Here’s an example of how AIs build their towns:
And here’s how winning AI town looks (note the minimap):
Here’s an example of how AIs build their towns:
And here’s how winning AI town looks (note the minimap):
When something comes out too complicated and does not work as it should, being riddled with entangled cross-references – move it into a new class and break all the logic into smaller chunks .. and then magic happens – it all comes our neat and modular and it WORKS! 🙂
Yes, I spent a day figuring out how to rig Skirmish mode setup .. and it works well now! 🙂
Okay, shadows! Those funny dark patches behind objects that sun seems to create 🙂

One of those “spot 10 differences” pictures
Unlike real world, where sun adds lit areas on surfaces (yep, shadows are places where sun did not create illumination), in virtual world it is the other way round – shadows are added on to surfaces. And done so dynamically!
Being real-time strategy, it implies that Knights Province needs real-time shadows, right? Well, there are basically two approaches to dynamic shadows in games:
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.