Map Ladder ) but then when trying to make 7.9.5 I ran into some problems with crashing and unable to change anything. Anyway I recently noticed that SCMDraft had been updated and I was able to continue to edit the map with it so I finally decided to hammer out 7.9.5 using all the suggestions from people in the ladder and adding in some new things I really wanted to put in such as random country selection. The ladder will be starting up a second season now that this map is finally out again. If anyone is interested be sure to checkout:
http://z14.invisionfree.com/Civ_World_League/
You can download the map off SEN:
http://www.staredit.net/files/120/
And you can find me on USWest mostly, or at least my bot MGGL in op mggl.
Here is the change log for the latest version, if anyone sees any issues or has ideas please bring them up on the map's forum..or I guess in this thread if your too lazy to register for another forum .
Version 7.9.5 Fixes: (04/07/09)
-Updated Version Information on Map Description.
-Updated version Information in Briefing.
-Disabled all beacons along the top for wonders, age advances and improvements as well as governments to help avoid computer AI confusion in selecting advances and wonders.
-All Computer Swordsmen replaced with Warriors and computer has been given the warrior attack upgrade.
-Removed the Republic government indicator, intend to use it as new capitals indictaor. Trying to find something to replace it for marking Republic.
-Adjusted the location of Anarchy indicators slightly to make it easier to tell what government someone is in.
-Updated government indicator unit in Republic trigger for when a revolution is caused, templars (formerly capitals) will now be used to mark Republic Government.
-Reduced wait time on cycling between Colonies/Men/Resources to five seconds instead of ten seconds during Pre-Nano Ages.
-Updated Republic triggers to take into account the new unit representing The Republic Government.
-Updated Republican Guard trigger so that it isn't triggered by templar built on the World Map as well as updating the Trigger for switching to Republic Government.
-Removed the center view after Courthouse is built on the government chooser area.
(04/08/09)
-Fixed up the final stats sheet for Season 1 and prepared google documents for stat sheet for Season 2. Updated all the appropriate links on the forum and renamed the 7.9.4 Civilization Ladder forum to 7.9.5 one.
-Got Bot MGGL up and running and added in some custom commands on him again.
(04/09/09)
-Set P7 owned Capital Indicators at all locations which are zerg cacoons in the air so that capitals will not get in the way with movement. A player's capital will be indicated by the cocoon at that location becoming there side's color. Capitals should be placed to prevent any placement errors from things spawning at a player's capital.
-Added in a new trigger to account for when a player has no capital under the new capitals system for P1-P8.
-Fixed a bug that could prevent someone playing as England's crossbowmen from upgrading into Musketmen.
-a Communist Government now has a revolt triggered if they have less than four factories (armories). Previously it was too hard to collapse a Communist government by getting them down to one factory.
-Increased Republic income from +5 per second to +6 per second.
-Removed the center location trigger when someone builds a Democratic Assembly (Spire) changed to a minimap ping.
-Army size unrest spawn once a timer for a player with over 50 men on the World Map. Previously it was for 10 men, later unrest spawns for armies over 100 and 160 Men. Doesn't apply to non-anarchy governments.
-All critter (hunting) spawns now spawn equally and work. Problem previously was when a string limit was hit in an older editor causes some of the triggers to stop working.
-Reworked all of the Force 1 Triggers involving Republic.
-Reworked P1, P2, P3, P4, P5, P6, and P8 Capital Triggers.
-Removed unreliable exactly from some triggers causing size corruption penalties.
-Added a preserve trigger to the penalty for having 7 Civil Unrest.
(04/10/09)
-Fixed the mysterious P6 bug where P7 musketmen and a calvary sometimes spawned at P6 barracks trying to make more marines.
-Archer Range increased has been pushed back to a Medieval Age improvement by increasing the gas cost instead of the Iron Age.
-Added some Industrial Age looking wheels next to the beacon before you advance to the Industrial Age.
-Reduced the Nano Age Leaderboard wait time so that game stats will cycle through more quickly.
-Fixed a minor Modern Age Information typo.
-Removed annoying map re-centers when you advance to the Iron Age, Medieval Age, Imperial Age, Industrial Age, Modern Age, Space Age and Nano Age replacing them with mini-map pings.
-Fixed the bug where farms didn't die once any player got to the Industrial Age. They will now continue to need to be re-planted until you personally get to the Industrial Age.
-Fixed a minor bug that might allow someone to finish a palace slightly early.
-Renamed buildings adding in information to show what they give in resources or explain if they help against Corruption or Unrest to help new players and forgetful vets alike.
-Changed Force 1 Group name to distinguish this version from older versions and ensure games on the proper version are being reported.
-Option to select a Civilization randomly added. A bonus will be given on ladder score for choosing to take a Random Civilization.
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Civilization World 7.9.6 Log:
04/22/09
-Updated Briefing version information and Map Description and name information and colorization.
-Fixed Up terrain in the Age Selection area to look nicer.
04/23/09
-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
04/24/09
-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
04/25/09
-Fixed up some unit placement errors that resulted from terrain modifications.
-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-Fixed a Fog of War error in Florida.
-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
04/26/09
-Created more realistic jungles in Central America, and South America.
-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-Started work on polishing up/re-doing the Africa terrain.
04/27/09
-Finished terrain work in Europe, Asia, and Africa.
EDIT: My map file appears to have corrupted and my last back is 7.9.5 so it looks like I will have to re-do all of the above work .
04/28/09
-RE-Fixed Up terrain in the Age Selection area to look nicer.
-RE-Updated Briefing version information and Map Description and name information and colorization.
-RE-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
-RE-Fixed up some unit placement errors that resulted from terrain modifications.
-RE-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
-RE-Created more realistic jungles in Central America, and South America.
-RE-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-RE-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-RE-Fixed a Fog of War error in Florida.
-Re-Finished terrain work on Africa.
-RE-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
-RE-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-RE-Finished terrain work in Europe, Asia.
04/29/09
-Added in a check on artillery spawner so that it will only spawn when someone still owns a Capital Indicator. This was to prevent it from spawning indefinitely at someone's last capital location when they no longer have a capital remaining allowing that person an easy way to boost their kill ratio.
-Reduced the max number of critters at each spawn location at a time by four to help eliminate CCMU situations during the early game.
-All triggers under Player 1 have been cleaned up and colorized.
-Fixed a potential bug where Player 8 donating Minerals to Player 1 might have been charged twice in quick succession.
-Added visual letters CO and UR written in bridge palette to help players more easily identify where to check their Corruption and Unrest levels.
-Added some more colors into the main briefing text.
-All triggers under Player 2 have been cleaned up and colorized.
-All triggers under Player 3 have been cleaned up and colorized.
-All triggers under Player 4 have been cleaned up and colorized.
-All triggers under Player 5 have been cleaned up and colorized.
-All triggers under Player 6 have been cleaned up and colorized.
-All triggers under Player 8 have been cleaned up and colorized.
-Updated all of the countries start information correcting a few typos and colorizing text.
-Deleted a potential exploit involving trying to build more than five spies.
-Switched Democracy government requirement to a Courthouse and The Republic Requirement to a Spire. This should help balance out those governments and make The Republic a more viable early option.
-Added in an additional Corruption penalty of Democracy that was supposed to be present previously but was not. Text now correctly lists a Democracy's corruption as High.
-Added observer explosion effect for Early Engineering Upgrade so that it matches other upgrades.
-Finished cleaning up all text and updating/colorizing as necessary under Force 1, Force 2 and in all other areas as well.
-Removed some units from a few places with lots of guards to help with preventing CCMU. Just a ling here and there and a few hydras on islands without beacons, etc. Nothing real major.
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Civilization World 7.9.7 Log:
04/30/09
-Reduced the size of the Village Remover Location.
-Fixed a bug where chariots expired in Industrial Age. Chariots no longer expire until I get more locations to add in other Age Specific specials in the future.
-Fighter interceptors armor upped from 17 to 30 and damage from 5 to 22.
-Renamed Zerg Queen to Frigate so it will seem less out of place before it converts.
-Fixed a text error in Republic Information when you researched it.
-Removed some rocks near Babylonian start spot for more farm space.
-Removed the warrior to footmen update for comp that was causing some placement errors and also caused some endless spawning bug in Africa at middle of map in 7.9.6.
-Moved a farm in Egypt to a better location.
-Changed some minerals that were accidentally player 7 to player 12 (neutral).
-Age Specific Unit Special (Lurker) renamed to Chariot Training as there is only one age specific special (the Chariot) which you can get once you are in Iron Age.
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Civilization World 7.9.8 Log:
05/03/09
-Fixed a bug with Republican Guard and National Guards where they both required the wrong government building to spawn. Republican Guards now spawn if you are a Republic and have a Democratic Spire and National Guards now spawn if you are a Democracy and have a Courthouse.
05/04/09
-Replaced one devouring one (old Swordsman) that I somehow missed before next to China with a Warrior.
-Replaced one devouring one (Old Swordsman) that I somehow missed before south of Egypt with a warrior.
05/05/09
-Updated the Fog of War removing view of southern part of the map (Part of South America, and Various Oceans). Also removed the Fog of war view of the Northern strip of the map previously seen (Northern Canada, Greenland, Iceland, and part of Northern Russia.
-Revealed South Asian island in fog of war whose beacon was previously not revealed.
-Moved The 'Capitol Indicator' over London to the right so that it does not get in the way of selecting recently bred units and units.
-Fixed alignment of all buildings and wonders that needed it fixed so that they are properly aligned with the map grid.
-Re-adjusted tech information datadisks so that they are aligned to the grid properly and in some cases moved them to be more easily accessed
-Moved the island location south of South America to Australia. Island was probably too small to warrant a beacon and Australia needed another one. Also updated the fog of war to show this new spot.
-Renamed Diamonds to Precious Metals.
05/06/09
-Aligned the Civilization Selection indicators and changed terrain in the Civilization Selection Area so that the country indicators are on lower ground and you can't see who everyone else is from that area once you pick a Civilization.
-Renamed Diamonds to Precious Metals so that Gold can be renamed to Cost and used in the Ages Area.
-Changed Mountain Ranges to P12 for Minimap Purposes.
-Renamed Gold to Cost:, will use it at the top next to improvements/wonders encase people have trouble reading the cost in the info text boxes.
-Changed the Village Remover location size again to attempt to prevent the unplaceable sunken colonies replacing hatcheries early on.
-Re-positioned Capital Cocoon of Morocco to allow better unit spawning.
-Fixed the chariot dying at the Iron Age Info location up top.
-Early Fort (Auto-Cannon) armor dropped from 6 to 5.
05/07/09
-Fixed the text information for Advanced Flight removing the inaccuracy when you got it which said it allowed control tower which you could already build.
-Democratic Assembly and Palace Gas cost increased to 16 so that you need Early Engineering before you can build either and to prevent people from building them and then having them destroyed because of them not having the correct research done.
-Modified the Early Engineering Tech saving a location and using Goliath Turret Death Counter (Four Triggers Modified).
-Moved the Iron Age Datadisk and location so they are more easily seen.
-Removed all "Technology" along the top and renamed Technology (Psi Emitters) to Australians.
-Added Australian Civilization as selectable, also added Australians to the potential Random Civilization list. Australians start with 2 farms and a Frigate.
-Added in a trigger where once Australians conquer there Islands 2nd beacon they get early access to Overlords to expand.
-You have built more than 8 farms message now only comes every 60 seconds instead of every 6 seconds. Hopefully this will still help new players and prevent annoyance of that message by old ones.
-Updated the Alien Mothership path to include Australian start location.
-Updated Map Fog of War to reveal Australian Start location like it does all other start locations.
-Color Coded the buildings with what they do being in green and a () number in red at the end of name indicating max.
-Updated briefing to explain new color coded system.
-Added Minerals (Cost:) at the top next to all Improvements, Wonders, and Age Advances indicating cost.
-Updated briefing to explain what the Minerals at the top are for.
-Moved the computer units in Turkey back some to make them less likely to come down and attack units mining the Mineral south.
-Moved American Sunken south a couple squares to avoid conflicts with the Hatchery.
-Enabled Defiler Energy Upgrade Default (Apparently its on a small list of non-disable-able upgrades so I just enabled it to save everyone from potentially researching it and wasting resources.
-Increased Mobile AA Gun Ground Attack from 48 to 60 Damage. This should compensate for it having a shorter range than Machine Gun Goliaths of the previous age. Also upped its armor from 14 to 20.
-Zergling Attack Upgrade time cost reduced from 350 game seconds to 175 game seconds. Mineral Cost also reduced from 500 to 400.
-Hive build time cost reduced from 1590 to 1290.
-Earthwork Fort reduced from 6 armor to 5 Armor.
-Added back in warrior to footsoldier conversion for the computer by re-using Start Australia location (No more unplaceable footsoldiers and no location conflict as before. It's working fine now as it did before 7.9.6 :-).
-Adjusted the amount of computer guards on Australia (1 less sunken, few less units than before).
04/08/09
- Fixed some terrain blockiness in the selection area walls between Ages.
- Changed the you have built more than 8 factories message to only showing every 60 seconds instead of every 6 seconds.
- Changed Space Colony's to Space Colonies on the leaderboard for Nano Age.
- Added in a fail-safe for Stone Age gas, just encase there is some way to exploit it not having been there (Mainly thinking if someone had some kind of resource hack).
- Modified Australia terrain having land go to the edge of the map so that Australians can fit more farms and other structures on their island.
- Updated Farming Improvement to use a death counter (Alan Turret) allowing falgs to be removed and saving a location (25 Triggers Modified).
- Added in a trigger causing defeat for players who do not choose a Civilization after 240 seconds eliminating the bug where a player not selecting a Civilization could previously make the game not end in victory for anyone.
- Added another Oil Field in Northern Russia (Siberia).
- Added in government special healer for cost of 850 minerals all of your government units can now be healed in the government selection area.
- You can now build on top of beacons at all Civilizations start locations.
- Removed +1 Minerals per second triggers for 64 locations and above...apparently there were two sets of them so you got double money once you got over that many colonies. No surprise this wasn't noticed before .
- Updated Government Information to reflect changes in Army Maxes and Industrial Age Income for governments.
- Added in messages for players with a selector over a government location they don't have the tech for.
- Dropped all government army maxes by 20, and also dropped all government with Chivalry maxes in 20. This is to make people consider more the government they pick for a certain time. In addition government incomes have changed to the following with the first number being the max without chivalry and the second number the max with chivalry:
80-120 Anarchy
140-180 Communism +12 Industrial Income
60-100 Demo +18 in Industrial Income
100-140 Mono +5 Industrial Income
70-110 Republic +16 Industrial Income
- Added in messages telling players who stand over a government beacon that they can't get yet what buildings/resources they are missing to get it.
- Updated government incomes to go up in Industrial Age (See Chart Above).
- Changed some terrain to prevent the medic from walking around in Iron Age (Always move to command created an annoying visual of medic movement).
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Civilization World 7.9.8B Log:
04/08/09
-Fixed a Mineral that was on a cliff and un-mineable.
-Re-protected map without that annoying invulnerable auto cannon glitch (Checked every auto cannon in Single Player to be sure).
**Post too long see 1st post on 2nd page for 7.9.8C Log and beyond**
Post has been edited 11 time(s), last time on Jun 3 2009, 5:42 am by -BW-Map_God.
None.