has been released at:
This is the proper name for the comprehensive file alteration. It also includes some last-minute changes like making tech growth faster in Jericho and Onslaught. This is a copy of the included manual and the text on the website:
This is simply a quick list of notes, for now. First, the important stuff and known bugs:
-----
Do not play either Onslaught or Delenda with fog of war off. I used isvisibleevent tags to figure out who the player is.
Do not select "Computer Only" for any scenario, as this causes the game to crash. The problem seems to stem from the tech.txt log file, which was added recently.
Technology always takes a turn to activate properly. On the first turn, units will be weaker and many build orders will not be available.
There is a huge tech boost on the first turn, due to the economy starting up. Hopefully that will go away soon.
Unit obsolescence does not work. This means that the GUI´s of high tech civs are quite cluttered.
Military unit costs and values are not fine-tuned and will change due to playtesting.
Investment in the Food tech is one tenth as effective as investment in any other tech. I had to cut back on Farming and Biology growth because the economy that feeds than is so big. We may or may not find a way around this in the future.
-----
Now, a quick description of the new features of this release.
Clash Testbed 7.5.1 uses the same code as Testbed 7.5, but the data files have been greatly altered. Clash 7.5.1 is a stand-alone download, all you need is the Java 2 runtime environment and Clash_7-5-1.zip You can put the folder anywhere on your hard drive and call it whatever you want. Just double-click on the Clash 7-5-1.bat file in the folder to run the game.
All of the included scenarios read their technology and military data from a single set of files, instead of using individual data. This means that the game as a whole is much more unified now. If you want to make your own scenarios or alter the existing ones, look at the included dataformat.html and readme.txt files for instructions.
A basic technology tree has been created. New military units and walls come at levels 1, 2, and 4 of various technologies. Temporarily, tech growth has been artificially hastened in Dawn, Jericho, and Onslaught.
Each unit has one type of element. The lowest tech unit has 500 men, the next has 1000, and the next has 2000. Main army units progress form the Mob, so there are 1000 warriors and 4000 legionaries in their respective units.
Architecture: Palisade, Wooden fort, Stone Wall
Military Tactics: Warriors, Phalanx, Legion
Horses: Chariots, Chargers
Ranged Weapons: Javeliners, Archers, Elite Archers
Siege Weapons: Ballistas, Catapults, Mangonels
Each Trireme unit holds 4000 men, and you could produce them at Production 2 if there wasn´t some kind of bug. Elephants are available to Carthage and have 500 men.
Army upkeep is set so that each soldier eats about as much food as a civilian. An army of 1000 will eat 5 units of food a turn, like one head of population.
Army supplies are set to 50% of army cost. This means that there is a definite cap on how many armies the civ can support. IMO it adds to historical realism and makes the game more fun.
Delenda now has events and is more historically accurate.
A new scenario, Onslaught, has been added.
The rest of the scenarios are basically the same, but modified to work with the new files. Attila does not work anymore, because its economy is simply too big to fit in with everything else. It would probably work properly if I went in and multiplied all unit costs by about ten, but I don´t feel like doing that.
There are lots of other little tweaks, like new military attitudes. I can´t recall them all at the moment. For detailed information about anything in this demo, open the xml files using Notepad.
This is the proper name for the comprehensive file alteration. It also includes some last-minute changes like making tech growth faster in Jericho and Onslaught. This is a copy of the included manual and the text on the website:
This is simply a quick list of notes, for now. First, the important stuff and known bugs:
-----
Do not play either Onslaught or Delenda with fog of war off. I used isvisibleevent tags to figure out who the player is.
Do not select "Computer Only" for any scenario, as this causes the game to crash. The problem seems to stem from the tech.txt log file, which was added recently.
Technology always takes a turn to activate properly. On the first turn, units will be weaker and many build orders will not be available.
There is a huge tech boost on the first turn, due to the economy starting up. Hopefully that will go away soon.
Unit obsolescence does not work. This means that the GUI´s of high tech civs are quite cluttered.
Military unit costs and values are not fine-tuned and will change due to playtesting.
Investment in the Food tech is one tenth as effective as investment in any other tech. I had to cut back on Farming and Biology growth because the economy that feeds than is so big. We may or may not find a way around this in the future.
-----
Now, a quick description of the new features of this release.
Clash Testbed 7.5.1 uses the same code as Testbed 7.5, but the data files have been greatly altered. Clash 7.5.1 is a stand-alone download, all you need is the Java 2 runtime environment and Clash_7-5-1.zip You can put the folder anywhere on your hard drive and call it whatever you want. Just double-click on the Clash 7-5-1.bat file in the folder to run the game.
All of the included scenarios read their technology and military data from a single set of files, instead of using individual data. This means that the game as a whole is much more unified now. If you want to make your own scenarios or alter the existing ones, look at the included dataformat.html and readme.txt files for instructions.
A basic technology tree has been created. New military units and walls come at levels 1, 2, and 4 of various technologies. Temporarily, tech growth has been artificially hastened in Dawn, Jericho, and Onslaught.
Each unit has one type of element. The lowest tech unit has 500 men, the next has 1000, and the next has 2000. Main army units progress form the Mob, so there are 1000 warriors and 4000 legionaries in their respective units.
Architecture: Palisade, Wooden fort, Stone Wall
Military Tactics: Warriors, Phalanx, Legion
Horses: Chariots, Chargers
Ranged Weapons: Javeliners, Archers, Elite Archers
Siege Weapons: Ballistas, Catapults, Mangonels
Each Trireme unit holds 4000 men, and you could produce them at Production 2 if there wasn´t some kind of bug. Elephants are available to Carthage and have 500 men.
Army upkeep is set so that each soldier eats about as much food as a civilian. An army of 1000 will eat 5 units of food a turn, like one head of population.
Army supplies are set to 50% of army cost. This means that there is a definite cap on how many armies the civ can support. IMO it adds to historical realism and makes the game more fun.
Delenda now has events and is more historically accurate.
A new scenario, Onslaught, has been added.
The rest of the scenarios are basically the same, but modified to work with the new files. Attila does not work anymore, because its economy is simply too big to fit in with everything else. It would probably work properly if I went in and multiplied all unit costs by about ten, but I don´t feel like doing that.
There are lots of other little tweaks, like new military attitudes. I can´t recall them all at the moment. For detailed information about anything in this demo, open the xml files using Notepad.
Comment