Posted 9-Mar-03 09:59 by Steffen Gerlach

New in Version 0.11.0

Hi,

Version 0.11 has improved in mainly two areas. One is the nation territory
system, which is now fully implemented. I think I already listed the benefits
of the new system when I uploaded the first development snapshot:

- The territory of unobserved areas is now being remembered.
- Territories are displayed as borders.
- The player can choose between a geographical and a political overview map.
- The territory size is now part of the charts.
- Unit goto and AI GetMoveAdvice respect areas unpassable due to treaties.
- A peace treaty fixes mutual borders, means one nation can not steal land from
the other nation by founding new cities along the borderline.
- A peace treaty forces the other nation's units to leave the territory.
- A peace treaty forbids the other nation's cities to exploit tiles within the
territory.

The second area of improvement is the manual. It does not only contain formerly
missing information now, the way of definition has changed completely. The
help script is now closer to a real hypertext file, it defines the structure of the
manual, links and images. If someone would like to write a new, much better
manual for C-evo, this would give him the freedom which is necessary for this
job. Only the pages of the reference part are still
generated automatically. The syntax of the hypertext language is not
documented yet, I hope it's simple enough to understand.

Additionally, I have restructured the user interface a bit. I tried to avoid
multi-level menus, which resulted in the empire management screen and the small
map buttons. The only submenus remaining now are those for game options and macro
management. Other interface improvements are:

- The civil report of a nation contains some statistics. You already had
this information in former versions: The numbers are nothing else but the height of the
curves in the charts window. But the charts are relative, now you also have the
absolute numbers. If you like, you can calculate a score from them --
depending on your own ideas of what it means to play well.
- I reworked the nation symbol positions of all units, because some of the
symbols were partly or even completely covered by their unit.

There are also several minor rules changes:

- The two units to start with are no longer placed on the same tile. I think
this makes the situation better comprehensible for beginners.
- The city improvements affecting happyness have reduced building and
maintenance costs.
- When the food storage is full, a city grows in the same moment instead of
one turn later (i.e. the behavior of food is now consistent with that of
production and science).
- There is now a clear distinction between units which are loaded to a transport
and such which are not. Loaded units do not fortify, have no ZoC and never
defend a position, even not in a city. Loading and unloading units always costs
full movement.
- Units do not recover on water. Airplanes only recover inside cities.
- Reduced food support for settlers under Republic.
- Sun Tsu's war academy is cheaper and expires later.
- Cleaning up pollution takes more time.
- I fixed the city-on-ocean bug!

Steffen


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