Multipliers for various aspects of the game, intended for testing purposes. If gem income is -1, you lose this much income from Timonium and wealth "Hamlet" is probably an early name for Site. While Vinci can buy/sell resources in Calculator, it's only at constant prices.Īmount of wealth income you get from villages (per Small City upgrade)ĭisabled ability for Towns to generate Wealth. Lowest sell price the market likes to stay near, even when everyone is selling like gangbustersĪ rule related to a scrapped buy/sell feature in Market. The final game has no completion bonus for Mines (which are called "gathersite" here). Wether or not a bonus is given for a gathersite being built Īnother mechanic from Rise of Nations which was scrapped. Note that Wealth is absent from the above value list. Presumably a taxation feature similar to the one in Rise of Nations. The amount of income you get per good for each percent of your territory that is stripped Players are not allowed to gather anything from mountains during standard gameplay. The fact that "city radius" and "district" are together here suggests this is a leftover from earlier in development, when the game was closer to its predecessor. Resources for gatherers in city radius (by guild district)0 Probably intended for generating Timonium by Mines.Īllows Cities to generate resources by themselves. Unused/hidden features, mechanics, and rules. Most of them are just switched off by having a value of 0. There are some unused features of various game aspects hidden in rules.xml. The campaign includes 52 scenarios with 15 heroes, while the Quick Battle and Multiplayer components include 42 maps for players to fight on.The whole BIG HUGE file of Rare Resource feature coding, another idea from Rise of Nations that has been rejected. The player’s final test of skill is to go head to head on Gamespy or LAN to explore the radically different strategies of the slow but god-like Cuotl, the fast but glass-like Alin, or the innovative but even-keel Vinci. Rise of Legends also sports a Quick Battle (QB) component so players can jump right in to the action by selecting a map and one of the three unique races. Through the Conquer the World (CTW) campaign players strategically guide a tightly knit group of heroes across the continent pursing monsters, love interests, power, and vengeance. At the furthest reaches of the continent, hidden in the deepest jungles, lie the stone stepped pyramids of the brutal religious zealots known as the Cuotl. The sequel differs from its predecessor in that it takes place in a steampunk universe spanning autumn-dotted hills in the lands of the Vinci to blinding sandstorms in the burning deserts of the magical Alin. In addition to these improvements Big Huge Games introduced several new features including dominances, neutral units, and capturable resources. Rise of Nations: Rise of Legends maintains the hallmarks of the first RTS in the franchise (attrition, non-depletable resources, national borders) while improving on gameplay mechanics such as city building and large scale battles.
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