Demo 7.2 Team
- Team
Lead: Gary Thomas
-
Coders:
Gary Thomas (Map, Technology, and Much Else)
Laurent Di Cesare (Military Plus)
Mark Everson (Economics Plus)
Alex Zuroff (Overview Map)
Vovan Sim (Bug fixing)
- Artists:
sas [Stian Stokken] (Terrain)
Fiera [Juan Gonzalez] (Units and Cities)
- Model Design:
Military - Paul Krenske, Laurent Di Cesare, Gary Thomas
Technology - Richard Bruns, Lord God Jinnai [Leejay Lockhart]
Economy - Mark Everson
Government (partially implemented) - Rodrigo Quijada
- Scenario and Tutorial Design:
Gary Thomas, Mark Everson, Laurent Di Cesare, Dale [Kent]
- Last Update:
01/8/03
- View the Demo
6 Instruction Manual (no manual for D7 yet)
- Current Demo 7.2 Thread: Click
here
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What's New in Demo 7.2?
Demo 7.2 has several new
features in the military and economic areas, and also some GUI tweaks and bug fixes.
Features:
Fortification and Siege Model
Naval Combat
Militia that automatically forms in a square to fight off invaders
Economic Specials (Gold, Cloth, Tin, Salt)
Merchants that automatically trade in these goods and others
Jericho Scenario AI Improvements and "ladder" of difficulty
GUI changes:
More-streamlined movement interface
Economic orders panel comes up alone, econ info available via a button
tweaks to increase clarity on change province capital menu
Bug Fixes:
teleporting units and settlers
intermittent crashes when econ windows left open
1. Fortification
and Siege Model
The demo has a
first implementation of a fairly-detailed model of fortifications and sieges. One
of Clash's goals is to have more-realistic outcomes in warfare and other areas. Walls
give the defender a decided advantage, but can be overcome either by siege weapons
or a significant manpower advantage of the attacker (numerical advantage needed increases
with wall strength). Play the new SiegeWars scenario to see it in action! You can
now build your own fortifications using the "Wall" button on the toolbar,
and pay for the build similar to how you do for building roads. You can read more
about walls and combat involving them in the Fortifications
and Sieges thread.
2. Naval Combat
We've now got
a naval combat model that allows for fleet battles. One fleet from each side is near
the "toe" of Italy in the delenda scenario if you want to fight a quick
naval combat. This will get a lot more exciting when the AI knows how to use naval
power, hopefully in demo 8! For now, ships that are caught in port fight as low-value
land units, and are usually destroyed unless their side has land superiority.
3. Militia that
automatically forms in a square to fight off invaders
Your whole city of people won't just sit there like spineless wimps to be taken
over by a few old arthritic soldiers anymore! If the relatively poor combat potential
of a local militia could turn the tide of battle, the people will join in! At
least, if they like you better than the other guys. If militia units were active
in a combat, you'll be notified of it in the detailed combat report.
4. Economic Specials
(Gold, Cloth, Tin, Salt)
Specials are scarce "strategic" resources that are found locally (gold, tin, salt),
or specialty finished goods that can best be produced where the primary resources
are (cloth). The people in your economy automatically use these locally as needed,
and merchants can also redistribute these goods to wherever is most willing to
pay for them! For now we only have special commodities in the delenda scenario.
You can read more about special commodities and are future plans for them on the
Economy page. Actually, both specials and merchants were already
in Demo 6, but hadn't made it back into Demo 7 until now.
5. Merchants that
automatically trade in these goods and others
In accord with
Clash's low-micromanagement philosophy, merchants automatically search the world for
good trade deals. These can be involve any type of good, but frequently at least one
leg of the trade involves a special commodity. That is because specials have a value
that varies depending on whether they are locally available or not. The specials I
have in so far, and the basic good they convert to are: Gold -> Services ; Tin
-> Resources ; Cloth -> Manufactured Goods ; Salt -> Food
6. More-streamlined
movement interface
We got several
requests for improving the movement interface so that it involved fewer clicks, and
provided a way to cancel the last move segment. When you are in move mode you can
now exit by either hitting End Move, as before, or double-clicking on the last selected
square for the move. This works even for single-square moves, just double-click the
square you want to move to after entering move mode. If you make a mistake while entering
moves, a right-click will delete the last movement segment. There is also a movement
option we're testing that doesn't use the move button at all. If you want to enter
a simple order to move to a square, you can select a TF in the Units Box and then
double-click on the square where you want the TF to go. This should show a movement
path as normal. If it doesn't (there are still some bugs in this approach) just enter
the move normally.
7. Jericho Scenario
AI Improvements and "ladder" of difficulty
In response to
several comments on the Jericho AI, we have made a few simple changes. (Major changes
will have to wait until the real AI gets going.) The results are that Jericho as Jericho
is now even tougher to win. We'll see who's first to win it! There is also now a clear
ladder of difficulty with the civs at the bottom of the choice screen being very easy
to win with, and with the challenge increasing noticeably from the middle of the list
on up. We have also made technological progress more achievable in the scenario, although
it is still fairly slow.
Finally, we added
a credits screen so that all the people who have contributed to the demo can be
recognized.
Tips:
Play the Dawn Tutorial Scenario First if you're new to Demo 7.
It has a wealth of info about the GUI and game mechanics. Questions about issues
that are clearly explained in the tutorial will be met with: PTFT! (like RTFM).
1. You shouldn't play
Attila unless you have a fast computer or are patient. It can run quite slowly on
older computers. We are looking into fixing that.
2. At present you can't
get the win notification in the Delenda or Jericho scenarios. So don't expect a victory
message!
3. In the Dawn tutorial
scenario you'll frequently need to run five to ten turns after achieving all the objectives
before you see the victory message. As before, the Dawn tutorial is the first thing
you should play!
The Team really
wants to hear what you think about the Demo! Comments and criticisms are solicited.
What's in Demo 7?
The main improvements in Demo
7 include:
- In-Game Tutorial—playtester
feedback said we needed it to introduce all our novel
game concepts painlessly.
- Scenario Generation—you
can create your own detailed scenarios even now! All scenario
information is in XML files, and we'll have an editor
in the future.
- Technology Model—only
partly implemented, but it's adding depth to the game
already.
- Province System—territory
in Clash is organized flexibly by province, provinces
expand automatically if good land is available, reducing
micromanagement.
- Government/Social Model—not
in Demo 7, but the coding is fairly far along. The "Ruler"
button in the demo shows a preview of a what's to come!
We can use your comments and criticisms
on our existing designs and the demos, to help us avoid "small
gaming company syndrome". The more input we get from the Apolyton
community, the better a final game Clash will be! |