Hello everyone,
As promise, I present you the new version of DoaNE!
In this version, we have specially work on the AI but we have added also very nice features.
See the changelog below for the most curious of you.
I hope you will enjoy this version.
Have a good game .
As promise, I present you the new version of DoaNE!
In this version, we have specially work on the AI but we have added also very nice features.
See the changelog below for the most curious of you.
Spoiler :
CHANGELOG DoaNE - V5.00 - May 2016
AI:
# AI thinks to do a third colony if necessary for his goals.
# AI thinks to redo a third colony if one of them has been captured.
# AI sets up one or several merchant fleet in order to sell all his goods production.
# Damaged ships go to be repaired in a drydock in Europe before get back to the ocean.
# A better land millitary defence of colonies (depends on the game difficulty chosen by the player).
AI - Peace and War:
# No units can attack during the war declaration turn.
# AI use different tactics to attack colonies :
- Plants destruction,
- Roads destruction,
- Kill most valuable units,
- Capture colonies,
- Do maritime blockades to colonies,
- Attacks fleets.
AI - Natives:
# Natives don't declare anymore wars against an european if he is not close to him.
# Natives cannot anymore destroy colonies that has more than one unit inside.
# Fights against natifs are not always lethal
AI - Pirates:
# Pirates come ealier in the game.
# Pirates hunt now closer of our coasts.
# Pirates can attack during our turn if the player meet a pirate.
AI - Sea:
# AI is looking for milittary fleets of players that attacks their colony or trade ships.
# Naval forces of AI attack players colonies in order to disturb trade routes.
# AI is looking for our merchant ships to rob or destroy them.
# AI sets up a naval force to stop a blocus on their colonies.
Victoires :
# Allow team victory systemwith areas
Statistics :
# Adding statistics for the player.
# Adding immigration statistics for players at the end of the game.
Colonies :
# In the TOP, picto is hidden "Influence mangement" on the first era.
# picto are hidden "Armory management" " Hospital management" as soon as this building are not built.
UNITS - FEATURES
# Agronomist can build forest on hills.
# An military ship can protect effectively 2 merchant ships. Beyond, pirates or ennemies can more easily attack merchantships in the fleet.
# Once a native contract is over, the name of the previous european colony is highlighted.
# Trade is more lucrative and natives give more differents goods during trades.
Help of the king:
# The naval escort given by the king comes earlier.
# The king can give us more warships if the pirates number is higher.
# Crews given by the king have better promotions.
Europe :
# It is now possible to load builder pack on a ship from Europe (you have to pay materials required).
# Automatic fleets don't go back directly after they arrive in Europe.
- With this break, ships sell et buy the programed goods,
- With this break, the player can load empty slots in the fleet,
- Despite this break, the fleet can arrive in the new worlf the following turn.
# Automatic fleets load european immigrants by respecting the arrival order on the dock.
# the recruit system is enabled once we have created our first colony.
# Creation of "immigration points" in Europe/Immigration that allows to force an immigrant to come from Europe.
Adding units - Natifs :
# Adding of 14 natives nations (Mayas, Tehuelche, Shuar, Huron, Zapotec, Guarani, Carib, Navajo, Algonquian, Machiparo, Mixtec, Muisca, Comanche, Toromona)
AI:
# AI thinks to do a third colony if necessary for his goals.
# AI thinks to redo a third colony if one of them has been captured.
# AI sets up one or several merchant fleet in order to sell all his goods production.
# Damaged ships go to be repaired in a drydock in Europe before get back to the ocean.
# A better land millitary defence of colonies (depends on the game difficulty chosen by the player).
AI - Peace and War:
# No units can attack during the war declaration turn.
# AI use different tactics to attack colonies :
- Plants destruction,
- Roads destruction,
- Kill most valuable units,
- Capture colonies,
- Do maritime blockades to colonies,
- Attacks fleets.
AI - Natives:
# Natives don't declare anymore wars against an european if he is not close to him.
# Natives cannot anymore destroy colonies that has more than one unit inside.
# Fights against natifs are not always lethal
AI - Pirates:
# Pirates come ealier in the game.
# Pirates hunt now closer of our coasts.
# Pirates can attack during our turn if the player meet a pirate.
AI - Sea:
# AI is looking for milittary fleets of players that attacks their colony or trade ships.
# Naval forces of AI attack players colonies in order to disturb trade routes.
# AI is looking for our merchant ships to rob or destroy them.
# AI sets up a naval force to stop a blocus on their colonies.
Victoires :
# Allow team victory systemwith areas
Statistics :
# Adding statistics for the player.
# Adding immigration statistics for players at the end of the game.
Colonies :
# In the TOP, picto is hidden "Influence mangement" on the first era.
# picto are hidden "Armory management" " Hospital management" as soon as this building are not built.
UNITS - FEATURES
# Agronomist can build forest on hills.
# An military ship can protect effectively 2 merchant ships. Beyond, pirates or ennemies can more easily attack merchantships in the fleet.
# Once a native contract is over, the name of the previous european colony is highlighted.
# Trade is more lucrative and natives give more differents goods during trades.
Help of the king:
# The naval escort given by the king comes earlier.
# The king can give us more warships if the pirates number is higher.
# Crews given by the king have better promotions.
Europe :
# It is now possible to load builder pack on a ship from Europe (you have to pay materials required).
# Automatic fleets don't go back directly after they arrive in Europe.
- With this break, ships sell et buy the programed goods,
- With this break, the player can load empty slots in the fleet,
- Despite this break, the fleet can arrive in the new worlf the following turn.
# Automatic fleets load european immigrants by respecting the arrival order on the dock.
# the recruit system is enabled once we have created our first colony.
# Creation of "immigration points" in Europe/Immigration that allows to force an immigrant to come from Europe.
Adding units - Natifs :
# Adding of 14 natives nations (Mayas, Tehuelche, Shuar, Huron, Zapotec, Guarani, Carib, Navajo, Algonquian, Machiparo, Mixtec, Muisca, Comanche, Toromona)
I hope you will enjoy this version.
Have a good game .