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File: town.jpg (669 KB, 1978x1241)
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Enemy Nations, the open source RTS+City builder with online multiplayer is in pre release for it's next major update.

Open Source version 3 brings cross-platform (64 Bit Windows+Linux+Mac), a new Stellaris-inspired edict system, improved ai, and lots of bug fixes.

https://youtu.be/Bgl7CNl3iAg

https://github.com/EnemyV/EnemyNationsRevival/releases/tag/untagged-37d3fcc3ef820819e92e
>>
Cool, I remember this game from when it became free about 20 years ago. I tried playing it back then because it looked really interesting, but kept running into all kinds of issues. Giving it another shot now, hopefully I’ll have better luck this time.
>>
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>>2453064
Awesome, let me know if you run into any issues.

The current pre-release is tested mostly on Windows, and it's the first release of SDL2, so there's likely still some issues- though it should be a lot better than the original.


The game starts by landing your rocket and picking your race. Each race has different stats, but all players share the same units and buildings. Ai's build different kinds of apartments and offices, but it's a minor detail.

Multi player is tested cross platform, but only 3 player and only in small games. We need to organize a big one! There's no real player limit, so that could get interesting.
>>
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The new version has info windows and edicts (pic related.

It adds in some late game tweaking, and exposes a plethora of information the original game kept hidden away.

It's open source, but until recently wasn't really compiling/released well. The devs working on it (me included) recently got the SDL2 version launched, which means no more Microsoft MFC frameworks.
>>
File: linemovement op.mp4 (3.54 MB, 854x524)
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Another big improvement in the latest version is line movement; shamelessly copied from games like Total Annihilation / Supreme Commander / BAR / Zero-K
>>
>>2453085
>>2453088
>>2453090
steam release pls?
>>
>>2453085
>While humans have no specific strengths, neither do they have any specific weaknesses. An all around solidly capable species.
Yawn.
>>
>>2453286
Oh, come on, it's a 30-year-old game.
>>
>>2453286
What would be human specific weaknesses or strengths? Internal divisions but high endurance or something?
>>
>>2453085
>Enemy Nations gives each race over 10 modifiers. These modifiers give
>each race an advantage (or disadvantage) in items as diverse as attack
>strength and population growth. The description for each race gives a
>general idea of each race’s strengths, but it is not comprehensive.
Couldn't all of these modifiers just be listed in the game?
>>
>>2453355
>What would be human specific weaknesses
Big titty elves
>>
>>2453355
>stamina, good shots, good engineering
>bad eideic memory (bad at producing researchers) due to a tradeoff evolutionary path, garbage reproductive rate from being hylic retards, social strivers, K-selected and robot fuckers
high unit value, brittle militarist civilization
>>
>>2453355
>>2453466
Since our opponents are fictional aliens, any human trait we consider average here on Earth could be the best or worst in the game compared to them.
>>
>>2453059
But what do you do in this game I don't get it
>>
>>2453059
Is this the guy working on it?
https://www.youtube.com/watch?v=hPtRtH5ZqQ0

>>2453493
Its described as Red Alert meets Sim City
But the map/planet has many different factions on it at the same time like a Civ game
became abandonware bc it didn't sell too well when Red Alert, AoE, Starcraft etc. came out at the same time and the publisher tried to fuck off without paying and the devs released the source code in response i think
>>
>>2453493
It kinda feels like a futuristic version of The Settlers to me.
>>
>>2453281
It's open source, you mongoloid.
>>
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>>2453281
Best I can do is itch enemy-nations

But maybe not!!

>>2453286
Hmmm i AGREE!
I task you with creating new descriptions for all of the races.

>>2453369
Absolutely! Great suggestion. I'll try to remember to add an issue on gh for it.
The race / civilization selection screen could absolutely use some looove
>>
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>>2453493
Win condition is "kill all enemies"
But basically, you land your rocket then build your initial base - usually lumber, coal, iron, steel, and a farm. Maybe some houses + offices. Then, either rush a bunch of infantry and try to zerg your neighbor or start building up a real city with research centers, power plants, and more manufacturing to build a proper army. THEN go blast your neighbors.

Or turtle up like a slowroller turtle. If that's your thing...

>>2453500
One of them. There's something like 6 or 7 devs who worked on it over the years. And there's been multiple projects on github and the google git repo thing I forget what it's called.

>>2453524
Yeah, like settlers for sure. Or like a primitive anno.
>>
>>2453085
>Awesome, let me know if you run into any issues.
I tried starting the tutorial. According to the manual, I should see a screen like this, but it's missing.
>>
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>>2453780
Ah, I never tried the tutorial. Thanks for letting me know! I'll have it fixed in the next update.
>>
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I'll have an update out this weekend most likely. No big new features, but a few fixes.
>>
>>2453059
Is this like Rise of Nations?
Is the AI good?
>>
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>>2456285
>Is this like Rise of Nations?
Only a little bit, but not really. It's more like Red Alert with some Sim-city aspects, with online

>Is the AI good?
It was absolute TRASH. It's better now, but I'm still improving it. It never used to build bridges, does now. It used to have an upper limit on the size of the base it built, no more. It used to only target humans, now AI's will fight each other properly.

The AI does have plans and goals, and harder AIs can have more plans/goals at once.

The next big ai thing I need to fix is improve it's behaviour in water/island maps. It does build cruisers/destroyers and landing craft, and it even uses the landing craft a bit. But it doesn't organize as well as it could. It doesn't stage proper ocean invasions of massive armies, only small ones.
>>
fuck this, I've been hanging on for a couple hours now and still nothing
your bat can't find my vswhere for some reason and trying to do it manually has the build almost immediately stops because it can't find "mss/mssw.h" when trying to build enations.sln I'm running out of free time and google answers
call me when it's an actual release
>t. not a dev, barely know how to code but I do know a bit about github, VS etc and can usually get around stuff
also if you write in known issue that ccache location is hard coded atleast write said location in the same sentence or somewhere near
>>
The fonts look a little blurry to me. Could you make them a bit crisper? Looking at them feels like I need glasses.
>>
>>2456951 (me) some stuff I encountered just in case it might help you
the vswhere is where the bat file is searching and the vswhere sees VS with no issue listed
VS has kept pestering me about v143, v142 tools depending what I tried to do, even though I installed the desktop dev for c++ and I had to force v145 to make progress so maybe VS is partially at fault
>>
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>>2456951
>call me when it's an actual release
Sure thing. The current release is "prerelease" and there's definitely some issues. building with the old version. It's probably a VS version issue or something.
I'll let you know when the next version is out.

>also if you write in known issue that ccache location is hard coded atleast write said location in the same sentence or somewhere near
No ccache means the build is slower, but should still work. I didn't write that comment (was one of the previous devs) and frankly have been ignoring it... I'll update the comment

>call me when it's an actual release
https://github.com/EnemyV/EnemyNationsRevival/releases/tag/3.00.008

>>2456973
Yeah, absolutely. I suspect there's lots of bugs with rendering, as I replaced the Microsoft/DirectDraw with SDL2. Can you share a screenshot of which fonts are hard to read? Or is it all of them? Which os? Win/linux/mac?

>>2456974
I've updated the bat on the latest branch to (hopefully) support more vs versions
The latest code is on branch release3_00_009

But I cant test all the build versions easily. I'm using

That's on me for not merging it sooner.
>>
>>2457249
Mine look just like yours in the screenshots. They're all somewhat blurry, made even worse by heavy anti aliasing(?), but some parts are especially hard to read, like vehicle names in the vehicle window or the elapsed time in the corner.
>>
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>>2457358
K, I'll do a pass on all of the text for the next version. I know less about fonts/text rendering- but I guess it's a good time to learn! I do know there's different approaches, and the nerds on /g/ feel very strongly about the different text rendering systems. Maybe I'll get them to argue about it for me.

Oh, also, what resolution is your screen?

I just tried on my Windows and on my Mac, and I did notice the fonts look very blurry to me on mac. So that gives me something to work with.
>>
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>>2457358
>made even worse by heavy anti aliasing(?)
Do you have some kind of GPU level anti aliasing or anything like that enabled?

I see what you mean about the unit names 'Infantry' is hard to read here. Is the rest of the text in this screenshot OK to your eye?
>>
>>2457364
not him but that looks like complete ass

what is it with freetards and font rendering
>>
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>>2457365
Yeah fair, I know nothing about font rendering at all haha
Please educate me, how should I be doing it? If I'm going to re-write the original 1996 engine's font rendering I want to get it right.
>>
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>>2457368
That was original, this is current (SDL2 rendering rewrite). Ignore the red dot.

I'm also just noticing I never re-added the X on this dialogue.
>>
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I don't want to take credit for anybody else's work, so just so we're on the same page:

Most of the code was written in 1996 (art/code/mechanics). I did none of that.

The game was made to compile on modern systems by other devs (bobbias, never, marenz, and some others)

What I did was the SDL2 port. So, thank you for bringing the font issue up, because I probably should be the one to fix it!
>>
>>2457364
Everything looks kind of smeared or blurry. The letters v, w, and s almost look like parts of them are missing, and in "Time", the T and the dot over the i almost seem to blend together.
>>
>>2457363
>Oh, also, what resolution is your screen?
1920x1080
>>
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>>2457388
>>2457389
Thank you.
I started reading on font rendering, looks like I might have to do it differently on different platforms. But I'll make that part of the next update, along with other bugfixes.
>>
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I found a bug. The info boxes opened with Shift + right-click appear behind all the windows, when I assume they should always be displayed on top.
>>
>>2457399
That's the software renderer (old) not the SDL2.
It should have had SDL2 as default, I'm not sure why you got the software renderer.

You can change it in the main menu in settings->advanced

Either way, I'll look into it. Thanks for reporting.
>>
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>>2457389
>>2457388
>>2457365
>>2457364

I think I improved it a bit. Still not great. I added Hinting, increased the size of the build unit button text, and tweaked some colours (the colonists blue still needs to be lighter)
>>
>>2457402
Oh, sorry, I changed the renderer on purpose because I was annoyed by the shadows of units and buildings flickering or briefly getting darker whenever I moved the view around, and I wanted to check whether it also happened with the software renderer.
>>
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>>2457410
Fair! Thanks for letting me know. I had noticed that too, hadn't gotten around to fixing it. I'll include that in the text fix.
>>
>>2453090
this kind of line formation movement should be standard in all rts games. it'd be kind of gimping the game to not have it.
>>
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>>2457415
Agreed, and that's why it was one of the things I added in my SDL2 rewrite, even if it was "out of scope." I didn't care. It's critical.
>>
>>2453085
i dunno if your able to fix linux but theres no text even after installing SDL2-ttf. I might try the windows version in wine later
>>
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>>2457497
>>2457497
What distro? I can install it on a VM and reproduce the bug. I didn't have text when I first tested on mac or linux either, but I got it working. My guess is however I got it working on Ubuntu is going to be specific to their window manager or something.
>>
>>2457500
niche setup :c, void linux with a tiling window manager.
I think its usually not being able to find a font or something
>>
>>2457506
>niche setup :c, void linux with a tiling window manager.
What window manager? I'm willing to give it a try!
I'll try to install void on a vm now
>>
cool project, do you have a discord channel or something?
>>
>>2457508
bspwm, with the xfce4-panel and xfsettingsd
>>
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>>2457689
https://discord.gg/SZa9VGSb3

>>2457795
Reproduced. Thank you. If I can reproduce it, I can fix it. I'll have it fixed in the next update!
>>
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>>2457795
>>2458234
Root cause confirmed:
I didn't account for different distro's having different font folder paths. I hardcoded it to Debian defaults.
I'm sure I've made a lot of assumptions like this.. thank you for reporting it!
>>
>>2458240
heh, i was almost going to say these things are usually because the program couldn't find the fonts but I could've been completely wrong
thx anon
>>
>>2453085
Glup Shitto factions.
>>
>>2458430
which star wars book is that guy from?
>>
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>>2458430
Glad we all agree. I nominate you to make a plan to improve them! New descriptions? Art? Stats?

>>2458443
From that obscure book where they all only show up for 1 paragraph, of course!
>>
>>2453059
I have the OG version installed right now. Ill check out this remastered edition.
>>
>>2458690
>Glad we all agree. I nominate you to make a plan to improve them! New descriptions? Art? Stats?
Art direction, specifically. They all look like blobs of some kind, and some of them have contrasting vibes.
>Kartugan
>foresty background
>so these guys must be good with natural resources, right?
>actually, no, they're scientists for some reason
I won't pretend to be an artist, but I know what I like.
>>
>>2458697
>Art direction, specifically. They all look like blobs of some kind, and some of them have contrasting vibes.
Fair enough.
I'm not an artist, so that's not something I can fix. But if an artist ever joins the project I'll suggest this one one of the first things to improve.
I can do programming stuff, balancing, localization, etc
If somebody else makes new portraits, I can replace the existing ones.

>>2458694
Nice. Do you play the OG version often?
I'd be very interested in your balancing suggestions/ideas.
>>
>>2458703
It's understandable if art isn't your thing, but I'd look to something like Masters of Orion for better inspiration. Each faction should be distinct from any other.
>>
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>>2458705
MOO2 is a true classic. Masterpiece even.
Enemy Nations (1996) is a unique curiosity that explored production changes in RTS games before Anno was even considered (2002). It's interesting for its flavour, feel, and ambition.

But, since I'm greedy, I want both. I plan to modernize Enemy Nations, finish it based on the original direction (lots of interesting ideas referenced in the code, like planes and rockets, but espionage and expanded diplomacy too). Basically, I want to bring some Stellaris mechanics into the RTS/City Builder that is Enemy Nations.

I want all the civilizations/races/factions more unique as well. They all have very minor bonuses/negatives, but they're like +-10% for the most part, and uninteresting. Eventually, they should be more exaggerated, and unique buildings+units- basically like Civilization.

And my dream is I attract an artist who can give it a much needed facelift.
>>
Didn't anticipate the concept of a fixer-upper being applied to long abandoned vidya
>>
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>>2460334
>Didn't anticipate the concept of a fixer-upper being applied to long abandoned vidya
That's an interesting way to put it. And yah, accurate.

New build up
https://github.com/EnemyV/EnemyNationsRevival/releases/tag/3.00.012

Improves font rendering on linux+mac, fixes a startup file location issue, and some other minor tweaks/fixes
>>
>>2461514
It's a pretty good release, but the Shift+right click info box is still broken. It only appears for a split second and then disappears. If I Alt+Tab out and back in, it becomes visible.
>>
A friend of mine has a problem with the audio on W10, he says it's like continuously accelerated, making it impossible to play with it.
Is anyone else having that problem?
>>
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>>2461881
I'll take another look. I didn't have issues on my system (Windows11, 1440p) maybe it's related to resolution or os or something. What are you running it on?

>>2463015
I'll look into it. I haven't tested audio on many systems, but first guess is it's something to do with a different system audio config. Do you know if they have integrated audio, or a sound card, or anything fancy?

Thank you for the bug reports! Super helpful! I'll release another version this weekend with fixes.
>>
>>2463808
>What are you running it on?
mac
>>
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The green text is unreadable here.
>>
>>2463808
>I'll look into it. I haven't tested audio on many systems, but first guess is it's something to do with a different system audio config. Do you know if they have integrated audio, or a sound card, or anything fancy?
It's a normal integrated audio card, nothing fancy.
>>
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>>2463858
How's (pic)? Better?

>>2463996
I'll do some more testing, maybe if I just mess around with my audio settings I can reproduce it.
>>
>>2464287
the dark green text should go edge to edge there's a big gap there
>>
>>2464287
now it's a little too big
>>
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Could the smoke be made non-clickable? Sometimes it makes it difficult to click on units or buildings behind it because it opens the building info window.
>>
>>2463808
>>2464287
Hey, >>2463015 >>2463996 here.
I asked my friend to record the sounds from his game so you can have something to compare for tests and debugging:
https://files.catbox.moe/9lg5mn.m4a
>>
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This reminds me of the game Starpeace. Sounds like a high concept.
>>
>>2453059
Oh shit would love to play this game again.
I still remember someone got their daughter to voice some of the announcements.
>you are out of gas!
Stupid oil.
>>
>>2466033
I can't put into words how much I hate that creepy little girl voice.
>>
Do I need to install Visual studios 2022 to get this working?
>>
>>2466043
It does not. I've removed all Microsoft MFC/DirectX/Networking and replaced it with SDL2 alternatives. It can still be compiled on MSVC, but I've gotten it to compile on Clang and GCC as well.

But you should be able to just download the release and run it. Please let me know if you run into any issues.

>>2466033
I've good good news! I've added in some late game mechanics to deal with the oil / gas issue.
- bio fuel. convert food to oil at a very low rate
- coal liquification. convert coal into oil
- charcoal. produce coal from wood
- fracking. old/depleted oil wells can be enabled to use more energy/workers but provide a small amount of oil

It means you either have to secure massive forests, or huge farmlands, but it introduces a way to solve the "no gas->no roads->no fun" late game issue.

>>2466036
I've gotten this comment on youtube as well. My plan is to expose all of the audio files so that people can make replacements easily. not done yet, wont take long, just need to get to it.
>>
>>2465927
Enemy Nations has seamless chunk based torus world. it isn't outside of possibility to turn this into a MMO by handling the chunks on a server and using p2p instances for the players. i guess it would have to be server authority to prevent cheating, but you get the idea. this is an interesting potential future direction.

>>2465674
awesome, thank you!

>>2464357
great suggestion! i added this in the latest update.
>>
>>2453059
HOLY SHIT I WAS THINKING ABOUT THIS GAME NOT LONG AGO

I've had days of fun with it when I was a kid, its incredible that its still alive, downloading now, thanks lad
>>
>>2453286
That was the trope for humanity since before Master of Orion, lad. Giving humans a specific niche, usually as space ork or smth, is very recent in science fiction
>>
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Latest build is up

https://github.com/EnemyV/EnemyNationsRevival/releases/tag/untagged-a75d9f626bfd2cd457f9

-fixed some artifacts when zooming out and rotating
-arrow keys pan while some other windows have focused
-audio speed fix game pins 22050 so 48k devices no longer chipmunk
-info window text bigger and greener
-info window graph ranges now 10s 10m 1h 10h
-building smoke and exhaust not clickable anymore so you can click units behind it
-info window status text goes edge to edge instead of being cut off
>>
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>>2468478
thanks bro
>>
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>>2468510
np bro
>>
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Bah, I can't get this game to work.
>mount the iso
>get Enations.dat in the root where all the setup and Enations.exe file is at
>using the exe says its missing mss32.dll
>both setup files just gives me an annoying windows error that says it cant run on my pc.
Do I have to force windows to run the setup file somehow?
Calm bringing webm attached.
>>
Dude, what are you doing? You don't need to mess around with an ISO, and you don't have to install anything. Just download the latest version from here:

https://veenatalive.itch.io/enemy-nations

Extract it somewhere, and you're good to go.
>>
>However, the rate the light bulbs move across the status bar is always the same for a given topic and the topic will always be discovered by the time the bulbs have gone all the way across.

I’ve never actually seen the light bulbs make it all the way across. They usually only get about halfway before the topic is discovered. Is this a bug?
>>
>>2468478
Hey, >>2463015 >>2463996 >>2465674 here!
My friend tested the last update and the sound bug is fixed for him!
Thank you so much!!!!
>>
>>2468839
>iso
>missing mss32.dll
You are trying to run the original game. Definitely that's an option, but it's not what I'm talking about here. The Github version does not use MSS32 and does not require the ISO. One of the first changes I made was to disable the CD requirement. I get a lot of people running into this- thinking they need the iso, and I'm not sure where they are getting that from. Can you help me to understand? Why did you think you needed the iso? Why did you think you needed to set it up that way?

If you want to try to run the version I made, get it here:
https://github.com/EnemyV/EnemyNationsRevival/releases

>>2468985
Yeah it's a bug. Old one, I think it existed in the original 1996 code too.

>>2469012
Awesome! Glad the fix worked!
>>
>>2468886
Thanks!
>>2469330
You linked the github and I see a getting started section telling me I need various things.
Linking to https://veenatalive.itch.io/enemy-nations off the start woulda been more clear.
>>
>>2469330
>Awesome! Glad the fix worked!
Thank you for all the work you're doing!
>>
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>>2469437
Thank you, I updated it!

>>2469446
You're welcome! Definitely makes my job easier when you all report bugs, and I appreciate it!
>>
why does it look like rollercoaster tycoon? same engine? but how is it open source then?
>>
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>>2470013
there is an open RCT
but no, not same engine. this is a custom engine made for this game
I think they look similar because they're both 3D rendered sprites from around the same decade (90s)
>>
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>>2470013
>>2470206
Back in the second half of the ’90s, games that looked like this were coming out pretty much every week.
>>
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This soundtrack tho

I was surprised that if you have a dual monitor setup you can just move windows like the map onto your second monitor no problem and that the game itself is like some sort of desktop environment
Though it seems if i minimize something like the units or buildings panels i can't expand it again because the right side of the window got cut off

seems quite stable though which is pretty cool
>>
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>>2473682
>I was surprised that if you have a dual monitor setup you can just move windows like the map onto your second monitor no problem and that the game itself is like some sort of desktop environment
This is, I think, one of the most interesting features of the game's engine.

>Though it seems if i minimize something like the units or buildings panels i can't expand it again because the right side of the window got cut off
Thanks for letting me know. I'll dig deeper into this.

>seems quite stable though which is pretty cool
Nice, glad to hear it. There was A LOT of crashes and memory leaks when I jumped in, so hopefully the fixes there are holding.
I'm currently working on improving the multiplayer. Right now the game uses a p2p system that requires communication links between all clients, and it doesn't work well with NAT. So I'm adding a fallback where the host relays packets. I'll also improve the NAT traversal with hole punching - an approach that the devs in 1996 didn't implement, since routers weren't so common back then.
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>out of gas

good lord how many oil wells do you need to build? ive got 12 pumping oil and 4 refineries that bately get enough oil to continuously produce. is there some sort of tech I need?
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>>2478684
>>2478684
Do you build on high-density locations?

>For Mines it shows the density (0 - 100) and quantity (0-1,000). A more dense location will extract a greater amount of resources per second. A larger quantity will last longer before the mine is exhausted.
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>>2478684
Troops/infantry don't take oil
Oil wells deplete (you can research tech to enable late game trickle)
Tech can turn wood-> coal and coal->oil
Tech can turn food -> oil

But yah, in general, oil is the biggest bottleneck after you've established your steel industry. I'm open to suggestions to tweak it, maybe a few more efficiency techs or something, but in general I intend to keep the oil/gas bottleneck as it was part of the original design.

>>2478707
thank indicator needs to be updated as well. in the original game I think it gave a visual indicator of the quality/density as well (I'll have to look at old screenshots)
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>>2478749
Do idle vehicles consume oil? If so that sucks.
Would be nice if heavy trucks had lower consumption so it was more about moving your military vehicles around.
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>>2478707
>>2478749
most oil wells are at 90~ or above, I dont build em if there's more than 3 squares of empty land under them. I'm starting to think the constant fuel shortages are inhibiting my trucks from effectively gathering and moving gas and as a result the electric grid is also now dying. I've built myself into an economic death spiral it seems.

I think fuel consumption reduction techs is the way to go. there's like one now that gives a mere 5%? maybe it needs buffing.

I've only played a handful of games in sandbox mode so far but it seems to me that cargo ships and the sea should be more effective than it is now. Building resource buildings on a distant shore/island and shipping it back home is a pain in the ass and seems slow, when in fact shipping by sea is the most cost effective thing IRL by far.
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>>2478787
>Do idle vehicles consume oil? If so that sucks.
Good question, I had to check.

No, they don't.
Wheeled, tracked, water, and hover vehicles drain gas per tile moved. Road building and bridge building consume gas directly as a resource.

On that note, I'm considering adding a new late game infantry. Currently you start with the default "infantry" and eventually unlock "special forces". In the original code there's also reference to "marines" which were never fully implemented.

I'm thinking of adding 2 new kinds- Minutemen and Elite Infantry (taking suggestions on names).
Minutemen will not cost steel, only be buildable from the rocket, and will allow a desperate defense even if you don't have your industry up yet.

Elite Infantry would have increased range and damage over special force, but the same health. This would allow some more interesting offensive without requiring fuel.
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>>2478799
>I think fuel consumption reduction techs is the way to go. there's like one now that gives a mere 5%? maybe it needs buffing.
I added these when I added a bunch of late game techs. I kept them small for now, but I agree they probably need a buff.
I don't want to over buff oil, and have already in a few ways:
Added the Food-Oil->Gas chain
Added the Wood->Coal->Oil->Gas chain
Added fracking tech (depleted oil wells can still generate oil)
Added the fuel efficiency techs

>I dont build em if there's more than 3 squares of empty land under them.
It's not about the number of tiles, but the quality of those tiles.

> I'm starting to think the constant fuel shortages are inhibiting my trucks
That definitely happens. One way around this is to create your own truck routes, so even without gas you have enough trucks delivering coal or oil or whatever.

>as a result the electric grid is also now dying.
Nuclear is the answer. Coal is a stopgap. I NEVER build oil power - oil is too valuable to waste on power.

>I've only played a handful of games in sandbox mode so far but it seems to me that cargo ships and the sea should be more effective than it is now.
I don't think sea economy is worth it currently. Ships take WAY too much gas, like HUGE amounts, and the oil on islands is more than the mainland, but not by nearly enough.
In the original game the cargo ships didn't really work- they would get stuck at seaports and never deliver their trucks. I fixed that (haven't seen it happen again at least) and then when I actually built a navy I could never use it due to gas shortages. I might double the oil on islands. Triple it, maybe.

I'll probably add more techs to make all of these chains a bit more efficient, while simultaneously adding things that increase the viability of oil-starved civilizations.

Electric vehicles, perhaps? That might need a new resource though (Rare Earths / Lithium) to create electric versions of the vehicles? (just thinking out loud)
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>>2478882
>electric vehicles

Sounds like a good idea.

I find a lot of the time you start in a place severely lacking in good access to a certain resource. The only option is either to make a continent spanning highway or to set up shipping lanes with resource outposts. The latter is better for gameplay imo.
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>>2479081
>continent spanning highway or to set up shipping lanes with resource outposts.
gameplay wise, I like both. I think a "mad max" style run in the desert where your trucks are carrying oil sounds great. that said, I always wanted to see more reason for naval combat, so making the oil on the islands more plentiful helps with that too.

I specifically like electrified vehicles because I could do that with existing art. I could just give them a blue outline or animation or something to indicate they're elec not gas. Or add exhaust for the gas ones.

Though, Nuclear Power Plants are already op, so I'd need to nerf them. I think the best way to do that is add Uranium as a new resource and make it required to build Nuclear Power Plants as a one time construction fee. This would create potential for divergent economies- you could go elec+nuclear OR if you have a godlike oilpatch just use the "cheaper" oil approach



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