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Thread: Projekt Weltherrscher - "Phase 2"

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  1. #1
    wow , a big project by one developper ! ? really great work

  2. #2
    Wow Sascha, that looks very very professional and slick...I will have to try it
    Congrats on this release, you have done an awesome amount of work on it over the years...

    cheers,
    Paul

  3. #3
    PGD Staff / News Reporter phibermon's Avatar
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    Absolutely awesome! your hard work and dedication over the past 5 years is most certainly worthy of a decent playtest I happen to love turn based strategy so downloading now
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  4. #4
    PGDCE Developer de_jean_7777's Avatar
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    This is awesome. Played a bit, not really fan of such games but it's well done in my opinion. I ran it on a i3 2310M, 4GB DDR3 and a Intel HD3000 on Windows 7 x64, and works without a hitch.
    Existence is pain

  5. #5
    Just according to the screenshots, this looks awesome! I definitely have to test it although I am not the turn based strategy guy.
    Best regards,
    Cybermonkey

  6. #6
    Wow what a hellish of work you've made!

    Great job!
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  7. #7
    I have released a new version (revision 121), grab it here. I dub this the "AI release" as it mostly contains enhacements for the AI. Prior to this release it was still mostly at the same state as for the "Phase 1" release, so I added a lot of functionality to the enemy AI and also made it a bit smarter. The AI will now do most of the stuff that players can do in "Phase 2", including upgrading buildings, researching infinite technologies, doing espionage and sabotage and so on.

    I also changed the construction AI (see this blog posting for more information), so the AI will now be much more competitive than before, populating regions in a better way than before that'll get upgraded over time. It also demolishes buildings that aren't needed aynmore, making space for better once. Also the AI is now less prone to loosing reagions due to high pollution or low loyalty.

    Here is the complete changelog for this revision :
    Code:
    ------------------------------------------------------------------------------------------------------------------------
    Revision #121
    ------------------------------------------------------------------------------------------------------------------------
     Fixes
       - (Regions) Added missing connections from Japan to neirhbouring countries
       - (Regions) Added missing connection from Korean Kuril to United korea
       - (Regions) Added missing connection from State Alliance to Texas
       - (Regions) Added missing connection from New Texas to Texas
       - (Regions) Removed connection from Oldquebec to New Nunavut (no shared border)
       - (Regions) Removed wrong connection from Egypt to Algeria (no shared border)
       - (Regions) Wrong regional loyality display and calculations fixed
       - (Espionage) Captured agents during hostile region infiltration are now removed (as noted in the message box)
       - (Savegame) Creating a new savegame now uses the correct file extension
    
     User interface
       - (Regions) Changed building selection (again). Dropdown for building category now only jumpts to selected category
                   instead of only displaying buildings from selected category
       - (Transfermarket) Several optical and usability changes
       - (Misc) Changed scrollbar appearance for listboxes (no more overlapping, better scrolling visualization)
       - (Misc) Fixed partially wrong button click areas
    
     Balancing
       - (Buildings) Lowered resource penalty for "Orbital sun sails", giving it an advantage over a nuclear power plant
    
     AI
       - (Construction) No longer constructs normal buildings on coastal spots
       - (Construction) No longer populates locked coastal spots (regions without coasts)
       - (Construction) Added more randomization to the construction AI (placement, building selection)
       - (Construction) Now constructs new coastal buildings when coastal spots are available
       - (Construction) Now demolishes buildings not needed anymore and regains funds (like human players)
       - (Construction) Added upgrade paths for buildings, so AI will now upgrade existing buildings to better versions
       - (Espionage) Now also hires and manages agents
       - (Espionage) Assigns hired agents to the different infiltration targets (own region, hostile region, data net)
       - (Espionage) Agents infiltrated into own regions fake either division or structure data
       - (Espionage) Agents transition from one data net level to the next one
       - (Epsionage) Agents execute data net espionage and sabotage actions
       - (Military) No longer attacks with one-unit only divisions

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