News Archives: September 2002
Monday, September 30, 2002
BHG Gives Clarification on Wonders
"Any civilization can build any of the wonders. Along with that, wonders are buildings and can be destroyed or captured. To capture a wonder you just need to capture the city that it is built by, and then the bonus it grants is all yours. Sounds simple enough doesn't it? Cities with wonders are mighty tempting targets."
Read more about it here
Units Section Update
Check them all out here
UK Gamer Interviews John Donglemans
Apolyton Interviews Jason Coleman
Apolyton: How powerful are the scripting abilities in Rise of Nations? Are there many hard-coded variables (example: number of different units) that would limit the possibilities of an external editing utility?
Jason Coleman: The scripting is powerful. If anything, it's probably a little too powerful in that it closely resembles C-programming, and that may throw some people off.
As for its abilities, we pretty much follow the same sort of iterative design process that we follow in many the other aspects of the game. If a scenario designer needs some functionality, we add it. This will continue throughout the project and probably even beyond as non-BHG scenario designers request new features.
Looks like things are looking up for all you modders and scenario builders. Check out the full article here
Sunday, September 29, 2002
Nation of the Week : France
Be sure to check out the full article and take a look at previous Nations of the Week on our Nations Page.
Thunder on strategic zoom
There are several levels you can choose from by scrolling your mousewheel so you can change your view instantly. The levels range from zoomed in to show the area around a single city so you can manage your construction and resource gathering there if needs be, to zoomed out to show a large part of your territory including several cities and battlefields.
He also goes on to talk about how you can control your units by microing them, or by seeing the big picture. Check it out here.
Saturday, September 28, 2002
to this new interface
The new interfaces appears as if it can expand and collapse much like the menus in Dungeon Siege. I'm not sure which one I prefer at this point, but the new UI, much like Rise of Nations itself, indicates a departure from the traditional way of doing a Real Time Strategy game.
Thursday, September 26, 2002
More Answers from Thunder!
How about naval warfare?
"At the moment, there are plenty of ships, and lots of work to do balancing and tweaking that part of the game. I honestly haven't got the hang of playing on water maps yet. I'm still getting used to the fact that there are no transport ships to train."
There be such kind of rank system that could be aplicable to experienced units?
"Such as a unit that survives a long time or kills several units getting a bonus of some kind? Things like that encourage microing units. We don't want players to have to worry so much about individual units in the game, which is something that a system like this would bring up. We want players to be able to control armies, instead of clicking around on each of their units."
Will there be a random civ and random team option? What about a namad type map?
"Random civ option, yes!
Random team option, yes!
Namad...you mean NOmad correct? Quite possibly! (I'd be heartbroken if we didn't have it)"
Is there a building limit on barracks?
"There is no building limit on any military buildings, and you can build them anywhere in your territory."
He talked about many aspects of Rise of Nations, and even asked if there are any taunts we would like to see in the game. So hurry up and rush to the forums to see if your favorite taunt can get in the game! View the rest of Thunder's answers in the the thread here
Wednesday, September 25, 2002
Towers versus Anti-Tank and Anti-Personnel Mines
Feel free to make your own argument for or against mines!
View the thread here
A look at resources
Brian Reynolds: Just because you have a mountain getting mined for metal doesn't mean (as in a traditional RTS) you can "just throw 50 guys on it" and increase your collection rate by approximately 50x. Rather, depending on the size of the mountain it will allow a certain # of miners in your mine. If you want more metal (and you WILL, oh how you WILL!) you're going to have to find another mountain or take one from somebody.
He goes on to tell us how BHG is taking steps to deal with many of the issues that have plagued resource management in previous RTS games. Read the full article here.
Tuesday, September 24, 2002
Ogre's Network interviews Graham Somers (AKA Thunder)
Graham Somers: Probably the one thing that helped the most in my case was knowing a few folks in the industry. Being dedicated enough to work on fan sites on a daily basis for years meant that I was interacting with some of the same people often enough that they got to know me a little. When it came time to call up my references, I was in good hands.
Check out the full article here.
Monday, September 23, 2002
Rise Up: Reynolds On RoN
Not only is this third installment of this preview a three-page write-up along with an exclusive screenshot from intermediate gameplay, but also available live on-demand is the complete, uncut audio from which the article itself is based in RealAudio format. You can find the full article here.
More Tidbits From Thunder
"No screenshot for you, but yes there are helicopters in the game. They can be a very nasty unit to deal with if you are unprepared for them."
Rise of Nations only gets more interesting as the days go by.
Sunday, September 22, 2002
Thunder Answers Questions About Rise of Nations.
Here are some of his answers to various questions:
"Missing Civ: Brits are in, and they rock. They get some very impressive unique units.
Real Time Strategy & Turn Based Play: essentially we're bringing that focus on the big picture you find in TBS games to an RTS. You will be managing several cities but you won't have to worry so much about individual citizens. Smart citizens and resources that never deplete leave you time to deal with the larger game issues like building improvements to your cities, expanding your borders, and maneuvering your armies.
Diplomacy: there's actually a game type called "Diplomacy". Players can demand resources from others, propose alliances, peace, etc. It’s like a FFA with some structure. You can play other game types where it doesn't really come into play. So it can be as much apart of your game as you want it to be.
Markets & Generating Gold: to generate gold you build a market and train a caravan. Caravans will automatically start traveling a trade route and generate gold for you. The more cities you have, the more caravans you can have traveling between them, the more gold you'll generate. It's pretty easy.
Military & Civilian Units: you don't have to pay any sort of upkeep on units. You pay a one time cost for them and that's it.
View all of Thunder's responses and ask some of your own questions in the thread here
New Screenshots Up!
Check out our Gallery here
The fall of a Villager, The rise of an Angel
One_Dead_Angel will be producing content for our newest feature, the RoNH Nation of the week. This will be a series of articles that will not only go into how each nation is portrayed in Rise of Nations, it will also showcase the Nation's historical significance and accomplishments.
Nation of the Week: China
Saturday, September 21, 2002
Rise of Nations Pantheon Interviews Bryant Freitag
Read the full article here
Friday, September 20, 2002
HomeLAN Interview with Tim Train
Here's a snip:
HomeLAN - What will the single player campaigns be like in the game?Many thanks to Theta for coming to rescue me from my high speed ISP's incompetence =)
Tim Train - The main focus of our single-player campaign is Conquer the World, where you take over the world, one province at a time. Each scenario is set in a single Age, so you get a great feel for the units and tactics unique to that era. Players can set the length of the game to whatever they wish, so you can have a long, drawn-out game or a quick blitz. It's kind of like Risk or Diplomacy meets RTS.
Thursday, September 19, 2002
Ike Ellis on the Scenario Editor
Read the full interview here
Calling all Scenario Designers
The editor is still under construction to some extent, so I'm afraid I can't answer much in the way of questions about it. We still have a few of our own. Please do make suggestions. - Thunder
So if there has ever been a feature you thought should be in a scenario editor but wasn't, now's your chance to get it added in. Post your thoughts and ideas over on this thread
Wednesday, September 18, 2002
IGN Unit Feature
"This is the second in what will eventually be a series of eight articles focusing on the more than 200 units that can be found in the upcoming Microsoft title, Rise of Nations, which is being created by Big Huge Games. Readers should be note that, for the most part, this series deals with the basic units that are "standard issue," as it were, in the fleets, armies, and air forces of all nations in the game."
Check it out
Tuesday, September 17, 2002
Our newest addition
Monday, September 16, 2002
GameSpy Developer Diaries Rise of Nations
Rise of Nations: Top Ten Games of 2003
Sunday, September 15, 2002
Unofficial RoN FAQ
Saturday, September 14, 2002
HeavenGames proudly presents: Rise of Nations Heaven
Currently in development, Rise of Nations (TM) is a Real Time Strategy (RTS) game developed by Big Huge Games and published by Microsoft. Conceived of and designed by Brian Reynolds, the man behind Sid Meier's Civilization 2 and Sid Meier's Alpha Centauri, Rise of Nations promises to be an epic game that encompasses the whole of human history.
Rise of Nations focuses on the development of 18 different Nations. Some that are still with us today such as France and China, and others that are no longer with us such as the Aztecs and Nubians.
The inclusion of these "lost" nations allows players to play out "what if" scenarios where these now long gone Nations can rise to ultimately rule the whole of the earth. "What if" the Aztecs had defeated Cortez? Where would they be today?
Each nation will have it's own set of artwork that will give it its own distinct look and feel. There will also be Unique units for each nation that will ensure that playing as the Egyptians will be a different experience from playing as the Russians.
Rise of Nations Heaven will be dedicated featuring extensive coverage of Rise of Nations as the game is being developed, and will bring you the latest news on the game. Be sure to check out our E3 preview of Rise of Nations as well!
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