Tuesday, September 26, 2006


dynamic relations

In the past days I've been thinking a lot on how to create a dynamic system for relations between the countries. The system should model a realist point of view: countries will be frightened by stronger armies, while weaker nations will stimulate the worst appetites. I'm not coding too much, to think about this system is hard enough.

Saturday, September 09, 2006


new version

Hi all, it seems that the only viewer working right now is the incredibly slow web viewer. Here's the instructions:
1) download the new file here
2) unzip
3) open the file index.htm with Internet Explorer, and let explorer visualize the blocked content (the yellow bar)
4) at this point you should see a warning message telling you that you need the most recent viewer, if you accept it will download automatically
5) after the installation the viewer will load the project
6) it is slow!!! sorry for this but anyway you'll not spend much time on this version

Thursday, September 07, 2006


version 0.7

I'm uploading the new version on the new file hosting service MediaMax, is should be easier now to download the game, just clik on this link and you'll donwload a .rar file, decompress the file using winrar, you'll find many files in the directory, run the file named cme. In order to play the game you'll have to download the q3d viewer which you can find here. The controls are the same: left click on a country to bring up the menu, right click to go back to the map, press Z to advance of one turn, press spacebar to reset the game.

Now let's talk about this release: it took so long to do it, but I did a lot of things.
1) The a.i. can now take decisions whether to declare war or to offer an alliace to the other countries.
2) The a.i. can have arabs fight wars between each other.
3) If Arab country A is already at war with Arab country B, then only a fraction of A's army will be available against Israel. This fraction is partially random, partially determined by the strength of B's army.

There's a ton of things to do now, the most important of which is to add informative text for everything that happens during a turn. Now the only informative text that appears includes limited information on the internal oppositions and little else. This thing will be fixed by version 0.9. With version 0.8 I plan to finish the logic beneath all the buttons in the displays for each country (now many buttons do not have any effect). Before version 0.8 I might release version 0.75 which would add dynamic relations between arab countries. For example: A has good relations with B, but has bad relations with C. B and C sign an alliance, then A will have bad relations with B. However this feature might be added later.
If you've got any problems with the viewer let me know, for I'm using a beta release of quest3d.

Sunday, September 03, 2006


this time it's true

Yes, this time I'm really near version 0.7, I'll try to explain what I've done in the past two weeks. A.I. works on values that make certain decisions more or less probable, for example if a country has a weak army it will be less probable it will go on war than if it had a strong army. There many of these modifiers for each country: regarding the army, the relations with one's own neighbors, with his enemy's neighbors etc. These values are of tremendous importance for the final balance of the game, so they will have to be carefully tested and they'll have to be changed many many times. What I have done is to prepare an automatic system for the change of all of these values in a few clicks. Thanks to this, I'll be able to implement various levels of difficulty for these values in the end make the a.i. more or less aggressive.

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