The New World goes turnbased!

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.
So it would otherwise read only Port of "Port Royal" or Port and Royal as separate names? Does game support special characters (for example São Vicente instead of Sao Vicente)?

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

Well I quessed as much from "Eleven Thousand Virgins" from legend of Saint Ursula I presume? :D There are other fun things like the encyclo.txt file. Were you planning to make fantasy game at first before deciding to do Colonization clone instead?

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

Shame, was hoping you could get the wagon trains to work quickly at least :). Well maybe I'll go thru and mess around with text files in the mean time.
 
ye this "engine" was another game before so you can find some fantasy stuff in unused txt-files (and code as well but you dont see that in the compiled version)

These files will not be there in release, the data is also stored in a binary file. But maybe ill release a modkit version:)

Yes the parser read one chunk of letters at a time so without " " this line
Port Royale
would be name1 (Port) and name2 (Royale). I havent experimented with what special characters are in my font-set yet.

1. I think werehouse space for food and wood (maybe even metal) will be infinite. This is much more practical as its anoying not being able to build expensive stuff and moving the fundamentals around with ships. The limited storagespace will then mainly effect cash-goods which is fine.
2. Ye i think settlements can add a little free upkeep proportional to their level. But i generally want larger empires to be harder to maintain, its just not very balanced yet. The idea is that if you build another settlement, you should make it procude stuff, or else it would be a expense due to the extra units you need there. The defending units-upkeep cost will be included in the "profit"-estimation seen in the town-view to clarify the real profit of the town.

E
 
In case you want to include Sweden at one point as colonial power (seeing you're Swedish) here's the list of Swedish colonial possessions in their New Sweden colony 1638 - 1655. Had they not provoked the Dutch by taking the Fort Casimir (that they renamed Fort Trinity), the colony might have lasted few decades longer as Dutch New Netherland colony was taken over by English less than decade later.

source : http://en.wikipedia.org/wiki/New_Sweden

Forts :
Fort Christina, now Wilmington, Delaware 1638-1655
Fort New Gothenborg (Nya Göteborg), now Essington, Pennsylvania 1643-1655
Fort New Korsholm, now Southwest Philadelphia, Pennsylvania 1647-1653
Fort New Elfsborg, now near Salem, New Jersey 1643-1651
Fort Trinity (Trefaldigheten), now New Castle, Delaware 1654-1655

Settlements :
Christina, now Wilmington, Delaware 1638
Finland (Chamassungh), now Trainer, Pennsylvania 1641
Upland, now Chester, Pennsylvania 1641
Printztorp, now Chester, Pennsylvania 1643
Tequirassy, now Eddystone, Pennsylvania 1643
Tinicum Township, Delaware County, Pennsylvania 1643
Province (Manaiping) Island, in the Schuylkill River, now Southwest Philadelphia, Pennsylvania 1643
Minqua's Island, now Southwest Philadelphia, Pennsylvania 1643
Kingsessing (Nya Vasa), now Southwest Philadelphia, Pennsylvania 1644
Mölndal, now Yeadon, Pennsylvania 1645
Torne (Aronameck), now West Philadelphia, Pennsylvania 1647
The Sidoland, now Wilmington, Delaware 1654
Timber Island, now Wilmington, Delaware 1654
Strandviken, now Wilmington, Delaware 1654
Ammansland, now Darby, Pennsylvania 1654



I don't think removing storage limit of food and wood is such a good idea (it would look weird to have limitless store for some goods and limit to others and there needs to be limit for trade goods). I know it's bit harder to code but why not do as other colonization games (well sort of) and deduct goods needed divided by time needed to build per turn instead, this way say unit needing 250 wood and food taking 5 turns to build would use up 50 wood and food for 5 turns instead of 250 of both at once.

The main issue currently with unit upkeep is that the indian settlements are way too strongly defended. You need 12 units or more to take out a single one. If Indians had AI, Europeans would have to settle remote islands to survive as settlements on mainland would simply be wiped out as soon as they'd be established. Also there's the problem of indians having muskets from start as well. About 5-6 units (2 close combat, 2 musketeers and 1-2 canons) should be able to massacre almost any indian settlement exept maybe inca and aztec.

And to answer my own question about use of special characters : no, they are not supported. :p

Btw, there seem to be more maps in maps folder. Are they usable somehow?
 
ya those maps are useable, but i mainly made them for fun, you haveto change the ingame code to load them instead of america. But really at this point they are worthless as game-content. I will have plenty of maps when this is finally released:) Making them isnt very hard, its balance thats hard.

It's true about the materials. And since large ships can take long time to build, maybe your suggestion would work.

Yes indians are way to strong and shouldnt have muskets at the start. Thats also simply for testing purposeses.

The indian towns are built in levels (only capitol can be level 4, others level 1-3). My idea is to reduce it one step every time the defenders get beaten and then fill up with new defenders, kinda like classic col, you need to attack indians several times to remove the town entirery.

E
 
Well, it didn't take me long to break the game :p :D!

I now have a cargo of 50 ore as a unit :

landfall1.jpg

I somehow did it when I unloaded a governor from a ship and the 50 ore decided to tag along. :lol: And yes, that popup window represents the unit graphic for it :p

It also messes unit upkeep :

landfall2.jpg


Here's the save file(s) (there were two saves in save folder)

I've no idea how this happened but I also have a farm on a forest tile in New Amsterdam. It isn't producing anything though.
landfall5.jpg



Stockade is outside of the black box in coastal outpost screen. It's also difficult to select.
landfall3.jpg

The black box does not have to be so big in larger towns (goes all the way to bottom of the screen over goods and minimap).

Upgrade option is a bit messed up. Also shouldn't Race be Raze instead?
landfall4.jpg


Colony names are not properly centered between the two nails :
landfall6.jpg

Could you add arrows to browse the colonies <colony name> so player would not have to go each colony individually (click colony, exit, click another colony etc.)?


Other things :

Could you change it so that king does not increase taxes at least until first colony is set up? (maybe even wait till first cargo shipment has been delivered to Europe)

Land unit with goto order takes other units it encounters with it. This is very bad as a colonist I send to other colony took two garrisons with it on its way.

If ship or wagon train arrives at settlement using its last movement point it won't show inside the settlement until next turn. If they have even one movement left, they apear in colony just fine.

In my first try, the game crashed as my settler unit tried to move past Indian settlement (most likely was attacked). And it just happened again with a scout.

When I found indian from ruin with scout, the scout became 2 move unit. Goto order also does not stick with the indian. (actually it seems that if a unit can move only one tile, it can't goto) This happened to another scout who found treasure as well and to 4 dragoons I unloaded from galleon. If I separated a dragoon from the group, it got back its normal movement next turn and so did next 2 but last one had only 2 movement. So this must be some bug with grouping.

I'm again experiencing the 2 moves instead of 4 when caravel is set to goto to Europe or colony. Setting goto to tile seem to work fine. They do have the 4 movement points though. Odd.

Now that the farms are upgradeable, fishing boats are rather useless as they produce only one food (two with lighthouse) and are not upgradeable. As is, it’s best to try to minimise number of sea tiles on colony.

Can the auto end turn be turned off?


I see you implemented several new features like officers, generals and drummers (is there use for it currently?). You also made the building upgradeable and wagon train works now :goodjob: . Have not experienced Indian raids nor seen then move around yet tough. :confused: even tough I was (until the crash with scout) about to raze Iroquis capital. General seem to work (attacked with 4 cannons, 4 musketeers, 4 hussars and general) and now I don't have to face all the 50+ indians in the settlement at once :D.
 
oh man thats alot...

you can switch of the end turn in the options menu.

Yes the drummer adds correctly, but the unit-penalty for being nervous/shaken isnt very big at the moment (and maybe its not even drawn out)

You can switch between towns (when inside) by using the button (upper right) or using the hotkeys it gives when you hoover the button.

The bugfixes will haveto wait a bit:)

E
 
There's small problem with Draining Camps. They can be upgraded to Ironworks :p


landfall7.jpg


There are problems with (re)naming colonies. If I remove a letter with backspace it sometimes replaces the letter with ? and sometimes it removes letter and replaces another with ?. Also if I press space while renaming colony inside a colony, it'll exit the colony (but renaming window stays up). When (re)naming colonies keyboard should only affect the naming popup window.

landfall8.jpg


I've cleaned the text files a bit. I also removed references to woodcutters autodeforesting forests. In names.txt I added some 30 or so portuguese colony names. Hopefully I did not break anything.

text files

Here's the updated list of Portuguese colonies including founding years :

São Vicente 1532
Ilhéus 1534 (Vila de São Jorge dos Ilhéus)
Olinda 1535
Vila Velha 1535
Porto Seguro (Early 16th century)
Igarassu 1537
Sao Salvador 1549 (Salvador da Bahia, São Salvador da Baía de Todos os Santos)
Vitória 1551
Filipéia de Nossa Senhora das Neves ~1550 (Paraiba, João Pessoa)
Santo André 1553 (Saint Andrew)
São Paulo 1554
Mogi das Cruzes 1560
Rio de Janeiro 1565 (São Sebastião do Rio de Janeiro)(Saint Sebastian)
Niterói 1573
São Cristóvão 1591 (Saint Christopher)
Aracaju 1592
Natal 1599
Fortaleza 1603 (Fortim de São Tiago 1603 - ?)
São Luis 1612(French Fort Saint Louis)/1615(Portuguese Colony São Luis)
Belém 1616 (Feliz Lusitânia, Santa Maria do Grão Pará & Santa Maria de Belém do Grão Pa)
Cabo Frio 1615
Taubate 1640
Paranagua 1648
Itamaracá 1654
Jundiaí 1655
Paraty 1667
Manaus 1669
Laguna 1676
Macapá 1688
Curitiba 1693 (Vila da Nossa Senhora da Luz dos Pinhais 1693 - 1721)
Vila Rica do Ouro Preto (at the end of 17th century)
São Gonçalo do Pará 1717
Cuiabá 1727
Niquelândia 1735 (São José do Tocantins 1735 - 1943)
Porto Alegre 1742
Boa Vista 1775 (São Joaquim Fort 1775 - 1890)
Santa Maria, Rio Grande do Sul 1777
 
cool. im not actively working on this right now but your help is appriciated.
E

No problem.

I just got another crash when moving unit by Indian settlement (this time musketeer so its not related to settler unit) so there's most likely bug in indian attacking units that move past their settlements.

Is there currently a way to abandon a colony? Got some free settlements from ruins but they were in horrible locations (mostly surrounded by hills or sea).
 
Back
Top Bottom