Clash Demo 4 is Out! No more looking at little colored rectangular boxes for military units!
You can get it at the Clash Web Page, just follow the link to Demo 4 at left.
And Please at least Look at the manual and reference!
If you ask a question that makes it clear that you didn't read either, I'm not going to answer it!
What's New:
Well, the big story here is Graphics! The graphics you see are in No Way final... But they are Much Closer to our final target. The TF/Unit Box is just a first primitive stab at functionality and eye candy for working with what's in an individual square. Things aren't really smooth yet with respect to the interface. However, this is an area that needs alot of thought and discussion, and I didn't want to invest too much time on my individual approach to the interface. Johnmcd is still working on a better TF representation for the main map, but for now we're just using the single unit graphic.
The AI has been improved only in that it is harder to lock AI forces into positions with feints. I changed that because LGJ and Glak were beating the crap out of my poor AI because the support routine was dumb. I also reduced the player starting forces and population to the same level as the AI had. Before player started with 80 pop, and AIs with 65 IIRC.
We would most like to hear from you about how all the new things are working. Are we going in the right direction?
Do you like the way the graphics work in general?
Do you think the TF box is okay? (The TFs will eventually look like real formed military units, as opposed to strung out as they are now) Are the supported map scales going to be enough?
Do people like what they are beginning to see of our ideas to Reduce Micromanagement, and Streamline Play? For instance, you can easily set up pickets with sentries so that the sentries will automatically defend a territorial boundary, and then return to position when the fight is over. This allows the player, when they get to a boring stretch, to just press the "10-turn" button, and let things go by quickly! This is just a first hint of what is to come in terms of streamlined play. What you think of it?
How do you like the power rings? And if you don't like them what better implementation can you suggest?
How do you think we should arrange the main interface? (There is a whole thread devoted to this topic, join in!)
What other things does the manual need?
Anyone else, feel free to ask your own Big questions.
Post your comments and questions here, unless there's a more appropriate thread that already exists!
Mark
[This message has been edited by Mark_Everson (edited December 28, 1999).]
You can get it at the Clash Web Page, just follow the link to Demo 4 at left.
And Please at least Look at the manual and reference!
If you ask a question that makes it clear that you didn't read either, I'm not going to answer it!
What's New:
Well, the big story here is Graphics! The graphics you see are in No Way final... But they are Much Closer to our final target. The TF/Unit Box is just a first primitive stab at functionality and eye candy for working with what's in an individual square. Things aren't really smooth yet with respect to the interface. However, this is an area that needs alot of thought and discussion, and I didn't want to invest too much time on my individual approach to the interface. Johnmcd is still working on a better TF representation for the main map, but for now we're just using the single unit graphic.
The AI has been improved only in that it is harder to lock AI forces into positions with feints. I changed that because LGJ and Glak were beating the crap out of my poor AI because the support routine was dumb. I also reduced the player starting forces and population to the same level as the AI had. Before player started with 80 pop, and AIs with 65 IIRC.
We would most like to hear from you about how all the new things are working. Are we going in the right direction?
Do you like the way the graphics work in general?
Do you think the TF box is okay? (The TFs will eventually look like real formed military units, as opposed to strung out as they are now) Are the supported map scales going to be enough?
Do people like what they are beginning to see of our ideas to Reduce Micromanagement, and Streamline Play? For instance, you can easily set up pickets with sentries so that the sentries will automatically defend a territorial boundary, and then return to position when the fight is over. This allows the player, when they get to a boring stretch, to just press the "10-turn" button, and let things go by quickly! This is just a first hint of what is to come in terms of streamlined play. What you think of it?
How do you like the power rings? And if you don't like them what better implementation can you suggest?
How do you think we should arrange the main interface? (There is a whole thread devoted to this topic, join in!)
What other things does the manual need?
Anyone else, feel free to ask your own Big questions.
Post your comments and questions here, unless there's a more appropriate thread that already exists!
Mark
[This message has been edited by Mark_Everson (edited December 28, 1999).]
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