Clash is still alive!
Checking the Clash website periodically I thought that the project was dead as the website hasn't been updated since 2003. On the off chance I took a look at the forum and what do I find, a new demo!
It's looking really good and plays more smoothly now. I particularly like the feature of gaining control of a whole province once the capital is taken. However I would suggest that when capturing enemy territory, squares revert to original owner unless occupied for several turns. This would make tracking down lone enemy units that are stealing your square easier. I also think that a square should only be able to be part of a province if connected by an adjacent square.
To my knowledge, most of the world's land was occupied with nomadic, semi-nomadic and small settled tribes before the advent of civilisation. To model this is the game would require every square to be occupied, with each tribe owning between 1 and 5 squares. These are then assimilated into the growing civilisations by war and/or diplomacy.
What I dislike about the Jericho scenario (and all civilisation style games) is that I have to send units across vast swathes of uninhabited land to fight my enemies. This is unrealistic in two manners, firstly it didn't (to my knowledge) happen and secondly it wouldn't: most wars are fought over territory and if a civilisation has enough territory to expand into, why would it fight?
Even if squares are unoccupied, a civilisation can claim ownership to it. Take Antarctica for example.
I'm not too keen on the colonisation function as it seems to me a little too powerful. However it has an important role in moving ethnicities into new areas, so that loyal ethnicities secure control of area. There are many examples of this throughout the colonial period. However most people moved voluntarily rather than being moved by the military.
I did notice a couple of bugs. Firstly, the Tutorial and Jericho scenarios kept crashing saying "Still running last turn, cannot start a new one". This doesn't annoy me too much, as a windows user I'm used to things crashing, but being able to save would be nice (perhaps next demo?). Secondly, I failed the Tutorial because I wasn't attacked by the Northern Barbarians. This seems a little unfair to me as I had little control over their invasion plans.
Please don't take these negative comments too seriously, because the game is already the best civilisation style game out there. Cheers.
P.S. If you need someone to update the website, I know a little bit of html and would be glad to help.
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Clash Demo 8 Download and Comments
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When you lose a province, it vanishes from the map even though it still exists. My cartographers didn't forget about it, it should still show up, just in the dimmed fog of war.
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Hi Fosse,
Some panels in the UI open up to be too small. The social panel in Dawn opened so tiny that I didn't even know the pie charts were there until I expanded it again while playing around. Also, what are those pies?
(edit) The panel should have a default size of 500x300. If that's what you get and it's too small for you, I can increase the default size. If that's not that size, then we should check the settings file in the jar to see if it's smaller for some reason.(/edit)
The pies show the relative proportion of social classes, ethnicitiies and religions in you empire.
Social classes can help with the ruler panel: If you have 90% power held by the military and a social class aristocracy that makes only 10% of the population, you're likely to get riots if you go the way the military wants you to because they represent a minority of the population. Ethnic and religious pies show ethnicity and religion breakdown, which lets you know whether you should lower the ethnic/religious discrimination policies. Also, ethnic will tell you that you have to beware about a new ethnic group. If they are a small minority, they may riot very locally and you may have to handle them by hand rather than using the button (which TRIES to find the best solution).
Pull down menus don't open under their button. This is EXTREMELY annoying.
In Dawn the southern barbarians took 2 of the 3 province tiles, but the capital was still mine. I got a report that I had lost control of the province. Is this supposed to happen this way?
In Dawn a little grey box often appears on the Full map. it moves around as I click things.
When you lose a province, it vanishes from the map even though it still exists. My cartographers didn't forget about it, it should still show up, just in the dimmed fog of war.
Before Rome locked up I found myself not always knowing what had happened between turns.
If little icons appeared in squares where battles had happened (and maybe a different icon where they are still happening), this would help out.
Also, since enemy units "pop" from one place to the next, it would be nice if we could see their previous movement path from the last few turns.
In the Ancient mideast. When i capture native land it becomes my province, but called Native Land. I currently have two long strings of this province on my north and south. Does the program consider them to be the same province? If not, could they just be called Native land (1) or (2) until I get around to naming them?
Also, I'm on turn 4 and each turn takes around 20 seconds to process, and grinds the system to a halt while it's at it.Last edited by LDiCesare; January 7, 2005, 17:06.
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I've just gotten around to downloading Demo 8 to my laptop at work.
It's a 1.4 GHz, 256MB running Windows XP.
I've been fiddling with it over the past hour or two, and have played Dawn fast and loose to my defeat, Carthage as Rome until the program froze up about a dozen turns into it, and about five turns of the Ancient Middle East.
The following are my quickest first impressions. It's been ages since I played the last demo version, and I've been checking the forums once a week or so, so I feel like I have a decent idea of what's going on.
Long decimals are mostly gone, but I still see them sometimes. They really make things seem weird. Like I'm running a computer program instead of leading people. Also, in Carthage with giant militaries there should really be comas in the battle reports. Seeing an attack of 4,596,202 is better than 4596202, especially in a box full of numbers.
I don't know if the ruler stuff is working in all the scenarios, but looking at it I'm not sure exactly what "Empire Preferences" are. Is that the effective decision made by the other blocs before the ruler stuff comes into it?
Some panels in the UI open up to be too small. The social panel in Dawn opened so tiny that I didn't even know the pie charts were there until I expanded it again while playing around. Also, what are those pies?
Pull down menus don't open under their button. This is EXTREMELY annoying.
In Dawn the southern barbarians took 2 of the 3 province tiles, but the capital was still mine. I got a report that I had lost control of the province. Is this supposed to happen this way?
In Dawn a little grey box often appears on the Full map. it moves around as I click things.
When you lose a province, it vanishes from the map even though it still exists. My cartographers didn't forget about it, it should still show up, just in the dimmed fog of war.
Before Rome locked up I found myself not always knowing what had happened between turns.
If little icons appeared in squares where battles had happened (and maybe a different icon where they are still happening), this would help out.
Also, since enemy units "pop" from one place to the next, it would be nice if we could see their previous movement path from the last few turns.
So in a turn with many battles on many tiles, I would see the paths the enemy took to get there, and there would be little shields showing where things went down. This saves from having to check every tile in a crowded area when the map gets extremely full.
In the Ancient mideast. When i capture native land it becomes my province, but called Native Land. I currently have two long strings of this province on my north and south. Does the program consider them to be the same province? If not, could they just be called Native land (1) or (2) until I get around to naming them?
Also, I'm on turn 4 and each turn takes around 20 seconds to process, and grinds the system to a halt while it's at it.
Great work guys, I'm looking forward to the other scenarios when I'm not at work and afraid of being caught. :b
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Originally posted by Mark_Everson
BTW I was looking for input from Others on the importance of those features. ;-)
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Originally posted by alms66
I'd rate these of relatively high importance.
(snip)
though I think we can live with the blockiness for another demo or two.
Hey Rasputin. Hexes are harder to draw, and we account for the movement asymmetry between directions since movement costs 1.4x as much along diagonals. The long term plan is to go to a continuous coordinate system.
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have you guys considered using hexes instead of squares? usually makes for easier movement .
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F184 (Alms) Graphics Terrain Transitions.
[no clue as to importance, others?]F187 I’d (Alms) like Larger Tile Support:
http://apolyton.net/forums/showthre...459#post3483459
Seriously though, the larger tile thing is a very easy fix and transitions, while the hardest of the three big graphics requests by me, is very important to making the map look as good as possible, though I think we can live with the blockiness for another demo or two.
F185 a. (Mark) Should have an indicator on the map that shows where provincial and civ capitals are. Maybe a star in the civ color, or a flag or something. Also put in a target flag in the AI so that provincial capitals can be targeted specifically. [medium, D8.1]
b. (Alms) And/or we could add a “Next Capitol” button to the interface, which centers the view on the next capitol in the list. [low D8.5]
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said i like the sound of this game, but at present appears too many windows need to be kept open , which for a game in which you state you want limited micromanagment it has a lot of managment requirements. far more than any of the "civ" games.
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Originally posted by Rasputin
I didnt even realise all the comments here were from within the group. I just followed the links from Marks name and thought mmmm this game sounds interesting.
Originally posted by Rasputin
I loaded it at work and myself and another work pal played a few turns but found it tedious to get into (yes i know it a demo) the many buttons across the top filled my screen and having to click END Turn repetively was time wasting as was the fact of having the UNIT Window to move the Unit.
Being able to use keyboard shortcuts would be a great thing to add. I also think bringing back the 2Turns, 5Turns, 10Turns, etc. button, but allowing the player to set an arbitrary number of turns would ease those long stretches where there's not much to do but hit End Turn. (It would be a great aid to testing for sure)
I also dislike that unit window and would like a seperate 'Army Manager' screen for splitting/merging TFs. Orders to units could then be given from the toolbar and/or from the right-click menu on the main map, which is my preferred choice. There's a comment of mine somewhere in the feature request list about getting rid of the Units window.Last edited by alms66; January 2, 2005, 19:43.
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Originally posted by Mark_Everson
Thanks for the comments Rasputin. Feedback like that from outside the group is valuable in helping us to determine what is most important to do next.
So Alms, be honest did you bring him in just to say that?
Cya,
Mark
I loaded it at work and myself and another work pal played a few turns but found it tedious to get into (yes i know it a demo) the many buttons across the top filled my screen and having to click END Turn repetively was time wasting as was the fact of having the UNIT Window to move the Unit.
Good job guys, hope you get some easier interface over time.
I will pop in from time to time to check.
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I'll never tell.
1. perturn event
If we don't have one already (and I didn't see one), we could add a perturn event which forces some action to occur every turn, rather than on a single turn.
2. Raid Order
See:
3. Outposts/Vision Radius
See:
4. Settlers/Explorers
See:
5. Changing Terrain Images
See:
6. Next Field TF & Next Home TF
Add these two buttons:
Next Field TF: Selects next TF not on owned land
Next Home TF: Selects next TF on owned land
And let's bump these up in priority, eh?
*Watch this post for future edits.Last edited by alms66; January 14, 2005, 19:03.
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Thanks for the comments Rasputin. Feedback like that from outside the group is valuable in helping us to determine what is most important to do next.
So Alms, be honest did you bring him in just to say that?
Cya,
Mark
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Originally posted by Rasputin
Cant we just right click on the unit on the main map to perform the actions then move it with the moouse. rather than using the separate units window.
Ease of play increases the fun and that is really missing at present IMHO.
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