ID:83926
 
Ok so I decided to update Wargames 2 after all. Sorry I haven't hosted, I will get round to it. I've decided that my beta releases will be less constrictive on how much I get done, which means I might update several times before I get to my next real goal point (Beta E).

(Edit: Just to let you know, Beta C.b got 588 downloads altogether, not too bad for a game that is rarely hosted.)

You can see my rough list here for todo:

http://www.byond.com/members/Acebloke/forum?id=607#607

The updates are fairly wide ranging, which I will list at the bottom. I've updated most of the wiki, but I haven't yet updated what little of a startup guide I did before and the research list, but I did do the units list.

The Beta help file (which is linked when you start the game) will give you a low down on what is new. I don't know how well this pans out in multiplayer mode, so you'll have to be my lab rats yet again and get back to me if you find anything. Cheers. Sorry that the generation options are getting cramped, I haven't finished my windowed options yet, but I don't intend to make it any more complicated as it is now.

Beta D

Bug Fixes:

* The number of spots on world.status did not appear to be working properly, this has been attempted to fix.
* Some labels for Map generation icons did not show, fixed.
* Probably due to a recent BYOND update, browse no longer automatically open a browser tab, so the Game Options now pops up in a window.
* Due to bad coding, a player would lose their HUD menu system when they logged in if their capital (currently founding city) was taken, even if they were still in the game, fixed.

New Features:

* AI players (note: different from Barbarians) are now starting to get implemented.
+ The first is "Oblivious". Oblivious AI's are essentially free cities, take over them by moving a unit into it.
+ The second is "City Level". This AI will at least place defencive units on their town to make it harder to take.
- AI players are spawned on start spots, meaning that they will use up space normally used by other players, bear this in mind.
* Players can now make it so games are closed after the session has started (ie when the ticks start) - ensuring all players start at tick 1.
* Players (currently only subscribers) can now password protect their games, so only wanted players can join.
- Closed and password protected games do not prevent people logging in and watching, only blocks them from playing. For private games, choose private in the hosting window.
* Wind directions has now been placed on the map. They are generated at runtime, first by mountains and then flows outwards. Wind at first will effect sail units available from Iron age onwards, and later, biological, chemical, and nuclear weapons.
- Wind directions are placed on the map as an overlay using alpha colours, I know my old computer wouldn't be able to handle alpha colours, so I'm questioning how I'm going to use it. It will only show up on sea tiles for now, as that is the only ones where it is actually used.
* There is now unit costs, depending on which unit it is. Food, Wood, and Metal will drain each tick depending on which unit you are using, preventing you from developing overwelming ammounts of units.
* Game Settings window will display the game settings, much like Wargames 1, when the game starts, when you log in, or when you click the game settings button in the Government Menu.
* New Map Generation Option: Town Space effects how much land tiles an area needs for it to be a start spot, effected by town distance. Pre-customisation, this was 8 for 1 distance, 21 for 2, 40 for 3+. It will now remain at a default 8 unless the player changes it.
* "Advanced Generation Options", an option appears when the host starts, asking whether they want the advanced options, if they pick yes, the standard so far applies and it runs like it has before. If the answer is no, then it will remove all options at generation minus the pre-sets, and the map size.
* Town List; A helpful Government menu command that lists all your towns, its ID and its population.
* Unit List; A helpful Government menu command that lists all your units.
* Nation Report: A copy of the same from Wargames, Nation Report aims to give you a timeline of all the important things that happen in your country, even if you wern't logged in at the time.
- The Nation report contains the following in addition to the tick the player started (purple):
- The tick that towns are founded (blue).
- The tick that the player logs in and out of the game (black).
- The tick that research is finished (green).
* Universal Report: Similar to Nation Report, but mentions all notable game events recordable to all players.
* Player co-ordinates appear on the top bar, for easier co-ordination.
* Unit information now includes its co-ordinates.
* Alliances: Alliances are now technically in, through the Foreign Affairs screen. One can create an alliance, invite, boot and leave. Alliances at the moment do nothing (units of an alliance will still attack each other) other than membership, due to the complexity of how they will work in Wargames 2 and work that still needs to be done.
- Alliance units will not engage each other.
+ Alliance Say simply does the basic message to all members right now, to be changed later.
+ Alliance Report details revelent issues, as in Wargames1.
- The nation that creates it (purple)
- Invites to the alliance (blue).
- Leader booting nations (red).
- Players leaving alliance (red).
* Fresh Water: A new tile, 3 food, it replaces shore tiles that didn't have access to sea tiles, which is namely lakes, rivers, and some bays.
+ A river feature introduces lengthening Fresh Water into land tiles.
+ A second feature adds a "crossing" tile will act as natural bridges in rivers, blocks ships.

New Research or Units and Changes:

* Sails research: Opens up Sailed units, which will be able to go further each turn if they are going in the same wind direction.
- Sail Units have two major benefits: If going with the wind it will go an extra square per turn before combat, and can breach into sea tiles, providing there is a shore tile nearby.
* Sailed Trade Ship: The sailed trade ship is a slightly more expensive trade ship which can go further each turn if it is going in the same direction as the wind.
* Sailed Transport Ship: A transport ship of the above.
* Sailed Support Ship: An attack ship of the above.
* Steel research: Currently opens up Steel Swordsman. This research will most likely have higher impact on later researches, as early tech only used it for weapons really.
* Steel Swordsman: Exact same stats as a Combat Archer, only its costs are different. +1 Att from standard Swordsman.
* Writing Changes: Writing, which did nothing before, now opens up the literacy rate.
* Granary: Opens up the Granary building, which adds extra food + pop points to the town equilvelent to the town level.
* City Wall: City Wall opens up defencive contruction, which aids in defending tiles. The first is a basic wall, which can be constructed on town tiles by a worker.
* Alpha Male: Alpha Male starts the chain of Elite Units, Commanders that can only be available 1 per town.
* War Chief: 2nd Elite Unit available in Stone Age.
* Trading: A basic research for Copper Age, opens Trader, a land based trading unit. Trade Ships also require this research.
- In addition, there can only be one trade unit going to each connection (although one can go each way).
- Trade ships have not been altered in this way, but land Traders will only get half the value from each tile if it is not roaded.
* Unit information now updates per tick.
* Horse Domestication switched to just "Domestication" to cover other animals.
* Equestrianism now opens the Stable building, rather than Domestication.
* Tracks: Build rough roads to link towns via workers. Bronze Age tech. +1 gold per tile in towns radius.
* Battering Team: Beat down those walls with a battering team tech and unit. It won't remove the walls, but it might reduce the defence bonus.
* Crossbow: The first Romanic Age research of the game! (and to think, that is only era 6 of 16) This opens up the Crossbow unit.

Subscribers

* Oblivious AI players (Host feature). Sits and does nothing.
* City Level AI Players (Host feature). Creates defencive units.
* Password protected games (Host feature).
* Nation Reports login, logout (Player feature).

Other Changes:

* world.Status changed to include: Tick and game availability.
* world.Status updated each tick.
* The trade value from trade ships have halved, because it felt like it was way too much.
* Settlers cost 1000 food rather than 100.
* Map Generation screen squished up a bit to make room for more options.
* The window elements are now properly aligned to the right proportions.
Holy Shit!

Something tells me im gonna enjoy this more then the original wargames!