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Old 03-05-10, 11:15 PM   #9
R-T-B
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Join Date: Aug 2008
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Quote:
Originally Posted by Hell_Diver View Post
heh ill donate alot more than $5 if this is going to be as awesome as i think it is... can't wait

any possibility, that differnt countreis might deploy / build differnt amounts of ships depending on how country allegiances play out? how are you going to determine whether countries surrender in battle ect? this sounds like a monumental task
It is quite the task, that's for sure. The first release won't have everything you list, but it will do a rudimentary simulation of countries surendering/losing, turf changes, etc. It won't however change shipping lanes until the "2.0" release I imagine, which I plan to feature dynamic shipping lanes, more nations and more boats (contributions welcome, Finland is a major one I need to add, not in game and Russia goes to war with them), and many many more things.

There's no limit to how much you can add, because I'm writing it to be very modular. Nearly everything is wrapped in a callable subroutine or function so it's very modular, almost scriptable (heck, it could be with some work, but that's a low priority).

The first war log will simply simulate wars using a very rudimentary formula of "my military slowly grinds yours down based on numbers," sort of like battling spreadsheets. It works, but it's not ideal. The final 1.0 release will feature something much better, though I'm not saying much yet.

As far as changing the war goes, random events such as "economic booms" and "economic depressions" exist, allowing some things to change simply due to randomization. It should provide a different, but historical feeling experience each time if I can tune it right.

Of course, if you don't like how it's acting, it reads it's data from excel spreadsheets, and you have the source code, so there's nothing to stop you from changing it!
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