Proto:Age of Empires/00.05.01.0204
This is a sub-page of Proto:Age of Empires.
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This prototype version of Age of Empires is in a very early state. While the engine is more or less finished, not much else is.
- The game runs in windowed mode at a 640x480 resolution. It doesn't seem to be possible to change this.
- Quick Start Game replaces the Random Map option, the game throws you directly into a 1v1 game without being able to set civs, players, teams, settings...
- Right-clicking to do any action doesn't provide any visual cue (like the building outline flashing when attacking it or the red animated arrow when moving somewhere)
- Saving the game doesn't appear to work. The player name and the campaign progress are not saved either.
- The Town Center provides only housing capacity for one villager, so you will have to build a house immediately if you want to create additional units.
- When placing buildings, strange graphical artifacts appear at the top of the screen.
- The pathfinding is really iffy and units often get stuck or just stop in place.
- A trail of line of sight is left behind for a few instants unlike the final version where the line of sight strictly follows the units as they move.
- Military units can't attack animals.
- Attack ground is not yet implemented.
- Waypoints are not yet implemented.
- Grouping units with Ctrl + 1-9/0 is not yet implemented. Double clicking to select all visible units of the same type is not working either.
- Population limit doesn't appear to be enforced, it can go above 257.
- In the Diplomacy window the only tribute option is to send 100 units of gold. Attempting to give tribute to another player crashes the game.
- Everything that appears through the fog of war can be clicked on and it is updated live (resource amounts on a given pile, forests being cut down, etc), there is no "Doppleganger" unit to freeze the appearance of a given object when visibility is removed. The Minimap also updates things that are meant to be invisible provided it has been explored.
- Line of sight from allied players is not shared.
- The encyclopedia is not implemented yet. There is a help file (tribecx.hlp) that contains exactly one entry on the Town Center.
- There is a mechanism from Tool Age on where if you have insufficient resources for buildings or upgrades, you can use Gold instead to cover the cost, the resource exchange rate is 1:1. This is not present in the final version.
- The Trade Workshop can be built by researching it at the Market in Bronze Age, its purpose being unclear. The building still exists in the final version but it's hidden.
- Many building graphics are unfinished or a work in progress. Stone/Tool age Barracks looks different, middle east civs' Temple is a smaller rendition of their Wonder, asian civs' buildings are still a work in progress, some are not aligned properly with their outlines and stick outside.
- The Wonder is completely absent.
- Lions and Alligators cause Villagers to retreat when attacked, this makes defending against these animals an actual threat since a single villager can't defend against them at all.
- The Clubman is called Maceman in this prototype.
- The Axemen were topless; this was probably changed to avoid confusion with the villagers.
- The Scout is called "Cavalry Scout" and uses the unit icon of the Cavalry of the final version.
- The Cavalry is an upgrade to the cavalry scout. The icon for this is still in the final game, but unused. The Cavalry itself uses an icon which cannot be found in the final game at all.
- The Balista (yes, spelled like this, this was also corrected in the final version) was built at the Archery Range, rather than the Siege Workshop.
- Fishing boats only carry 10 Food, Fishing ships carry 15, they also have a massive line of sight.
- The Scout Ship is called "Small War Ship".
- The War Galley is called "Medium War Ship" in the upgrade name but just "War Ship" in the unit name.
- The Trading Boat/Merchant Ship has broken/missing descriptions for the trading buttons.
- The Catapult Trireme is an upgrade to the Trireme. It is called "Trireme with Catapult" as an upgrade and "Hvy Trireme" as a unit. It has a vastly different appearance and an insane range and rate of fire.
- All warships rotate extremely slowly, unlike the final version where they just snap into the desired orientation immediately.
- The Swordsmen are an upgrade to the Axemen.
- The Elephant Archer and the War Elephant only have dummy icons. Their graphics also seem to be glitched; the War Elephant has no one riding on it and the Elephant Archer has what seems to be wheels of an Artifact floating on its back.
- Priests have no cooldown after a conversion, they can proceed to convert another enemy unit immediately.
- There are no elite units yet.
Technologies and Upgrades
- Many technologies are different, some don't describe what they do.
- Technologies are extremely cheap compared to the final version (units and buildings too albeit to a lesser extent). Almost nothing costs Gold.
- Upgrading to Tool Age only requires 200 Food (as opposed to 500).
- Upgrading to Bronze Age only requires 150 Food, a real bargain!
- Upgrading to Iron Age only requires 400 Gold, The only tech to use this resource.
- There are two upgrades in this prototype that aren't in the final, Scouting and Mathematics (both researched at the Government Center). The Scouting upgrade gives your units a much larger line of sight. Mathematics increases the range of both archery range units and siege workshop units by 50%.
- All the upgrades in the Temple only have dummy icons. Also, the upgrades appear to be seriously mixed up because clicking on the buttons actually researches other upgrades.
- The Bronze Shield upgrade also has a dummy icon and no text whatsoever.
- The infantry, archer and cavalry lines can be upgraded all the way to the Iron Age. The final version splits the Tool age unit lines (which only cost Food or Food + Wood) from the bronze ones (which cost Food and Gold).
- The berry bushes are called "Forage Site" and provide 200 units of Food.
- Animals, forage sites and palmtrees can be built on causing them to disappear (the final only lets building on top of straggler trees, not the ones from the map editor forest brush).
- Lions and Alligators only have 15 of health, alligators only provide upto 50 units of Food. Food doesn't decay as fast as in the final version.
- Farming works completely differently. It charges upto 15 Food which it loses some when harvested. This looks extremely ridiculous if you build one right next to a Granary. It's also easily abusable since they don't decay.
- Trees can't be selected.
- Fish resources seem to decay as soon as the game starts similar to dead animals. This was fixed in the final version.
- Shore fish doesn't exist yet and villagers are not able to fish from the larger sites.
- Gold and Stone mines only provide 300 units of that resource, their status icon graphic is also different.
- Mining is bugged: when a Stone deposit gets depleted, villagers will continue gathering stone from a nearby Gold mine, conversely, depleting a Gold mine will cause villagers to mine Gold from a nearby Stone mine.
- Nonupgraded miners carry 15 Stone and 5 Gold, the latter being much slower to gather. Researching Mining makes villagers gather Gold much faster and carry 20 units of that resource (and 25 of Stone).
- Trading works more or less in a similar way to Age of Kings: the Trade boat can be sent to a foreign Dock and bring back 50 "trade goods", when it reaches the player Dock they get converted to the same amount of Gold. No resource is consumed in the process (except the trade goods at the Docks themselves but they replenish on their own over time the same way as in the final version). The distance between the Docks does not affect the net value of the trade. Also when a Dock doesn't have enough trade goods stocked, the trade boat will take whatever it's leftover and travel back instead of waiting.
- There is no proper AI yet. It's kinda there, but it just builds buildings completely ignoring the tech tree and then spawns a few units. It doesn't seem to ever build up an actual economy.
- The random map generator produces glitchy maps, i. e. with corners just floating in the water and cliffs ending abruptly.
- The generator spawns much higher numbers of predators compared to the final version and the forage sites / mines / gazelle have greater dispersion. Map type choices only allow to select more or less generic land/water proportions. Terrain elevation is always constant, every map is as flat as a sheet of paper.
Rise of Egypt
- In Hunting, you start with 50 Food, 50 Wood and nothing else, as opposed to the final where you start out with 200 Food, Wood and Stone.
- In Foraging, you start with only a single villager as opposed to three. Also, the objective is to build 7 villagers (as in the previous mission) and to build a Granary, instead of the final where you have to build a Granary, Storage Pit and a Dock.
- The Discoveries mission seems to be absent altogether.
- In Dawn of a New Age, not only are you suddenly the Greek civilization (despite playing the Egyptian campaign), you start off with only a single villager again.
- The Skirmish mission is called "Small Combat" and you start it with two villagers, a town center, four houses and seven axemen. Due to this, you can actually advance all the way to Iron Age if you wish.
Also, since the diplomacy is set to "Neutral" by default, you won't be able to finish off the mission since the axemen will refuse to attack the enemy villagers and town center until you make the other civilization (also Egypt) your enemy in the diplomacy menu.
- There's a scrapped mission "Lands Unknown" with the sole objective of uncovering 95% of the map. While you do have to use a transport ship for it, it's just a really boring mission where you send a troop across the map to uncover the fog of war, which is likely why it didn't make it into the final version.
- The Farming mission is slightly different. First off, you start out with three villagers, three houses, a town center, nothing else, and only 100 wood. Second, your objectives are to capture the discovery (changed to a Ruin in the final game), stockpile 800 food (as in the final) and destroy the enemy (this was left out in the final).
On the other hand, the enemy does nothing at all and is just a sitting duck. So you can just take a single troop and he will be able to finish off the enemy by himself, making for an easy victory.
- In Trading (renamed to "Trade" in the final version), you only have to collect 1000 gold, not 1000 stone, and appropriately there are no resources of stone on the map. As well, the Minoans were originally Libyans.
- The Crusade mission starts you off in Stone Age (despite the presence of a Temple and Priest that are only available in Bronze Age), as well as no resources at all.
- The River Outpost mission has only a dummy name "Establish Second Colony". All you need to do is to build a Town Center on the central island. This is extremely easy because there is no enemy at all. Also, one of your starting houses seems to be from the wrong civilization.
- The Naval Battle mission starts you off in Stone Age as always.
- The Siege in Canaan mission is just called "Siege Battle". Again, it's easy because the enemy AI is nonfunctional.
Voices of Babylon
- The first mission is I Shall Return, which is the fourth mission in the final version. The mission instructions are missing and there's only dummy text: "I'll Be Back: Conquest!!" The enemy (who is Greek here) appears to have no villagers, so he can't build anything and you only need to pick off his troops to win. Irritatingly, the map features trees which grow on water.
- The next mission is called Temple on the Hill, which appears to have no equivalent in the final version. You start off with a small army of various troops, boats and two Heavy Transports and need to destroy the enemy's Temple as well as retrieve the Artifact on the other island. This is actually pretty difficult because you only have one single catapult to work with, while the enemy has several catapults on its own as well as a whole bunch of Guard Towers, so if you lose your catapult, you more or less have no chances of winning.
The easiest way to win this mission is to land on the other side at a safe spot (use the Scout Ships for that) and then make your way along the coast to the right, carefully picking off the Guard Towers and Archers with your catapult. Once on the edge of the map, go uphill and you'll find only a few Archers and some catapults on your way to the Artifact, which you can then rescue back the same way.
- The next mission is called The Caravan, which is the sixth mission in the final version. The map layout is somewhat different and your units are actually some ungodly overpowered hero units called "Pereus" with an insane range and power. Also, the target temple is set to belong to the enemy which makes it hard to return the Artifact without your units accidentally destroying it before that happens.
These are all the missions there seem to be, implying the campaign is still very early in development.
The scenario menu ships with several pre-defined scenarios. Among them are all the missions from the Rise of Egypt campaign, probably as a way to quickly test the maps without going through the whole campaign.
|3 PLAYER BALANCED|
|3 PLAYER BATTLE||Control four ruins.|
|3 PLAYER CONQUEST||Control 3 Artifacts, and 1 Discovery|
|4 PLAYER BALANCED||Destroy each other.|
|4 PLAYER NAVAL COMBAT||AHOY MATEY! AVAST YE SCURVY DOGS! SHIVER ME TIMBERS!|
A straightforward, four player sea battle map. Exploration is required, in addition to ruling the sea with an iron fist. Come about and prepare to be boarded...
|4 PLAYER TESTING||Conquer the 3 Enemy Tribes.|
|5 PLAYER BALANCED|
|6 PLAYER BATTLE|
|BATTLE AGAINST THE ALLIANCE||The Greeks and the Babylonians have just signed an allied truce and are building up to come and destroy your civilization. Fortunately, resources are plentiful. Build your army quickly and destroy them before they destroy you!|
Keys with empty entries either do unnoticeable things or nothing at all.
|F3||Pauses the game|
|F5||Displays FPS and other engine information|
|F7||Disables fog of war|
|F8||Displays netplay/network info|
|F9||Displays AI state|
|F11||Display game time / real time|
|Enter||Send chat message|
|+||Increases game speed (2 settings)|
|-||Decreases game speed (2 settings)|
|S||Stop action in progress|
|V||Centers view on town center|
|Ctrl + Q||Toggles instantaneous gather/build/research|
|Ctrl + W||Adds 1000 Wood to the stockpile|
|Ctrl + E||Pauses game|
|Ctrl + R|
|Ctrl + T||Toggles edit mode (draw terrain, move/place entities, schedule tasks)|
|Ctrl + Y|
|Ctrl + U|
|Ctrl + I||Displays unit sequential number in the status box|
|Ctrl + O||Changes outline mode: normal/volumetric/bounding box|
|Ctrl + P||Draws pathing when moving units|
|Ctrl + A||Toggles drawing outlines on all entities|
|Ctrl + S||Adds 1000 Stone to the stockpile|
|Ctrl + D||Toggles off/on drawing|
|Ctrl + F||Adds 1000 Food to the stockpile|
|Ctrl + G||Adds 1000 Gold to the stockpile|
|Ctrl + H|
|Ctrl + J|
|Ctrl + K|
|Ctrl + L|
|Ctrl + Z|
|Ctrl + X|
|Ctrl + C|
|Ctrl + V||Saves current game as a scenario|
|Ctrl + B||Similar to/same as ctrl+d, disables drawing|
|Ctrl + N||Forces start a new game|
|Ctrl + M|
|[1-9]||Take control of player #N|
|0||Take control of the gaia "player"|