Serfs will collect wares from Stockpiles in Alpha 8:


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3 years

Knights Province has been in works for 3 years now. Just wow ..

Posted in Sidenotes | 7 Comments

Implementing stockpiles

Implementing stockpiles into the game:


Posted in Live progress, Screenshots, Sidenotes | 3 Comments

Thoughts aloud on storage

Why do we ever need storages? Every extra resource spending its time in storage is just dead weight. Even worse, every time resource gets brought to and then taken from storage costs extra time and needs some unit to perform. In efficient economy resources get converted to target product continuously.

Why do we still need storages?

  • Firstly we need them for startup resources. Self-sustained town is our goal, but we still have to start somewhere. Growing a town from just a “seed” is a great fun.
  • Buffering. No matter how good and balanced the town production chains are, there are still times when resource production is stalling (e.g. when worker goes to eat). For these cases we need to keep supply busy and temporarily buffer resources somewhere – up to 5 items fits in each house, for more, additional storage is needed.
  • Avoiding running costs of resulting products. Army is a product of economy in RTS games. Unlike many other games, Knights Province army has a running cost – it needs food. Keeping army in “disassembled” state, in form of warfare and not trained recruits saves us food.

Now let’s see how Knights Province handles that:

  • Camp is a startup resources storage – it holds just the bare minimum to get the townbuilding up and running. Providing buffering for early resources.
  • Each house is a small storage in itself, with up to 5 resources in input and output.
  • Store is a pure buffer – it smooths out resources production and consumption flow of advances wares.
  • Fort and Barracks are resource storages. They hold resources ready to be transformed into warriors.

Could we do better than that? What other kinds of storages we could use?

  • Wagon is a mobile/bonus/pickup storage. Basic form is already implemented. Further development might allow for wares transportation by players command (e.g. PvP trade).
  • Resources laying on ground, that could be picked up by serfs. This is actually pretty interesting idea that allows for building a town from scratch. Resources could be brought to roads/houses building sites in advance without being lost. Serfs could lay down unneeded wares on ground instead of throwing them away them. Some interesting dynamic script mechanics could appear (e.g. wares spawn in the center of the map and players must compete to collect them with Serfs or Wagons.
Posted in Ideas | 5 Comments

New perspective

Implementing house rotation and viewing game from new perspective:


Posted in Live progress, Screenshots, Sidenotes, Uncategorized | 10 Comments

Alpha 7.1 update

Alpha 7.1 has been updated.

I have got a lot of crashreports with error in “TFormViewport.UpdateUI” function. They were caused by accessing freed memory. This update fixes it.

New version is Alpha 7.1 r4421

Download links remained the same:
Knights Province Alpha 7.1 (7z package)
Knights Province Alpha 7.1 (installer)

Posted in Downloads | 6 Comments

Alpha 7.1

Alpha 7.1 features a dozen of bugfixes and improvements (updated to r4382).

Download links:
Knights Province Alpha 7.1 (7z package)
Knights Province Alpha 7.1 (installer)

Full list of changes below:

Continue reading

Posted in Downloads, News | 27 Comments

Alpha 7 bugs

So far Alpha 7 works out quite well. Collected only half a dozen of crashreports, mostly related to GPU drivers. There are couple of recurring bugreports that I would like to address: Continue reading

Posted in Feedback, Sidenotes | 12 Comments

Alpha 7 is here!

Alpha 7 is finally ready!


It took a long time, but the list of improvements is also long:

  • Improved Win/Defeat graphics
  • Reworked terrain to allow for textures
  • 21 new terrain textures
  • Terrain surfaces painting with weights in MapEd
  • Improved and reworked some house models (Stonecutters, Sawmill)
  • Improved water reflections
  • More temp house models (not final)
  • Performance charts show CPU and GPU usage
  • Autosave interval now can be changed from settings
  • More placeholder sounds (not final)
  • Automated game installer
  • Allowed to build towers within 10 tiles from houses without need for a road (not final)
  • Packed all data files into a single resource file
  • Reworked fighting mechanics to be less random (not final)
  • Show unit hitpoints and damage in GUI (not final)
  • Allow to select and see basic info about enemies houses/units and animals
  • Placeholder houses now have player flags too
  • Added separate “neutral” player in MapEd for animals
  • Made animations smooth on high frame rates by adding interpolation between frames
  • Tweaked wares production rates
  • Improved how AI selects houses to build
  • Fixed how AI plans and stocks defence lines
  • Added developers function to save a game into a mission script
  • Units thoughts are visible at any zoom level now
  • New campaign map “Bad Neighbours”
  • Indicate when house has no connecting road to be built or has no worker assigned

This is still Alpha, there are likely a lot of bugs, flaws, incomplete things, broken mechanics and such.

Build has been updated to r4320 (crashreporting was missing)

Download links:

Knights Province Alpha 7 (installer)
Knights Province Alpha 7 (7z package)

Posted in Downloads, News | 12 Comments

Today’s improvements

Today was a productive day for small fixups:

  • Lots of renaming and refactoring in code
  • Fixed falling tree sound played behind fog of war
  • Added dev button to save running game into a mission (map + dat files)
  • Made fog of war updates every other tick (reduced CPU load, visually unnoticeable)
  • Matched naming of Options/Settings menus in main menu and in game (Options win)
  • Unit thoughts are visible irregardless of zoom level now
  • Added 2-nd flag to School house for better looks
  • Fixed x2 slowdown building speed broken a day before (my bad)
  • Temp sound for small buttons click (same as big but softer)

Now the game is at revision 4260

Posted in Live progress | 7 Comments