Clash Demo 5 has been released. The download is available, with the URL lower in this thread. Following is an overview of what we have in Demo 5. The code is completely new from that used in Demo 4, so many features of the previous version have been changed, or not yet included in this one.
What's New in Demo 5:
Completely new code (will accelerate our progress from here on out)
New Military Model
Pathfinding and Improved Movement AI
New Economics Model
New Task Force Orders
[COLOR=dark-blue]The Demo has many intuitive aspects, but we also have not yet made it as user-friendly as the final product will be. Please read the short manual for D5 Before you make comments here so that:
1) you know how you are supposed to work things
2) you know what we are looking for feedback on especially
3) you know which bugs already exist, and that you don't need to report.
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I would like to thank Laurent (Military Coder) and Gary (almost everything else coder ) for their work on the Demo. And I also want to thank Fiera for the graphics.
Let us know what you think!
[edit] Some notes to help people out based on initial problems/questions:
Sorry it should be in the manual that the Only thing ROI currently works for are the kapital investments. ROI for Military builds will be coming fairly soon.
For now All orders apply. Orders at the civ level happen in every square you control. Provincial and square orders happen in their respective domains. A 30% civ-level order and a 20% square-level order result in a total 50% in that square, 30% elsewhere. For now each 'city' square is both a province and a square, so there is no difference between a provincial order and a square one. Although if you do them both you'll get double the effect .
That is operator error it works, trust me
I think what you must have done is issued civ orders, and then looked at the square-level orders or something. Each set of orders is for now completley distinct. The only reflection of civ-level orders you see in the square econ orders box is that there is a cost in the 'Type Cost' column showing an order from a different level is working here. And just to be explicit, each set of square orders are distinct.
Check out the economy.txt file to see in detail what is being done economically in the selected square after you run each turn. There are two turns before the player gets control to fill all the fields for growth rates etc.
Download Clash Demo 5 Here
And before you make bug and feature requests, check out the detailed list several posts down.
More to come, check this space each time you read the thread!
What's New in Demo 5:
Completely new code (will accelerate our progress from here on out)
New Military Model
Pathfinding and Improved Movement AI
New Economics Model
New Task Force Orders
[COLOR=dark-blue]The Demo has many intuitive aspects, but we also have not yet made it as user-friendly as the final product will be. Please read the short manual for D5 Before you make comments here so that:
1) you know how you are supposed to work things
2) you know what we are looking for feedback on especially
3) you know which bugs already exist, and that you don't need to report.
[/COLOR]
I would like to thank Laurent (Military Coder) and Gary (almost everything else coder ) for their work on the Demo. And I also want to thank Fiera for the graphics.
Let us know what you think!
[edit] Some notes to help people out based on initial problems/questions:
A. Economy: How is ROI of military units calculated?
Specifically in the orders window, I am able to give different orders for the same economic domain, so the question rises which one is taken into consideration?
5. I am unable to make any change in my orders persist after I close and reopen the window. They persist only if the windows are minimised. Aren't my orders taken in account in that case? I am totally unable to make the tax rate budge from 10% on any info window.
I think what you must have done is issued civ orders, and then looked at the square-level orders or something. Each set of orders is for now completley distinct. The only reflection of civ-level orders you see in the square econ orders box is that there is a cost in the 'Type Cost' column showing an order from a different level is working here. And just to be explicit, each set of square orders are distinct.
Check out the economy.txt file to see in detail what is being done economically in the selected square after you run each turn. There are two turns before the player gets control to fill all the fields for growth rates etc.
Download Clash Demo 5 Here
And before you make bug and feature requests, check out the detailed list several posts down.
More to come, check this space each time you read the thread!
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