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Old 17 November 2022, 00:22   #61
TheoTheoderich
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One minute Video about the rivers in Settle the World

[ Show youtube player ]
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Old 17 November 2022, 05:58   #62
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Quote:
Originally Posted by TheoTheoderich View Post
One minute Video about the rivers in Settle the World

[ Show youtube player ]
That 'it'll take another two weeks...' remark shows how much of a passion project this is Rivers look very good as they are, but now I'm curious what two more weeks will change.
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Old 17 November 2022, 07:11   #63
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A river has effect on many functions in the game.
Some parts are already done since yesterday, like the higher humidity level near a river and river squares yield more grain, sugar and tobacco.

But a river should also affect the unit movement, the pathfinding, and the units defense and a lot more.

The graphics are still not final, it needs to be tested for some days if it's all working together.
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Old 04 December 2022, 11:45   #64
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The new version of "Settle the World" is now available for download.
It is called the -River Update-.

You can download the new version from my itch.io project page for free:
https://theotheoderich.itch.io/settle-the-world

There are many improvements compared to the first version of the game.

- Rivers wind through the landscape and can be navigated by small sailing ships
- There is a new terrain type that is good for planting tobacco
- A button for unloading units from ships
- The F1 key shows an overlay in the map and city view with the most important shortcuts and explanations of icons
- Warnings when leaving a city, e.g. if no production has been set, or the city does not produce enough food.
- Dozens of bugfixes

An overview of all changes can be found below in the change log.

Please note:
The game is far from finished and this update is just another small step on the way to the finished game.

You can load Save-Slot 1 to see what a slightly advanced game state looks like.

The game still contains a lot of bugs, so it is recommended to save frequently and use different save slots.
Some bugs, like units that are suddenly duplicated, can be solved by saving and reloading.
Also, the game music sometimes runs too fast and can either be turned off via the game options or turned down via Numkey-Minus.













04.12.2022
Added:
- River courses and river graphics
- River tiles yields + 1 harvest for grain, sugar and tobacco.
- Rivers are visible on the map during map generation and also on the standard worldmap.
- Rivers are now pathfinding compatible.
- Small ships can move on rivers.
- Cities located next to a river can build docks and shipyards.
- Small ships can enter cities which are located next to a river.
- Increased Movement costs for land units moving on a river.
- Roads can be build on river tiles.
- New terrain type -prairie-. Not very fertile, but suitable for growing tobacco.
- Warning message when entering expert mode for map generation.
- Warning message when leaving the city, if no production target is set for a city, but carpenters are at work.
- Warning message when leaving the city, if the city does not produce enough food and the stock is low.
- Button for ships to unload units.
- Ships on automatic movement will stop if there is near danger (Kraken or foreign privateers).
- Some cliffs graphics for the coastline.
- If a city starved to death and was destroyed you can now find an abandoned city there.
- Extra graphics and animations will be turned off if you are low on Chip-Mem on gamestart.
- Sound: Soldiers and Armies marching into a city.

Changed:
- Every Presets can be played with up to four players.
- Requirements for Warehouses changed from 2 Workers to 6 Settlers.
- Requirements for Warehouses-Expansion changed from 2 Aristocrats to 2 Workers.
- Seegulls will choose sea animals as targets if there are no ships, and will not both select the same ship (which looked annoying).
- Roads, Rivers, plowed fields and some other graphics are now blitted to the game with only 4 bitplanes instead of 5 bitplanes,
to speed up the game rendering a little bit.

Bugfix:
- Comma key did not select the previous music title.
- Button to exit the city-help screen was not working.
- A hardened pioneer became a normal colonist after founding a city, instead of turning into a routed hardened pioneer.
- KillUnit statement was mixed with function commands.
- A bug sometimes prevented the player from selecting the next unit using the circly button or num-5.
- Dump cargo infobox was not shown.
- Dumping cargo crashed the game when unit movepoints were 0.
- Animation for dumped cargo does not disapears after collecting the cargo crates.
- The cargoholds of the selected ship on gamestart was not visible most of the time.
- Game crashes if a city was build was build close to the worldborders left/right.
- Game crashes if cliffs where set out of worldborders.
- City and player names were too long, corrupting the save file.
- Destroyed cities...fixed some bugs.
- Tons of other bugs....
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Old 04 December 2022, 12:56   #65
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Great to see you are still working hard on this - looks better and better. Keep it up!
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Old 04 December 2022, 13:14   #66
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Nice milestone Thank you for updating the thread Theo
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Old 04 December 2022, 13:39   #67
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Wow, that's good progress!
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Old 05 December 2022, 07:25   #68
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Awesome! Keep up the good work!
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Old 05 December 2022, 08:01   #69
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wow, chunky update, great work.
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Old 20 December 2022, 22:08   #70
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Settle the World

I don't get to program too much at the moment.
But the production statistics are now usable so far.
The player can choose which production values he wants to see.

There are three scales for the production amount (height):
- Up to 50 goods
- Up to 100 goods
- Up to 1,000 goods

There are three scalings for the displayed period (width):
- 12 months (1 year)
- 30 months (2.5 years)
- 60 months (5 years)

Furthermore, there are buttons to select / deselect ALL e.g. all finished goods. Then you don't have to deselect all goods individually.

The production statistics is kept quite simple and simply counts all harvested or produced goods of all cities together.
There is no way to break this down to city level.
The memory consumption would be too large.

It is programmed very simple and a bit slow. Every time you click on a button, everything rebuilds itself completely. But I don't care at the moment. The main thing is that it works ?

Actually, this statistic is only a by-product...since I was looking for a way to graphically display citizen satisfaction over a period of time.

The statistic will be included in the next version...but it will take some time ?

You can download the current state of development of Settle the World here:
https://theotheoderich.itch.io/settle-the-world


Last edited by TheoTheoderich; 20 December 2022 at 22:14.
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Old 21 December 2022, 07:56   #71
Reynolds
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You put great efforts into this game. Congratulation, keep up the good work!
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Old 21 December 2022, 08:05   #72
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I'll try to find time between Christms and New Year to finally check the game. Thank you for the new version
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Old 21 December 2022, 10:48   #73
TheoTheoderich
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Quote:
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I'll try to find time between Christms and New Year to finally check the game. Thank you for the new version

Oh no...sorry, that is a misunderstanding.
My posting was just a work-in-progress status posting.


There is no new version published at the moment.


I have to test more before i can create a new version for download.
Still have some problems with disapprearing units

At the moment i write a simple debug-output file for units and cities, so if a player recordnizes that units are disappearing, he can enable the debug-mode and save the game.
In debug-mode additional game infos will be saved as text format.
Then he can send me the save files and i can try to find out what happens there.
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Old 21 December 2022, 13:55   #74
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I so love the graphics of the game, whoever does them has an eye for color. Is the fact that the icons are placed a little haphazardly a deliberate choice? I like it, it gives a handcrafted feel to the UI.

Last edited by gimbal; 22 December 2022 at 01:39. Reason: typo!
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Old 22 December 2022, 00:46   #75
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I so love the graphics of the game, whoever does them has an eye for color. Is the fact that the icons are places a little haphazardly a deliberate choice? I like it, it gives a handcrafted feel to the UI.

Thank you very much. All pixel graphics are done by myself with PPaint (and DPaint IV). Expect for the bigger images, like the title picture. They are done by the Midjourney AI and modified to use them on the Amiga.

And the icons are sometimes not located excactly on the buttons, i know.
This is because the graphics for this icons is used multiple times for different game situations to save some valueable Chip-Mem.
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Old 23 December 2022, 15:20   #76
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this game deserved its little icon in my collection

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Old 27 December 2022, 01:28   #77
TheoTheoderich
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Settle the World

In the next version you will be able to hunt bison, which can be found on grassland or prairie.

Any combat unit or scout is able to hunt/kill bison.
Then you will get a small handcart with some food.

It is the first small part of what will one day become computer-controlled Native Americans (Indians). But there is still a long way to go.

I thought of it this way, if too many bison are hunted and killed, there may be conflict with the Indians.
Bisons do not have to be killed, but it is planned that they will become troublesome near towns (bison will be able to destroy roads and plowed fields) and the player will be tempted to hunt the bison.

(Picture of the dead bison was created with Midjourney AI)

@K1200RS21
Very nice Icon :-)





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Old 27 December 2022, 07:52   #78
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Do you plan to also include cattle ranching? Could be interesting to balance the two. Also when too many bisons are killed tiles could change to be less fertile. Another interesing layer for sure
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Old 30 December 2022, 13:28   #79
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Do you plan to also include cattle ranching? Could be interesting to balance the two. Also when too many bisons are killed tiles could change to be less fertile. Another interesing layer for sure

Cattle ranching is not planned at the moment. Still much other work to do in the game.
The main problem of my game seems to be that it is very complicated and difficult to use/handle and i have no clue how to change that.

It is not easy for me, because nobody seems to play the game, so i do not get any feedback from players. I think i will made a Discord server for Settle the World and I hope to find some players there to discuss the game with.
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Old 10 February 2023, 23:01   #80
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The new version of "Settle the World" is now available for download.
It is called the -Intro Update-.

You can download the new version from our itch.io project page for free:
https://theotheoderich.itch.io/settle-the-world

We call it -Intro Update- because the game now includes a picture slideshow that tells the background story, but there are countless improvements and bug fixes compared to the last game version.
Now it feels like a real game.


There is now also a Quick Start Guide in English and German as a PDF.
This should make it much easier for you to get started with the game.

Quick Start Guide EN:
https://www.theotheoderich.de/settle...de_EN_2302.pdf

Schnellstart Anleitung DE:
https://www.theotheoderich.de/settle...ng_DE_2302.pdf


We would be happy if you would follow us on Discord:
https://discord.gg/UJyZSJJqYg

Here we will share small infos and screenshots about the development of "Settle the World" on a regular basis.
Join us and bring your ideas and feedback into the further development of the game.
We are also always open for constructive criticism.


An overview of all changes can be found in the change log on our Discord.


Please note:
The game is still far from finished and this update is just another small step on the way to the finished game.

You can load Save-Slot 1 to see what a slightly advanced game state looks like.

The game still contains a lot of bugs, so it is recommended to save frequently and use different save slots.
Also, the game music sometimes runs too fast and can either be turned off via the game options or turned down via Numkey-Minus.
It can also happen that the font in the cities is not displayed correctly. Unfortunately, only a restart of the computer will help with this error.


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