Thank you all for your feedback.
GarfunkeL said:
Are you going to have a similar colony management screen as in Colonization? Or will it be completely handled by sliders?
And what about other European powers? What sort of ideas you have there?
Finally - warfare. Same as in Col or more units, HP system like in Civ4, actual tactical element or what?
In colony screen production should be controlled with sliders instead of by manually assigning colonists to fields or buildings. As for new / upgrading buildings, like in Colonization.
The AI players are my last on the list, fist my goal is to make it playable alone, with some native players, so I didn't make plans about interaction with other European Powers.
The units have a strength attribute, that will be taken in account when attacking or defending. Combat could destroy a unit or reduce its strength, instead of "downgrading" by losing horses and muskets like in original Col. The strength should be automatically restored after spending one turn in a colony not under siege.
Also I was thinking to add an attrition element to terrain, so a unit ending its turn in difficult terrain (desert, jungle, packice) should lose some strength in addition to supply.
GlobalExplorer said:
Artwork looks nice, and reminds me of Pirates!. What engine is this build with?
The engine is build from scratch. Using SDL for the graphic engine. Artwork is mine, too.
Elzair said:
Is your engine cross-platform?
Unfortunately no. It's a M$ Visual C++ project and I'll stick with that, too late to change it.
The next version (0.2) will include:
- path finding algorithm and Go To location command - done
- terrain resources
- colony screen with working production
Someone who could help with graphics would be most welcomed and would speed things up considerably.