The New World goes turnbased!

suliman

Chieftain
Joined
Jul 19, 2006
Messages
54
Well i eventually gave in to reason and changed my entire game to turnbased. And it works much better. Its very influensed by Sid Meiers colonization but then again somewhat different! Check it out!

http://www.fileden.com/files/2007/9/26/1460259/landfall.rar

If you have time, plz comment
1. Any bugs (or even crashes)? Theres lot of things not implemented yet, like some team bonuses and ai(!) so dont comment that (or gameplay balance).
2. Strangeness/annoyances in gameflow/interface.
3. Unit-actions you wanna have? (auto-explore is still very stupid i know)
4. Changes in gameplay to make it more fun?
5. At what year did you get your 3rd settlement and with what nation?

Thanks a lot!
Erik
 
Bugs :

Buying wood (at least) cost you all your money. Actually, the bug is more serious as I can't get any money from selling goods anymore.

In my current save I have my army over water. This happened after I douple clicked the galleon in colony screen that I had loaded with goods and could not get it out of colony. Do you want the save?

Ships with goto order move 2 tiles per turn even if they could move more.

Goto order does not seem to work properly with treasure (goto order is canneled after move).

Units exploring ruins that lose their last movement remain active.

Suggestions :

Make forests deforest only if the option is chosen. Just lost all forests from my colonies due to not checking them reqularly.

Faster movement along rivers.

Observation :

Game is really slow to start due to need of settlers to establish new colonies. Ofcource there's always the accelerated start.

Cargo capacity of galleons is so large that two of its gargo slots go under stored goods in colonies.

Rivers do not connect properly with each other.
 
thanks man, ill look into these issues:) Some of them is completely new for me. Buying wood should cost around (50x3) 150 florins if price is 1/3. You mean you loose more?

What did you do to make them ship only move 2 tiles? Just assigned goto with the "G" menu? Never happens to me...

I guess this is still pretty buggy.
 
thanks man, ill look into these issues:) Some of them is completely new for me. Buying wood should cost around (50x3) 150 florins if price is 1/3. You mean you loose more?

I had few thousand florins (just emptied galleon full of stuff) dragged wood to my ship and couldn't add more and noticed all my money had vanished. Also I no longer get ANY money from trades (my money stays 0 no matter how much stuff I bring to europe).

Do you want the save?

What did you do to make them ship only move 2 tiles? Just assigned goto with the "G" menu? Never happens to me...

Yes, using goto order menu to send ship somewhere (wether is europe or other colony) means that moves there 2 squares per turn. Happens with both caravel and galleon.

I guess this is still pretty buggy.

It did not crash at all over few hour of playing so there's definite improvement in stability at least :). Btw, did you make the graphics or did you borrow them from somewhere?

I guess these have not yet been implemented? :
Visiting indian villages
Trade with indians
Converting indians (establishing missions to indian villages)
 
yeah email me the savefile at
herrerik@gmail.com
that would be killer.

No most of the graphs are stolen, but highly redone/redrawn. Some are old photos, drawings, collectables/miniatures, interface details are composed of stuff i found in other games etc.

You played this demo that long? Man how many settlements did you end up with? And the bug prevented you from exporting stuff? Could you export tresures and get money that way? I guess you can build lots of settlers yourself:) Did you wipe out any indians as well?
I know, you dont get much for it yet, but they will be more agressive about you building close to them once i get down to the AI...

E
 
Loading and unloading people from ships in port does not work.

Forest management needs some major improvement. Lumber should be a renewable and cheap resource in the New World. Here is an idea that may make this possible:

1) Make "deforest" and "renewable" wood cutting rates for each terrain type. Obviously deforest would collect more wood in the time the clearing occurred. A 'slash and burn' option(I am not sure how historical this would be for that time period), would allow for extremely rapid clearing.


Recently I saw an interesting documentary about the effect of European domesticated animals on the biodiversity of the New World. That means you should be able to breed cattle. Would give you something to do with all that grain you harvest. Also I think fish should be separate from grain if you do have cattle. Where can this cattle be grown you ask, well it would all turn to meat but.....fish(ocean/river), plains/prairies/grassland(cows), hills(sheep), mountains(goats).
 
No most of the graphs are stolen, but highly redone/redrawn. Some are old photos, drawings, collectables/miniatures, interface details are composed of stuff i found in other games etc.

damn, was hoping That maybe freecol project could use the indian settlement graphics :p but they need to be using GPLv2 license. They need indian settlement graphics for each tribe and currently have only one and no artist to make more. :( Good thing is the three colonization projects, FreeCol, NewCol and Colonies, seem to have agreed to share resources (art and documentation, all three use different programming language.).

You played this demo that long? Man how many settlements did you end up with? And the bug prevented you from exporting stuff? Could you export tresures and get money that way? I guess you can build lots of settlers yourself:) Did you wipe out any indians as well?
I know, you dont get much for it yet, but they will be more agressive about you building close to them once i get down to the AI...

Well, only three colonies as it's game is pretty slow to start without accelerated start. Didn't build my own settlers as by the time I was ready to do so I had lost all my forests and thats why I was trying to import wood from europe.

I did wipe out a few settlements but did not get the change to carry any treasure to europe as the wierd army/galleon combo happened. (the army at sea problem). Btw, should indian archers/musketeers be able to harm my cannons when I still have close combat units and musketeers? (this just seem illogical as artillery should not need to be so close to enemy ranged units to allow them to shoot back at the artilery).

Save game have been send your way.
 
This suggestion will probably require a ton of work, but I would love to see a more detailed combat system. My ideal would be a short but sweet TBS battle which was set on a map based on the tiles all the combatants are on. Then you could have basic formations and placement. Maybe something similar for 'fleet' engagements. Battles happen infrequently enough and with small enough units that this wouldn't be as much of a game-slower as it would in Civ.
 
i sort of had tilebased battles before, but realised it was to hard to make it interesting. You quickly understood what the "best" deployment option was and just copied it every time. This is basically the same but automatic.

You're right, cannons shouldnt be shot when theres guys defending it.

Cannot unload? You mean you cannot move soldier-cards to "non-ship" army when standing in town? Maybe i should fix this. I just unload them from outside but i get your idea.

I might switch so forests never depleat unless set to deforest and also speed up deforestation process. I liked the idea that you must claim new land to supply wood, but maybe its just annoying. Gonna streamline it:)

E
 
or maybe it will forced to expand just becouse in harder diff the ai will expand quickly so if you dont, he will have more gold and can upkeep larger armies.

Many have complained about that wood-stuff, i will just remove it i think. Make only deforestation remove forest. And normal woodchopping will not remove forest tiles.
 
Toni when i use that save my ships use all their moves on goto... Dont know what happened with you. You loose all gold becouse your military upkeep is 1 million florins per turn (see it with F2). I dont know if you cheated and has a lot of troops, otherwise the bug is that something offset your upkeep very high. The selling of goods works. Gonna hunt this bug som more.

Normal chopping doesnt remove forest at all any more. And removing it adds some wood to the settlement just like in vanilla col.

E
 
No, I did not cheat as far as I know. I had 5-6 units more before my short indian extermination campaign thats all.

Yes selling worked but no money was added to my treasury. And I not did have any upkeep prior to buying the 50 wood from europe (at least my treasury never decreased between turns), but at when I bought the wood all my money simply vanished and I could not get more money no matter how much goods I sold.

Did you see the weird army/galleon combo that I managed to create double clicking galleon in colony with the army in colony at the same time.

When you get new version up I'll try it out.
 
fixed all the bugs mensioned that i can find:) Also added some more options and smother selection/splitting, less strangeness to all that. Ships can no longer be ordered to "join an army". Doubleclicking soldiers on a ship when in town will move the soldier to the defending garrison.

Would it be better to give the player an extra settler at start? To sort of make the start faster?
Im not sure, the start was pretty slow in col and that was ok. Its nice to have ONE start city that feels like "the first one". Another alternative is to give the player one or two colonist, more gold or to simply make the first city built get more workers and resources to start with.
 
Some thought on a unique way to do education:

The education buildings create 'tokens' over time. These tokens can then be used to turn a colonist into a specialist. Obviously you cannot have more tokens of any type accumulate in a colony then there are non-specialists(to prevent some obnoxious tactics).

And these tokens could also be requirements to make some types of units. For example a governor would require a 'college' token as well as the free colonist plus the resources to 'build' the governor. This could also allow a decent mechanic for preventing early, professional armies. There would be three levels of military sophistication: colonist, militia, professional. Colonist military units require no education, militia some kind of basic training, and professional a war college or something equivalent.


Another though relating this; for a long time New Spain and New England did not export manufactured goods. They were mostly resources gathering operations until a lot of manufacturing experts were smuggled into the New World. I think manufacturing should require an education base to begin(and maybe some kind of event relating to crosses). But this also requires that prices do not collapse below a certain amount. This way colonies can still maintain themselves with exports, but not lucratively after some time.

Anyway, the forestry changes have really helped and I don't mind the slow settler pace. Forces you to make decisions about land use.
 
Sir_schwick:
there is no workers in my game that you move around so i dont think i will be adding education at all. And i think my unit system is complicated enough already:) Ill dig into ai more seriously soon, thats the real challange.

What do you mean the foresty changes has helped you? I havent uploaded the new version yet. I will make the first settler cheaper i think.

E
 
Played to mid 17th century on satuday using accelerated start. No serious bugs nor any crashes encountered. Here's some observations :

Problems :

Treasure (or units with it) can't be given goto orders as they forget it next turn. (Actually this seem only apply if you give goto order right clicking destination with mouse.)

You can’t manually move land unit to last row of tiles next to western map edge, how ever units under explore order do not have this limit.

Wagon trains can not be loaded rendering inland cities useless for anything else other than building units. This is especially bad because best building spots and most of the hills are inland.

Units can’t be give explore orders unless they are one square away from unexplored square. This means if they stumble into ruin that gives map of surrounding territory their orders are cancelled.

Currently higher level ships can not be build due to their high resource requirements and limited store capacity (galleon requires 800 wood but you can only store 250). You need to allow cities to start building things with fewer resources than things require to complete. Maybe deduct only fraction of resources each turn (thing need 100 wood to complete and takes 4 turns to build. Make it consume only 25 wood per turn.)

There are quite few typos in encyclopedia. You should run some simple spell checker to fix the most obvious ones. Or I can do it when I have time if you want me to. (not too important as game is far from complete).

Balance issues :

You'll need to make colonies add some free upkeep, make colonies produce some limited amount of cash or reduce unit upkeep otherwise its almost impossible to upkeep armies (my 2 caravels and galleon can barely move enough goods to upkeep one army strong enough to take an Indian village). Also Indians can field way too large armies (fixing this may be enough for now. It should not take move than 4-6 units to take out normal native settlement.). These problems will only escalate when you add fluctuating prices of goods and the need to defend colonies (AI).

Crown tax increase will need to be toned down. It should somehow be tied to expansion (and profits) of colonies. Same goes eventually to royal expeditionary force. (Crown needs bigger ref to ‘protect’ the colonies so it needs to increase taxes.).

Improvements & suggestions:

Remove inland cities from naval unit goto list.

Remove sea related buildings from inland city building list.

Allow upgrading of dry docks, chapels and similar buildings instead of having the higher level buildings as separate buildings (and higher level production buildings should have the effects of lower level as well if it's not already that way). Also allow only single building of type per city.

Swap building level of stables and windmill so inland cities can increase food production at level 1 the same way as coast ones.

When renaming colony in colony screen put the old name in renaming box in case player just want to correct spelling error (the ‘b’ for building colony sometimes gets added to end of new colony name).


Add option to load game from start screen.

Encyclopedia needs better browsing options eventually. (See the ones in similar games.).

Units with explore orders should not enter Indian settlements (at least not until contact with Indians will be possible).

Add sell/unload all button to Europe screen.

Have you experimented with allowing full army battles (allowing all units involved to participate in battle at once)? Maybe it would be good idea to add hostile fortified colonies, armies and fleets for testing combat against them?


Question :

What does factory do (or what will it do)?

Does difficulty currently have any effect (without the AI)?


Great work overall! I'm surprised how stable it's been (I've tested quite few games in progress and most tend to crash one place or another sooner or later (Well Landfall did too when it was realtime)). After remaining missing features are implemented you'll get to the hard part of implementing the AI :p.
 
Portuguese colonies/cities in South America. Recite probably should be just Dutch colony as it was established by them. Using Olinda instead is apropriate. Filipéia can be used instead of long version or use the later name of João Pessoa. Need to find more colony names predating 17th/18th century.

São Vicente 1532
Ilhéus 1534 (Vila de São Jorge dos Ilhéus)
Recife 1535 (Olinda 1535 - 163? Destroyed by Dutch who later founded Recife that was then taken over by Portugal)
Vila Helha 1535
Igarassu 1537
Salvador 1549 (Salvador da Bahia, São Salvador da Baía de Todos os Santos)
Vitória 1551
Filipéia de Nossa Senhora das Neves ~1550 (João Pessoa)
São Paulo 1554
Rio de Janeiro 1565 (São Sebastião do Rio de Janeiro)
Natal 1599
Fortaleza 1603 (Fortim de São Tiago 1603 - ?)
São Luis 1612(French Fort Saint Louis 1612)/(Portuguese Colony São Luis 1615)
Belém 1616 (Feliz Lusitânia, Santa Maria do Grão Pará & Santa Maria de Belém do Grão Pa)
Cabo Frio 1615
Itamaracá 1654
Paraty 1667
Manaus 1669
Laguna 1676
Curitiba 1693 (Vila da Nossa Senhora da Luz dos Pinhais 1693 - 1721)
São Gonçalo do Pará 1717
Cuiabá 1727
Niquelândia 1735 (São José do Tocantins 1735 - 1943)
Boa Vista 1775 (São Joaquim Fort 1775 - 1890)
Santa Maria, Rio Grande do Sul 1777

What's the difference between names with "" and names without them?
 
nice!
you have earned a place in the thanks list without doubt.
The " " makes my parser read the entire set of words instead of just one.

Ye the town-names are pretty much trown in there for testing purposes. There's a lot of polishing left:)

The next version will take some time though before upload i fear. Got some other stuff i gotta deal with.
E
 
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