Author Topic: The Industrial Jungle  (Read 2589 times)

The server has returned.

Also:
Here's today's plan:
Done-Make GUI have text-tree-tabs. You'll see what I mean when it's implemented.
Done-Add exotic resources that are extremely rare
Done--> Elephants, which let you make elephant warriorsDone
Done--> Camels, which let you make camel ridersDone
Done--> Diamonds, which do something I don't know yet
--> others
Done-Add a method for ending wars. One player will ask to end the war and the other must accept for it to stop.
Done-Create some useful tools
Done--> The army move-all hammer, which automatically ! move all's when you hit a brick with it
Done--> The resource move-all hammer, which automatically moves all resources when you hit a brick with it.
-Take a look at gathering data and generating some stats, i.e. how large your nation is, who has the largest nation, army size, resources, etc.



It was, yeah. Also I made a timelapse of some speedround gameplay if anyone's curious:
http://www.youtube.com/watch?v=SIxQcW9CQ-Y (0.5 seconds per 10 seconds of time.)

Update:

Dumped unit data onto first post.

Damage =
sdam - sarm (if <0 set =0)
+
pdam - parm (if <0 set =0)
+
bdam - barm (if < 0 set = 0)
+ offbonus (if attacking)
+ random (-1,1)

Stop it! D= I wanna plaaay. D=

Server is up and I'm making great strides.

Yesterday I set up the advanced terrain system as per Devastator, (though to a lesser degree) Drakorp & Truce's designs.
There are 4 levels of elevation, and each level has different resource income min/max values.
I also made a visual display of how many resources are on a tile as per Devastator's suggestion. There is also a new 8x8 mode where every tile is an 8x8 brick.
Also a great deal of combat rebalances.


Today's plan:
- New behind the scenes system for handling unit & building construction [DONE]
- New units [started]
 - Mercenary [DONE]
 - Horse Archer []
 - Skirmisher []
 - Brute []
 - Siege Weaponry []
   - Ram (B damage)
   - Ballista (P damage)
   - Catapult (S damage)
- Buildings []
- Advanced Diplomacy []
- Combat Rebalances []
 - Archers have 'offensive armor bonuses' so they take less damage when attacking and more when being attacked []
 - Make dissolving territory more costly to your movecount [DONE]




Today's plan:
- New behind the scenes system for handling unit & building construction [DONE]
- New units [started]
 - Mercenary [DONE]
 - Horse Archer [DONE]
 - Skirmisher []
 - Brute [DONE]
 - Siege Weaponry []
   - Ram (B damage)
   - Ballista (P damage)
   - Catapult (S damage)
- Buildings []
- Advanced Diplomacy []
- Combat Rebalances [DONE]
 - Archers have 'offensive armor bonuses' so they take less damage when attacking and more when being attacked [DONE]
 - Make dissolving territory more costly to your movecount [DONE]


Also new data dump.

Updates:

IJ system
-Added functionality for switching between data-sets

-Added $IJ_R_global modifier
 - 0: resources by tile  1: resources by nation
-Added $IJ_tfade modifier
 - 0: normal  1: territory dissolves without any maintaining units present

-Resources
 -Depletion added
 --resources may have their income lowered in a tile after x amount of time of active harvesting
 -Automatic Generation added
 --resources may be automatically generated per tick on a nation instead of a tile basis.

-Units
 -Added $IJ_A_maintains variable
 -- 0: does not preserve territory   1: preserves territory during tfade
 -Added $IJ_A_spreads variable
 -- 0: regular  1: creates territory on tick
 -Added $IJ_A_hplost variable
 -- 0: regular  #: # hp is lost per tick
 -Added $IJ_A_buildreq variable
 -- 0: regular  #: requires a specific unit in tile to construct

Client
-Various updates. Primarily, resource overview shows resource values at a glance.

Data Set 1 [IJ] Classic
-Missionary unit. Like a monk but only +1 healstack but has 2 move.

Data Set 2 [PR] Probe
Dataset created.
-Probe, Factory, Solar, Miner, Scavenger, Escort, Guardian, Bomber, Punisher, Jackal, Restorer, Titan, and Transport units added.
-Scrap, Energy, Circuitry, Probe, and Artifact resources added
-Tiles are destroyed by meteors at random
-Tfade 1
-R_global 1
-Tiles do not require a unit present to claim; all tiles cost 20 probe to claim. A probe is created in newly claimed tiles
-Probes spread territory
-Probe resource is generated automatically at 1/tick rate.
-Artifact resource naturally depletes itself.
-Object is to launch the most artifact transports and thus gain the most score before the map is destroyed.

When will the server be up? This game looks interesting and I want to try it...

I will be hosting today.

I'm looking to move on to another project shortly so I will be transitioning out of IJ and polishing it for a quiet modification discussion release.
Mainly, I'd like to drum up enough support that someone will host it in my wake.