Been restoring AI functionality and improving it.
Here’s results of 2 AIs skirmish:
Thanks everyone for crashreports!
Two big bugs fixed and now Alpha 5.2 is out: Knights Province Alpha 5.2
P.S. Still trying to isolate and fix “Exception in script: ‘Integer overflow’ in procedure ‘CHECKVICTORY'” exception happening in mission script..
Alpha 5 is ready!
Guardians of supplies
Smaller features are:
2015 is near its end. This year was quite busy for Knights Province and its creator (me). Gains include:
On the downside however:
All-in-all 2015 was a good year and I’m looking forward to what 2016 brings. Thank you all for support and interest in my humble ambiguous project – share if you like! 😀
Bonus poll: What single feature would you like to see the most in Knights Province next year?
Streaming again at: https://www.twitch.tv/kromstern80
Support for player colors on units has been added:
This and many other changes are to come in Alpha 5, which hopefully gets released in a week or so.
Two new things to show for today’s progress:
Oak trees and edge-of-the-map. Oak trees I like more (although they are gonna change in the future, with proper texturing and such). Map edge is certainly to get much prettier too.
When you want to put a treasure on the map, how do you plan to keep the guards fed?
As some of you noticed in-game and on site plans – Sheep farm was planned to be in the game to produce yarn from which cloth would be made to hire citizens.
Major drawback is consistency, sheep would have to grow without food and could not be slaughtered for food (otherwise cloths would be too hard to make).
An alternative was found – cotton farms.
Process of making cotton is rather simple. It’s planted, it grows, farmer picks it and processes into yarn. No extra complications 🙂
So that is the plan for next or one-after-the-next Alpha – Cotton Farms! 🙂
Just have committed revision 3000 into Knighs Province SVN.
Yay!